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UI/UX & Product Design

AI is hard to design because it is sometimes wrong.

An interface for a deterministic system shows results. An interface for a probabilistic one has to show confidence, sources and a way out. We design for the moment the system is uncertain, because that is the moment trust is won or lost.

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

Capabilities

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.

Why it works

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
  1. Fewer expensive reversals

    Disagreements resolved in a prototype cost hours. The same disagreement resolved in production costs weeks.

  2. 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.

  3. 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.

  4. 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

  1. 01

    Research

    Interviews and task analysis with the people who will actually use it.

  2. 02

    Structure

    Information architecture and flows, agreed before a single screen is drawn.

  3. 03

    Prototype

    A clickable, stateful prototype used to settle arguments early.

  4. 04

    System

    Tokens, components and documentation your engineers can build from.

  5. 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.