Practice 03 · Web, software & digital solutionsUX and UI design: interfaces that save time for the people using them

An interface can be beautiful and slow everyone down: a form that asks for information in the wrong order, a dashboard that buries the one figure that matters, a primary button nobody notices. UX and UI design addresses these questions before and during development, starting from the tasks users are trying to complete rather than from a blank page.

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See the practice

Who it is for, and whenWhen to bring in UX and UI design

Experience design applies as much to an existing product that irritates its users as to a project not yet started.

  1. Your software or application works, but users complain, ask for repeated training or avoid certain screens.
  2. You are preparing a build (website, application, business tool) and want to validate the journeys on mockups before committing weeks of code.
  3. Your digital products were built by different teams and each has its own buttons, colours and conventions.
  4. You see drop-offs at a precise step (sign-up, order, case entry) without knowing what is blocking people.

The scopeWhat UX and UI design at Kopus includes

  • Research User interviews, observation of their work, analysis of existing usage data, inventory of tasks and their frequency.
  • Information architecture and journeys Screen organisation, sequences, states (empty, loading, error, success), edge cases.
  • Low-fidelity wireframes, then interactive prototypes tested with users.
  • Interface design Grid, typography, colour, iconography, aligned with your brand guidelines or adapting them for digital.
  • A component system A library of buttons, fields, tables and messages with usage rules, so that developers and future screens stay consistent.
  • Accessibility Contrast, keyboard navigation, target sizes, readability, following recognised good practice.
  • Development specifications Annotated mockups, behaviours, measurements, exported files (for example from Figma).
  • Support during development to check that delivered screens match the design.

The methodThe stages of a UX and UI design engagement

  1. Understanding the tasks

    Who uses the interface, to do what, how often and in what context (office, field, mobile, under pressure).

  2. Audit of the existing product when there is one: journeys tested, friction points recorded, usage data analysed.

  3. Prototyping the priority journeys

    Wireframes, then a clickable prototype of the screens that matter most.

  4. User testing

    A few representative people complete the tasks on the prototype; the blockages observed lead to another iteration.

  5. Final design and delivery

    Finished interface, documented components, specifications handed to developers, then review of the implemented screens.

Three levels of fidelityThe same screen, three different questions

Each level of fidelity settles one question before moving on to the next. Debating colours on a wireframe, or structure on a finished mock-up, wastes everyone’s time. The prototype, finally, goes into the hands of a few users before the first line of code.

Quick to produce, easy to changeClose to the final product

  1. 01Low fidelity

    Wireframe

    Question settled
    Which information, in what order, with which main action?
    Deliverable
    Greyscale templates and screen flow
  2. 02High fidelity

    Mock-up

    Question settled
    Is the interface readable, consistent and accessible?
    Deliverable
    Finished screens, components, colours and typography
  3. 03Interactive

    Prototype

    • Hover
    • Click
    • Transition
    Question settled
    Can a user complete the task without help?
    Deliverable
    Clickable prototype, tested with representative users
Illustrative example. The number of prototyped screens depends on the priority journeys chosen at the start of the project.

Our positionOur stance on interface design

Interface design is not a decorative layer applied at the end of a project. The decisions that count (which information on screen, in what order, which action to emphasise) are made before colour and style. A test with a few users on a prototype costs little and reveals problems that weeks of meetings never surface. We prefer a sober interface whose every screen has been seen by its users to a spectacular one approved only in a meeting room.

Your questionsFrequently asked questions about this service

What is the difference between UX and UI?

UX covers the overall experience: journeys, logic, how easy it is to complete a task. UI covers presentation: visual components, typography, colour, element states. The two are handled together, because a sound journey poorly presented is still a chore.

Do we have to rebuild the whole product to improve the experience?

No. An audit identifies the screens where users lose the most time, and fixes are prioritised. A full redesign is only justified when the structure itself is at fault.

Which tools do you work with?

Widely used collaborative design tools (for example Figma), which let you share prototypes and components with your teams and your developers, whoever they are.

Do you work with our in-house developers?

Yes. We deliver prototypes, a component system and interaction specifications your teams can implement, and we stay available during development.

How many users do you need for an interface test?

Five representative users are enough to spot most of a journey’s problems. Kopus runs these tests on prototypes, before development, while fixing is still cheap.

What does Kopus deliver in UX/UI design?

Journeys, interactive prototypes, a reusable component system and interaction specifications, ready to be implemented by Kopus or by your developers.

Is accessibility part of the design?

Yes, from the first prototypes: contrast, sizes, keyboard navigation, labels. It is a growing obligation and, above all, an accessible interface is simpler for everyone.

SectorSectors that use this service

Let’s bring your projects to lifeYour next project starts here.

Let’s improve your product’s user experience, starting from the real tasks of the people who use it.

Understand why my users drop off

An express review of your interface, free