Studio · Design practice

How we design apps.

Every product we ship starts as a Figma file, and the distance between that file and the App Store is the whole craft. This is the process, the principles, and the proof.

Principles

Four rules we don't bend.

01
Design sits next to engineering

Our designers and engineers share a standup. Every screen drawn in Figma gets a look from the person who will build it, while it's still being decided rather than after it ships.

02
Real content or no content

No lorem ipsum, no perfect names that all happen to be short. We design with production data: long Arabic names, 9-digit balances, empty states, error states, offline states.

03
Arabic-first, not Arabic-also

RTL is designed as a mirror from the first wireframe, with typography, iconography and motion tuned for both scripts. If it only works in English, it isn't done.

04
Motion with intent

Animation explains hierarchy and state. We cut anything that's just decoration, so every transition has a job to do before it ships.

Process

Brief to shipped, in six moves.

Each step ends with something you can open, click, and judge for yourself, not a status update.

  1. 01
    Understand

    Discovery before pixels

    Workshops, user interviews and competitor teardown in FigJam. We leave with the user's actual job-to-be-done in writing, plus a list of features to drop because they don't serve it.

    You getProblem map + scoped flows
  2. 02
    Structure

    Flows and wireframes

    Every screen of every flow, low-fi and clickable. This is where we argue out the navigation and fix it cheaply, in grayscale, before anyone falls in love with a gradient.

    You getClickable wireframe prototype
  3. 03
    Design

    Hi-fi screens in Figma

    Real content, both languages, every edge case. Light and dark. Components built with variables and auto-layout so a copy change doesn't break forty screens.

    You getHi-fi Figma file (a live link you can open)
  4. 04
    Systemize

    Tokens and the design system

    Colors, type, spacing and radii become named tokens that match the codebase one-to-one. The Figma component library mirrors Storybook, down to the names, props and states.

    You getDesign system + token export
  5. 05
    Validate

    Prototype, test, adjust

    Interactive prototypes go in front of real users (Maze, moderated sessions) and in front of investors when that's the goal. Findings loop back into the file the same week.

    You getUsability report + iterated screens
  6. 06
    Ship

    Handoff that isn't a handoff

    Engineers were in the file all along, with Dev Mode, annotated edge cases, and motion specs down to curves and durations. Design reviews every build until the shipped screen matches the drawn one.

    You getPixel-parity production UI
Toolchain

Figma at the center.

One live file from kickoff to launch, with flows in FigJam, screens and tokens in Figma, parity with Storybook in code.

Deep dive: why Figma, and what else we considered
FigmaFigJamDev ModeDesign tokensStorybookFramerLottieMaze

Have something that needs designing?

Two-week discovery sprint: workshops, flows, and a clickable prototype that's yours to keep either way.