UI and UX design

UI UX design

UX design is about whether people can do what they came to do: find a product, book an appointment, complete a form, understand a report. UI design is about the screens they use to do it: layout, type, colour, buttons, states and feedback. The two are closely linked, and good work usually moves from one to the other in stages. It starts by understanding who the users are and what tasks matter, maps the steps they take, sketches structure in wireframes, tests a prototype with real people, and only then refines the visual interface and hands it to developers with everything they need to build it.

This page explains each stage, what it produces, how accessibility fits in and how to tell whether the work is helping. LetGetGrow provides wireframes, interface design, prototypes, design systems and usability reviews, with the scope, cost and timeline set out in a custom quotation.

Service overview · Design & Branding · Custom quotations only

Illustrative diagram

  1. Understand
  2. Map flows
  3. Wireframe
  4. Test
  5. Design and hand off
From users to build. Each stage answers a different question.

UI and UX: what each covers

Illustrative; the boundary is not fixed
AreaUX focusUI focus
QuestionCan people complete the task?Is each screen clear and usable?
Typical outputsResearch notes, flows, wireframesVisual designs, components, states
Tested byWatching people attempt tasksChecking clarity, contrast, consistency
Fails whenSteps are missing or confusingControls are unclear or inconsistent

A typical sequence

  1. Understand

    Users, tasks and constraints.

    Output: Research summary

  2. Map

    Steps and decisions for key tasks.

    Output: User flows

  3. Structure

    Layout and content priority.

    Output: Wireframes

  4. Test

    A clickable version with users.

    Output: Findings and changes

  5. Design and hand off

    Visual interface and states.

    Output: Build-ready designs

Starting with users

Research does not have to be large. Talking to a handful of users, reading support tickets, watching analytics for drop-off points and looking at how competitors handle the same task can reveal what matters. The GOV.UK Service Manual treats user research as something done across a service's life, from discovery through to live, rather than once at the start. The aim is to agree a short list of the tasks the interface must make easy, and the people who perform them.

Low fidelity first

It is tempting to jump straight to polished screens, but changes are cheapest when designs are rough. Flows and wireframes let a team agree what each screen must do before anyone debates colours. A clickable prototype built from wireframes can be tested with users in days. Visual design then builds on a structure that already works.

Accessibility from the start

Contrast

  • Text at least 4.5:1, large text 3:1 (WCAG 2.2, 1.4.3)
  • Controls and icons at least 3:1 (1.4.11)

Interaction

  • Visible focus for keyboard users (2.4.7)
  • Targets at least 24 by 24 CSS pixels, with exceptions (2.5.8)

Layout and forms

  • Content works at 320 CSS pixels wide (1.4.10)
  • Avoid asking for the same information twice (3.3.7)

Why these criteria

WCAG 2.2 became a W3C Recommendation in December 2024. The criteria above are among those at Level A and AA that affect design decisions directly, rather than only code. Planning for them in wireframes and visual design is far easier than fixing them after build.

Example: a booking form that loses people

Illustrative example — not a client case study

Situation: A clinic's online booking has many people starting but not finishing.

  1. Analytics show most drop-off on the step asking for account creation.
  2. A flow is redrawn with booking first and an optional account afterwards, and a wireframe prototype is tested with five patients.
  3. Testers complete booking faster; the visual design is then updated and handed to the developer.

What this shows: The team changed the flow before spending time on visuals. This example is illustrative.

Handing off to developers

Developers need more than a picture of each screen. Useful handoff includes every state (empty, loading, error, success), reusable components, spacing and colour values, notes on behaviour and the accessibility decisions made. Tools such as Figma's Dev Mode let developers inspect designs and properties directly.

Knowing whether it worked

Agree in advance what you will look at after launch: task completion, support questions, drop-off at key steps, or feedback from users. No designer can promise a specific improvement, but clear before-and-after measures show whether the work helped.

Checking designs against known principles

Before testing, designs can be reviewed against established principles such as Jakob Nielsen's ten usability heuristics, which include visibility of system status, consistency and standards, error prevention and recognition rather than recall. A heuristic review is quick and catches obvious issues, but it does not replace watching real users.

Questions about UI UX design

What is the difference between UI and UX?

UX is whether people can complete tasks; UI is the screens they use to do it.

Do we need user research?

Some, even if small: a few conversations, support tickets and analytics.

Why start with wireframes?

Changes are cheapest before visual design.

Which accessibility standard applies?

WCAG 2.2 is the current W3C Recommendation; check your legal duties with an adviser.

What do developers need?

States, components, values and behaviour notes.

Can results be guaranteed?

No; agree measures to check whether it helped.

Sources referenced

Platform features, guidance and rules change. We check the current versions before committing to an approach. This page is general information, not legal advice.

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