Designing how it works before deciding how it looks

UX design decides how a product is structured and how someone moves through it. UI design decides what that structure looks like. MBGDesk works in that order, and specifies the states most designs omit, empty, loading, error, long content, because those are where builds improvise.

Interface design is usually judged on a homepage image, which is the least informative artefact a design process produces. It shows one screen, at one width, with content chosen to fit. It says nothing about how someone gets to that screen, what happens when the form is wrong, or what the page looks like when the customer's company name is forty characters long.

Designs approved as pictures fail in predictable places. The flow was never mapped, so a user reaching step four discovers there is no way back to step two. Real content overflows the boxes that fit the placeholder text. Nobody drew the empty state, so a new user's first screen is a blank table. Error states get invented during development by a developer under time pressure, which is how error messages end up saying 'An error occurred'.

Who this is for

When this work makes sense

  • Products where the interface is the service rather than a brochure for it
  • Businesses whose site or app gets traffic but poor completion rates
  • Companies building an application and needing the experience resolved before development
  • Teams whose product grew feature by feature with no coherent structure
  • Organisations that have user complaints but no diagnosis of what causes them
How to choose

Questions worth asking any supplier

Is the flow mapped before screens are drawn? Screens without flows produce dead ends.

Are empty, loading and error states specified, or left for development to invent?

Is the design tested with real content, including the longest realistic values?

Does the designer understand what is expensive to build? Designs that ignore that get negotiated down during development.

Is there research behind the decisions, or is it taste? Both have a place, but they should be distinguishable.

What you get

Deliverables

User flows for every significant task, including the paths backwards

Information architecture. What exists, what it is called, and how it nests

Interface design at mobile, tablet and desktop widths

Every state specified: default, empty, loading, error, success, and long content

Interaction specifications covering what happens on each action

Accessibility built in, focus order, contrast, labels, keyboard paths

Developer handover as tokens and component specifications rather than flat images

Built with

  • Figma
  • Design tokens
  • User flow mapping
  • WCAG 2.2 AA
  • Prototyping tools
How we work

Process

Flows are mapped and agreed before any screen is drawn. It is a deliberately unsatisfying first deliverable, boxes and arrows rather than something that looks like a product, and it is where the expensive structural mistakes get caught. Once a design looks finished, people critique the colours; a flow diagram invites the question of whether the sequence makes sense, which is the question worth asking early.

The standard nine stages, discovery, strategy, UX/UI, development, content and SEO, testing, launch, measurement and continuous improvement, apply to every project. The paragraph above is what differs for this one.

Pricing

What moves the number

Pricing depends on scope, functionality, integrations and content requirements. These are the factors that change it most:

  • Number of distinct flows and templates
  • How many states each interface requires
  • Whether research and testing are included
  • Whether a design system exists or is being created
  • Rounds of revision and who holds sign-off
Comparison

UX only, UI only, or both

UX only

Fits: Teams with visual design capability who need structure and flows resolved

Limits: Someone still has to make it look like something

UI only

Fits: Products whose structure is settled and whose appearance is the problem

Limits: Applies a surface to a flow nobody has questioned

Both

Fits: Most projects, the structure and the surface inform each other

Limits: Longer process with two distinct sign-off points

Proof

Case studies

No published UX case study. Design outcomes are meaningful only with before-and-after completion data, which requires client permission we do not have.

MBGDesk operates from 4 offices in India, United States, United Kingdom, United Arab Emirates. We hold no industry certifications and do not imply otherwise.

Questions

Frequently asked questions

What is the actual difference between UI and UX?

UX is how it works: what steps exist, in what order, and what happens at each. UI is how it looks and feels at each of those steps. A product can have excellent UI and poor UX, attractive screens arranged in a sequence that does not make sense, and the second is the more expensive problem to fix.

Do we need user research?

It depends how much you already know and how much is being assumed. If you speak to customers regularly and understand where they struggle, research may confirm what you know. If the team is designing from internal assumptions about an audience nobody has spoken to, it is worth the time.

Why start with wireframes instead of designs?

Because structure and appearance are different decisions and reviewing them together means neither gets proper attention. People discuss colour when shown a finished design; they discuss sequence when shown a flow. Separating them gets both questions answered.

How do you handle accessibility in design?

Contrast is measured rather than judged by eye, focus states are designed rather than left to the browser default, and heading hierarchy and labels are part of the specification. Designing accessibly costs very little; retrofitting it after build costs considerably more.

Can you work with our developers?

Yes, and the handover is built for it, named design tokens rather than measurements to read off a screen, component specifications covering every state, and a working session so the questions that always surface during build get answered early.

What if we disagree with the design?

Then the reasoning should be examinable. Every significant decision should have a stated rationale, a flow simplified because of a drop-off, a layout chosen because of content length, so disagreement is about the reasoning rather than about taste. Where it genuinely is taste, you decide; it is your business.

How long does design take?

It scales with the number of distinct flows and states rather than the number of screens. Twelve pages sharing one template is a small job; three templates each with six states is a larger one than it looks.

Talk to us about this

Tell us what you are trying to build and we will come back with scope, approach and an estimate.