AI is hard to design because it is sometimes wrong.
What’s included
- UX research
- Design systems
- AI interaction
- Prototyping
Both
directions tested, with Arabic designed as a first language
AA
contrast and keyboard paths as acceptance criteria
What we deliver
Research, product strategy and interface design that turn complex technology into experiences people enjoy using.
Research with real users
Interviews and task analysis with the people who will actually use it, not a persona workshop.
Design systems
Tokenised, documented component libraries that survive handover and keep a product coherent as it grows.
AI interaction patterns
Citation, confidence, correction and escalation designed explicitly, so uncertainty is visible rather than hidden.
Bilingual design
Arabic and English designed together, with mirrored layout, numerals and iconography tested in both modes.
Accessible by requirement
Contrast ratios, focus order and reduced motion treated as acceptance criteria, not a late audit.
Prototypes that behave
Clickable, stateful prototypes used to settle arguments before they become expensive engineering decisions.
Designed for the moment it is wrong.
Every AI interface is judged on its worst answer, not its best one. These four things are what decide whether a user forgives it.
Technologies we use
- Figma
- Design tokens
- Storybook
- Tailwind
- Playwright
Fewer expensive reversals
Disagreements resolved in a prototype cost hours. The same disagreement resolved in production costs weeks.
A system, not a set of screens
You get tokens, components and rules, so the next feature looks like it belongs without us in the room.
Designed for the wrong answer
The interface tells a user when to check, where it came from, and how to reach a person. That is what earns trust.
Arabic treated as a first language
Not a mirrored afterthought. Type, numerals, spacing and direction resolved in the component layer.
How a design project runs
01
Research
Interviews and task analysis with the people who will actually use it.
02
Structure
Information architecture and flows, agreed before a single screen is drawn.
03
Prototype
A clickable, stateful prototype used to settle arguments early.
04
System
Tokens, components and documentation your engineers can build from.
05
Support
We stay close through build, because a design is not finished until it ships.
Design: common questions
Straight answers to what we are asked most often.
Yes, and we will tell you honestly if a design-only engagement is likely to sit unimplemented. Usually the better shape is design plus a thin slice of build.
Yes. If there is a design system we extend it. If there is a brand but no system, building one is often the highest-value first step.
By making uncertainty visible: a source on every claim, a confidence signal where it is meaningful, an obvious way to correct the system, and a route to a person. Hiding the uncertainty is what loses trust.
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