Dark mode
A genuine second theme rather than an inverted screenshot, because every surface reads from a variable.
We design software that people are required to use, not software they are being persuaded to try. Those are different problems.
Field crews, drivers, inspectors, coaches and members do not open your application at a desk. They open it one-handed, outdoors, on a mid-range phone, on a bad connection, wearing gloves.
So the phone layout is the design, not a responsive afterthought applied once the desktop version was signed off. Touch targets are sized for thumbs, the primary action stays reachable at the bottom of the screen, and the interface is tested on a real device before it is called finished.
Colour, spacing, type scale and component states are defined once as tokens and consumed everywhere. That is what makes the next screen cheap to build and the whole product cheap to restyle.
It is also what makes the following possible without a rewrite:
A genuine second theme rather than an inverted screenshot, because every surface reads from a variable.
In one of our own products, with layouts that survive German compound nouns and Spanish string growth.
A progressive web app the crew adds to a home screen, with no app-store review in the release path.
Loading, empty, error and permission-denied are designed, not left to whatever the framework does.
An interface people are required to use has to earn none of their attention — and waste none of it either.
Design work usually arrives attached to a build. See custom web applications and SaaS platform development.
Yes. Design as a standalone piece is common, and you can take the output to any developer. We would rather hand over something implementable than something that only works as a picture, so deliverables include the states and edge cases rather than just the happy path.
Screens for the flows that matter, in the states they actually occur in — empty, loading, error, permission-denied — plus the type scale, colour tokens and spacing rules as a system rather than as annotations on a mockup. That is the part that determines whether the build looks like the design.
Yes, and normally should. If there are brand guidelines we design inside them. Where the guidelines were built for print and leave real interface questions unanswered — focus states, dense data, small screens — we extend them and document what we added.
Proportionate to the decision. Talking to the people who will use the thing is nearly always worth a few days, particularly for internal tools where the users are down the hall and nobody has asked them. Large research programmes are occasionally justified; more often the budget is better spent shipping and watching.
Send us a screenshot. We will tell you whether it is a design problem or a workflow problem, and they are not the same fix.