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Process

Why we design and build under one roof

A hover state gets decided in an afternoon and lost in a handoff. Here's why we keep UI/UX design and development on one team.

A designer spends an afternoon on how a card behaves when you hover it. Slight lift, shadow softening underneath, 200 milliseconds, ease-out. She writes it in the file as a note.

Six weeks later the site ships and the card changes colour.

Nobody did anything wrong. The note was ambiguous. The developer had four other things to build that day and made a reasonable call. The designer had moved to a different project and never saw the staging link. That is what a handoff is: a translation, performed under deadline, by someone who wasn't in the room when the decision was made.

Now multiply it across every empty state, every error message, every loading spinner, every breakpoint nobody specified. You get a site that is roughly right and wrong in two hundred small ways, and no single person who can tell you how it got there.

What changes when it's one team

There is no translation step. The person who decided how the card should behave is the person writing the CSS, so the decision doesn't have to survive a document.

It also changes what gets designed in the first place. We work in components with their real states defined up front, default, hover, error, loading, empty, because those are the states that get invented badly at 4pm on a Thursday when they were never drawn.

Designing against a real stack

If a project is going into Framer, or Shopify, or a custom React front end, that constrains what's cheap and what's expensive. A designer who knows the constraint designs something buildable. A designer who doesn't produces something beautiful that costs three extra weeks, and then a negotiation about which parts to cut.

Knowing the build cost while you design is not a limitation on the work. It's the difference between a concept and a plan.

What this means commercially

Fewer handoffs means fewer revision rounds, which shows up as time and money. The larger effect is harder to invoice for: a product that behaves consistently, because one group of people held the whole thing in their heads.

If you're comparing studios, ask who writes the code. If it's a different team from the one presenting the designs, ask how they close the gap. The answer usually predicts whether you're launching in six weeks or still fixing details in month three.