We design and build the interfaces for software people rely on to do serious work: remote operations centres, autonomous fleets, port and marine systems, financial platforms.
Software with a lot on screen and real consequences when it's wrong.
We take it from the first user journey through to production as one continuous piece of work, so the design and the code never become two different things.
What we do
We work across the whole interface — from the first user journey to the code that ships. Most companies buy these separately: research from one place, design from another, front-end from a third, then spend the difference reconciling them. We do it as one piece of work, so the system in Figma and the components in your codebase stay the same system.
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Mapping how people actually use the product, end to end — interviews, task analysis, complete journeys and interaction specs, documented so your team can build from them without guessing.
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Interactive prototypes put in front of real users before anything gets built, so design decisions are settled with evidence instead of opinion in a meeting.
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A component library built in Figma using variables and slots, structured so your team can extend it themselves without it coming apart six months later.
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The same system delivered as a working React UI Kit. What's in Figma and what's in the codebase are one thing, not two things that drift.
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Production front-ends in React, Zustand and CSS Modules, built on the design system rather than around it. Web, desktop, mobile and Electron.
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Real-time 3D with react-three-fiber for control rooms, digital twins, site and fleet views, and machine-facing screens where a flat dashboard isn't enough.
Our company ethos
The software that runs ports, mines, ships, farms and money was built by people solving genuinely hard problems, who ran out of room to think about the people using it. We treat that as an oversight, not an inevitability.
The stakes are real.
A screen sitting between a person and a moving machine — or a person and their money — isn't decoration. Interface decisions in these systems have consequences, and we work like they do.
Density is not a design failure.
Expert operators don't want less information. They want more of it, made legible. Stripping a control room back until it looks like a consumer app is how you make it dangerous.
The seams are the job.
Projects rarely fail in the middle of a discipline. They fail between design and code, between our front-end and your back-end, between the studio and the team left holding it afterwards. We work across those joins instead of handing over at them.
Build so we're not needed.
A design system that only holds together while we're still on the invoice is a dependency, not a system. Your team should be able to extend it without calling us.
Contact Us
Eager to explore a collaboration? Kindly share your details, and we will reach out to you promptly. We look forward to the opportunity to connect.