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brainiac/studio

Digital Studio

brainiac/studiobrainiac/studio
Web & App Development
02 · web & app development / ui & ux design

Designed to be used, not just admired.

Beautiful is easy. Obvious is hard. We design screens people get through without thinking — then hand your developers something they can build from without guessing.

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In short

We design interfaces and test them on real screens before a line of code is written. You get clickable prototypes you can try on your own phone, then a design system your developers build from. Changing a design costs minutes; changing a built product costs weeks.

Updated August 2026

The same change, at five different moments.

Why we prototype before we build — the cost curve is not gentle.

SAME CHANGE · DIFFERENT MOMENTSketchminutesPrototypeunder an hourMid-builddaysAfter launcha sprint, plus a releaseNever fixedevery confused user, foreverPrototyping is not a nicety. It is where the cheap decisions live.
what this actually means

The expensive mistakes happen before anyone writes code.

A confusing checkout, a form nobody finishes, a dashboard where the important number is hidden — these are design decisions, and they cost money every day once they are built.

Which is why we test first. You get clickable screens you can open on your own phone and hand to a colleague before anything is engineered. Moving a button at that stage takes minutes. Moving it after launch takes a sprint and a release.

Then we hand over a design system, not a folder of pictures: real components, real spacing, real states. Your developers stop guessing what the hover looks like, and the product stops drifting from the design a month after launch.

5People needed to find the serious problems
BeforeYou try it before it is built
MobileDesigned small screen first
what we build

What we do.

01

Find out where people get stuck

Session recordings, your support tickets, and watching a few real people use it. The problems are rarely where you expect.

02

Map the journey before the screens

What someone is trying to do, in what order. Screens designed without this look fine and flow badly.

03

Clickable prototypes

Open it on your phone. Tap through it. Hand it to someone who has never seen it. That is the test.

04

Design for the small screen first

Most of your traffic is mobile. Designing desktop-first and shrinking is how mobile ends up feeling like an afterthought.

05

A real design system

Components, spacing, states, error messages. So the tenth screen matches the first and new ones do not need a designer.

06

Accessible by default

Contrast that passes, targets big enough to tap, keyboard navigation that works. Also better for everyone else.

07

Developer handover that works

Specs, assets, and the states nobody remembers to design — empty, loading, error, too much data.

08

Redesigns that keep what works

If your conversion is fine, we do not touch the flow. Redesigns that change everything usually lose something that was working.

Where design money actually goes.

The same change costs wildly different amounts depending on when you make it. This is the whole argument for prototyping.

Change made atWhat it costsWho is involved
Sketch stageMinutesOne designer
Clickable prototypeUnder an hourDesigner, maybe a quick call
Mid-buildDaysDesigner plus developer, re-testing
After launchA sprint, plus a releaseDesign, dev, QA, and anyone already trained on the old flow
Never fixedEvery confused user, foreverYour support inbox

Design we have shipped.

+70%

Online sales after redesigning the store experience for a Qatar children's brand.

Ten Little Toes
Investments

Mobile app design for an established Pakistani investment firm, where clarity is not optional.

AKD Investment
Oman

Business management platform used daily — designed for people who live in it all day, not for a demo.

eHissab
use cases

When this is worth doing.

01

People start and do not finish

Carts abandoned, forms half-completed, signups dropped. That is almost always a design problem, not a traffic problem.

02

Your team explains the same thing repeatedly

If support keeps answering the same 'how do I' question, the interface is answering it badly.

03

It grew screen by screen

Every addition made sense alone. Together they no longer look or behave like one product.

04

You are about to build something

The cheapest time to get it right. An hour of prototyping saves a week of rebuilding.

approach

How we work.

01

We look at what happens now

Real usage, real support tickets, real people trying it. Not opinions about what users probably want.

02

We agree what success looks like

More completed checkouts, fewer support tickets, faster onboarding. A number, written down, so we can tell afterwards whether it worked.

03

We map the journey

The path someone takes and where it breaks. Cheaper to fix here than in any later step.

04

We prototype and you try it

Clickable, on your own device, before anything is built. This is where most of the value is.

05

We test with real people

Five is usually enough to find the serious problems. They will do something none of us predicted.

06

We build the design system

Components and states your developers build from, so the product stays consistent as it grows.

07

We stay through the build

Questions come up during engineering. We answer them rather than leaving developers to guess.

faq

Frequently asked.

6 questions answered. Still have one? Reach out.

UX is whether someone can get the thing done — the order of steps, what happens when something goes wrong, whether the path makes sense. UI is what it looks and feels like while they do it. A product can be beautiful and unusable, or plain and excellent. Most real problems we are called in for are UX problems that people describe as wanting it to look better.

6 questions
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