UI and UX design

UI UX design services

UI and UX design services range from a single round of screen design to a full process of research, flows, prototypes, testing and developer handoff. Portfolios can look similar, so the differences show in how a designer works: whether they ask about your users and their tasks before drawing anything, whether they test with real people, how they build in accessibility, and whether their files are something your developers can actually build from. A good provider is also clear about what they will not do, such as promise a conversion rate, and about what you need to supply, such as access to users and decisions from the right people.

This guide covers questions to ask, responsibilities on both sides, warning signs, deliverables and how fees are set. LetGetGrow provides wireframes, interface design, prototypes, design systems and usability reviews, with the scope, cost and timeline set out in a custom quotation.

Choosing a provider · Design & Branding · Custom quotations only

Illustrative diagram

  1. Discovery
  2. Wireframes
  3. Test
  4. UI design
  5. Handoff
A UI and UX engagement. Discovery to handoff.

Questions to ask

Illustrative questions
QuestionGood answer shows
How will you learn about our users?A realistic research plan for your budget
When will you test with users?Early, on rough prototypes, and again later
How do you handle accessibility?Named WCAG criteria checked during design
What will developers receive?Components, states, values and notes
What do you need from us?Access to users, data and a decision-maker

Look at process, not only portfolio

Ask a designer to walk through one past project from brief to launch: what they learned from users, what changed after testing, and what they would do differently. Finished screens show taste; the story behind them shows whether the designer solves problems. If confidentiality limits what they can show, a clear description of the process is still useful.

Who does what

Your side

  • Access to users or customers
  • Business goals and constraints
  • Timely decisions and feedback

Designer's side

  • Research and testing plan
  • Flows, wireframes and prototypes
  • Visual design and handoff files

Developers' side

  • Technical constraints early
  • Questions during handoff
  • Building to the agreed states

Warning signs

  • Screens before questions

    No interest in users or tasks.

  • No testing in the plan

    Decisions rest on opinion.

  • Promised uplift

    Conversion figures no one can guarantee.

  • Accessibility as an extra

    Fixes left until after build.

How an engagement often runs

  1. Discovery

    Users, tasks, constraints.

    Output: Brief and plan

  2. Flows and wireframes

    Structure agreed.

    Output: Wireframes

  3. Prototype and test

    Real users try tasks.

    Output: Findings

  4. UI design

    Visual design and states.

    Output: Final designs

  5. Handoff

    Developer support.

    Output: Build-ready files

Example: choosing between two proposals

Illustrative example — not a client case study

Situation: A software company receives two proposals for redesigning its onboarding.

  1. One offers twenty polished screens in three weeks; the other proposes interviews, a wireframe prototype tested with five users, then UI.
  2. The company asks both how they would know the new onboarding works.
  3. Only the second describes testing and measures to compare before and after.

What this shows: The company chose the proposal with a way to check the result. This example is illustrative.

Handoff and developer support

Ask how the designer will hand over: components with variants, every state, spacing and colour values, and annotations explaining behaviour. Also ask whether they will answer developer questions during the build, because gaps always appear once code meets design.

Fees

UI and UX work is priced by project, by phase or by time. Phased pricing, such as a fixed fee for discovery and wireframes before committing to UI, lets you check the approach before spending more. Research costs, such as participant incentives or tool licences, may be extra.

Ownership of files

Agree that you will own the design files, components and research notes, and that they will be delivered in a tool your team can open.

What a sensible testing plan looks like

Ask how many rounds of testing are planned and with whom. Nielsen Norman Group's long-standing advice is that small tests with around five comparable users, repeated as the design changes, find many usability problems; where there are several distinct groups of users, each group needs its own participants. A plan that fits your budget might be one round on wireframes and one on the near-final design. If the designer cannot reach your users directly, agree how participants will be recruited and who pays incentives.

Working with your team

Designers work best when they can talk to developers, product owners and support staff, not only to one contact. Ask how they will involve your team: shared reviews, design critiques or regular check-ins. Agree who has final say on design decisions, so feedback does not stall the project.

Questions about UI UX design services

What should a UX designer ask first?

About your users, their tasks and your constraints.

Should testing be included?

Yes, early on rough prototypes and again later.

What do we need to provide?

Access to users, goals and timely decisions.

Is a promised conversion rate a good sign?

No; results cannot be guaranteed.

How is UX work priced?

By project, phase or time; phases let you check the approach.

Who owns the design files?

Agree that you do, in a tool your team can open.

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