Product Design


A product tailored to your customers' needs
will deliver business benefits and delight them with its design.

Discover ideas with us and transform them into outstanding services and products.

Depending on the stage of the project you're at,
as well as your needs and business goals,
we'll work together to create a path to success.

We conduct UX workshops, select research methods, techniques, and tools, create prototypes, and test them with users. We prepare reports based on the test and research results, and provide design recommendations regarding product usability.

We draw on knowledge shaped in the field of HCI (Human-Computer Interaction). We combine the most effective methods, including Design Thinking, User-Centered Design, Service Design, as well as classic business analysis.

Design process

  • 01 Discovering
    user needs
  • 02 Defining
    project challenges
  • 03 Generating
    ideas and solutions
  • 04 Prototyping
    (high fidelity)
  • 05 Testing
  • 06 Expert
  • 07 Testing
  • 08 Implementing changes
    to the prototype
  • 09 Technical work
    (front-end; back-end: SCRUM)
  • 10 Deployment
  • 11 Periodic
    analysis and testing
  • 12 Maintenance
    of the service
  • 13 SLA (Service Level Agreement)

We analyze and research

A thorough analysis of our clients' needs is the common denominator of all our actions. By analysis, we mean not only familiarizing ourselves with the brief. We obtain necessary information through consultations, workshops, interviews, surveys, document analysis, and examining the brand's visibility in the media space.

We carry out projects comprehensively. We are able to conduct both usability testing of graphical interfaces (portals, applications, websites, systems, multimedia kiosks, ATMs) and survey research related to brand awareness, measured by indicators such as spontaneous brand awareness, aided brand awareness, and top of mind brand.

graphics - magnifying glass

Discovering user needs

graphics - mountains

Defining project challenges

graphics - brain

Generating ideas and solutions


Prototyping and testing

Discovering user needs

To make an investment successful, it's worth finding out (or confirming) who the customers are, what they need, what motivates them to act,
and in which areas they see benefits or problems.

To acquire this knowledge, we use in-depth interviews, surveys, focuses (focus group discussions), observations, document and statistical analyses. For example, if we are designing an application that will be used by Partners or Employees of your organization, one proven method is to conduct interviews with domain experts.

Based on gathered information, we create what is called an empathy map (showing what users say, think, feel, their experiences, and concerns), which in turn helps us develop a profile of a potential user ("persona").

Defining project challenges

After we know who the users are and have gathered information about their needs, it's time to conduct SYNTHESIS.
For this purpose, we usually use one of the workshop techniques typical for the Design Thinking approach.
We divide the collected information based on the following categories (needs, benefits, problems), giving them appropriate priorities.


grafika - piramida
  1. 1 For what purpose does the client choose your service/product?
  2. 2 What does the client use them for?
  3. 3 What tasks does the client accomplish using your proposed services or products?
  4. 4 What goals does the client achieve as a result (professionally, personally)?


grafika - dłoń i diament
  1. 1 What value does the product/service deliver to the user? (e.g., I like using Blik for fast payments because it saves me a lot of time during online shopping)
  2. 2 What will give the user satisfaction?
  3. 3 What contributes to the customer's benefits?
  4. 4 What will make the user's life easier, more enjoyable?
  5. 5 What is valuable to the user?
  6. 6 What results does the user expect?
  7. 7 What are the user's goals, ambitions?


grafika - wykrzykniki i znak zapytania
  • Relatively often, respondents draw attention to problems (for example, when entering portals, pop-up windows "turn on / block notifications" annoy me).
  • They explicitly identify functionality that causes obstacles or difficulties in performing specific tasks.

The knowledge coming from the aforementioned triad (needs, benefits, problems) is transferred to
defining specific project challenges. To this end, we use
so-called generative questions, for example:

How could we help Joanna (persona) so that she wouldn't have to "click off" the PUSH notification consents when entering the website, while also having the ability to easily enable them?

How could we help Adam (persona) download 15 files containing product instructions/certificates quickly and conveniently, so that he would have a sense of saved time and comfortable use of the website?

How could we help Wiesław (persona) quickly download photos of arrangements so that he could save time and quickly insert these photos into a PDF file with offers and not have to call your company representative to request these photos?

Generating ideas and solutions

Ideation is a creative process in which we generate ideas
in relation to previously defined project challenges. Using selected techniques,
we create a relatively large number of solutions.

Group brainstorming

Based on a collective discussion, the team generates ideas. One idea can provide value for creating several others. On average, during a 20-minute session, a team of 7-8 people generates 15-20 ideas related to answering (solving) generative questions.


It's like a brainstorming session, but with the difference that each participant writes down their ideas and passes them on to the next person in the group, who then adds something of their own (this can be compared to a snowball effect) or it serves as a stimulus to create a completely different idea.


It involves individual work, where each participant writes down and then presents their ideas.


The classic variant of brainstorming enriched with additional participant engagement by writing down ideas on a flipchart board. Other people can approach the same board and develop previously recorded ideas. It is well known that physical activation also has an impact on the efficiency of intellectual processes.


Mind mapping is a graphical way of presenting ideas. It is not an exaggeration to say that it is a visual thinking tool that helps to structure information, better understand, analyze, and synthesize the process of generating ideas. In a mind map, unlike making traditional notes, information is organized in a model that more closely resembles the way our brain actually works. Since it is both an analytical and artistic activity, it engages people in a much richer way.

We extract the usefulness extract at the end of this process, because at this stage the essence is to unleash human creativity. Sometimes the boldest idea may find its manifestation in a set of functions that provide the perfect response to one
of the project challenges (user needs, benefits, or problems).


A successful prototype is not the one that works flawlessly.
A successful prototype is the one that helps us
learn something - about our goals, procedures, and ourselves.



The pattern determining the type of prototype is its communicative, functional, and technical quality in relation
to the final product (e.g. a web application). Depending on the project stage, as well as the goals
and project framework, we create in Visual:

An example of a low-fidelity prototype (also known as “low-fi“ prototype) is one that has minimal detail and refinement in its execution. These types of prototypes are often created during UX workshops.

Low fidelity (low level of detail)

Low-fidelity prototypes are usually informal, hand-drawn sketches or simple mockups made with paper. They focus on planned dialogue using the interface, but without detailed elements such as graphics and their resolution or detailed information architecture. They represent a concept that can easily assess its usefulness in the context of project challenges. Such prototypes are often created during UX workshops where participants work in groups to design their "ideal version" of the homepage or product card.

A prototype of an application with a medium level of detail (Medium Fidelity Prototype).

Medium fidelity (medium level of detail)

We are creating an electronic (interactive) version. They highlight the main interface zones with basic navigation information. They present the operating logic in a clear manner and can be an important reference point in the context of graphic design (GUI/layout). However, they do not include details such as typography, color, or the incorporation of elements such as images or videos.

Prototypes with a medium degree of fidelity are useful in project work on applications where the number of functions as well as their interrelationships and dependencies are relatively high (e.g., e-commerce applications, components of ERP systems, CMS, etc.).

A fragment of a prototype created in Adobe XD.

High fidelity (high level of detail)

represents the target environment. They have numerous interactions implemented, a complete information architecture, as well as typography, and final content (text, images, and other materials).

High fidelity prototypes often serve as a crucial element of the design process because they enable conducting activities similar to using the application in natural conditions due to their high level of detail. They allow for planning tests or experiments, which result in achieving independent and, to some extent, smooth user activity.

An approved high-fidelity prototype, along with its documentation, serves as material for the design team, including front-end developers, who use it as a basis for coding the front-end of a website/application.