Mirana Labs

UI/UX

Designed for the task, tested before the build.

Good interface design is mostly decisions about what to leave out, what order things go in, and what happens when something goes wrong. The visual polish comes last and is the easy part.

Covers
Websites, web apps, mobile, SaaS
Tools
Figma, prototypes, design tokens
Pricing
Scoped per project or inside a build package
Handover
Specs and components ready for engineering

The problem

What bad UX costs

We design websites, web applications and mobile products from the user's task backwards: flows, information architecture, wireframes, interface design, clickable prototypes, and the design systems that keep a product consistent as it grows. Everything is drawn to be built, because the same studio builds it.

  1. Users cannot find the thing

    Navigation built around the org chart instead of what people came to do.

  2. Every screen is designed alone

    No system, so each new page invents its own buttons, spacing and patterns.

  3. The prototype lied

    Design that looks finished with fake data, then struggles with real names, real lengths and real errors.

  4. Mobile is an afterthought

    Desktop layouts shrunk down, with tap targets nobody can hit.

Our answer

What we do

Research first, lightly: a few conversations with real users, a look at analytics and support tickets, a map of the tasks that matter. Then structure: information architecture and user flows that make the main task short.

Wireframes to settle layout and hierarchy before anyone argues about colour. Then interface design as a system: components, states, spacing and type as tokens shared between Figma and code, so the product stays consistent after we leave.

Clickable prototypes are tested with real people before development, which is the cheapest moment to be wrong. Handover is specs, components and a conversation with the engineers, who are usually us.

What is included

What youget

Research and tasks

User conversations, analytics review and a task map that drives every decision.

Flows and architecture

User journeys and information architecture for the whole product.

Wireframes

Low-fidelity layouts for every screen and state, including the empty and error states.

Interface design

High-fidelity design as a component system with accessibility checked.

Prototype and test

A clickable prototype tested with real users, with findings fed back into the design.

Design system

Tokens, components and documentation shared with engineering.

How it runs

Four steps,start to finish

  1. Understand

    Users, tasks, constraints, existing data. A short research phase sized to the project.

  2. Structure

    Flows, architecture and wireframes, reviewed with you screen by screen.

  3. Design

    Interface design as a system, with every state drawn.

  4. Test and hand over

    Prototype testing, refinements, then specs and components for the build.

Questions

Asked before most ui/ux projects

Yes. We take on design-only work and hand over to your engineers with specs, components and a walkthrough. Most clients find it simpler to have us build it too.

It is scoped per project, because a six-screen booking flow and a forty-screen admin product are different jobs. Inside our website and application packages, design is included.

Yes, lightly and early. A handful of sessions with a clickable prototype finds most of the problems at the point where they are cheapest to fix.

Yes. We start with what the analytics and support tickets say people struggle with, then redesign the flows that matter most rather than everything at once.

Contrast, focus states, keyboard navigation, readable sizes and sensible tap targets are part of the design, guided by WCAG. Accessible products are better products.

Related services

Often pairedwith this

Tell us what people struggle to do.

A short brief, a fixed price in writing and a realistic date range. No sales call unless you ask for one.

  • Free, written quote
  • Reply within one working day
  • No sales call unless you ask