Figma design and prototyping
Agreeing what will be built while changing it still costs an afternoon rather than a fortnight.
Design tool
Chosen per project
Maintainable handover
The most expensive misunderstandings in software happen when a client and a developer picture different things from the same sentence. A clickable prototype removes that: you use the thing before it exists and say what is wrong while changing it is cheap.
Figma also makes the handover honest. Spacing, colour and type come from defined styles rather than being measured off a picture, so what gets built matches what was approved.
What we build with Figma
Agreeing screens and flows before development begins
Testing a journey with real users on a prototype
Maintaining a component library shared by design and code
Presenting options to stakeholders without building them
Where it fits — and where it does not
Good fit when
Any project where the interface matters to adoption
Multi-screen flows with branching and edge cases
Teams needing one shared source of truth for the interface
Consider something else when
Very small changes to an existing product, where a sketch is enough
Treating a prototype as a specification for behaviour and data rules
When changing your mind is cheap
Roughly what a change costs at each stage. The argument for prototyping is entirely here.
In the flow diagram
Minutes.
In the prototype
An afternoon.
In built software
Days, plus retesting.
After launch
Days, plus retraining and data migration.
How we work with Figma
Flows before screens
The journey mapped first, including the error and empty states that are usually discovered late.
Styles, not one-offs
Colour, type and spacing as defined styles so the design system and the CSS agree.
Prototype the awkward paths
Prototypes cover failure and edge cases, not just the demonstration route.
Handover with tokens
Developers receive values and components, not screenshots to measure.
Our typical Figma setup
| Concern | What we use |
|---|---|
| Deliverables | Flow map, wireframes, high-fidelity screens, clickable prototype |
| Systems | Shared components and styles rather than detached copies |
| Responsive | Mobile and desktop layouts designed, not inferred |
| States | Loading, empty, error and permission-denied states included |
| Handover | Tokens and specifications developers build directly from |
Frequently asked questions
For a few pages, wireframes and a homepage design are usually enough. Prototypes earn their cost on multi-step flows where the sequence itself needs testing.
Yes, and changes are expected. The point of approving a design is that the expensive changes happen before the build, not that nothing changes afterwards.
Yes. The Figma file is yours, and you can take it to any developer.
Topics people search for
Services built with Figma
UI/UX Design
Interfaces designed around what people are trying to accomplish, then tested with them before development starts.
Website Development
A website is usually the first thing a prospective customer sees. It should load quickly, say something useful and be findable.
Mobile App Development
Apps built to be used daily — fast to open, sensible offline and maintainable once they are in the stores.
Web Application Development
Applications that run in the browser, handle real workloads and hold up when several departments depend on them at once.
Tell us what you are trying to build
Describe the problem in plain language and we will tell you what it would take to solve it — the approach, the moving parts and the sensible order to build them in. No obligation either way.