Interfaces designed and tested before they are built.
Algoramming provides UI/UX design and prototyping in Figma from Dhaka, Bangladesh for teams across the UAE, Qatar, Saudi Arabia, the US, the UK, and Australia. We research, design, and prototype the interfaces, test them with real users, and hand engineering a clickable, decided design, so the build starts from evidence rather than opinion.
We design and prototype the product in Figma, test the risky screens with real users, and hand your engineers a decided, clickable design instead of a stack of static mockups.
What this specialism means in practice, written for the people who buy it and the people who will live inside the product after launch.
Covered end to end4
01
Prototype the risky parts first, in Figma
The cheapest place to change your mind is a prototype. We design the flows that carry the most risk or uncertainty first, make them clickable, and put them in front of real users before engineering commits. That surfaces the confusions and dead ends while they cost a Figma edit rather than a sprint. By the time a screen reaches the build, the important arguments have already been settled with evidence.
02
A handoff engineers can actually build from
Good design does not end at a pretty screen. We hand over the states that real software has, empty, loading, error, and edge, along with interaction notes, spacing, and the tokens that keep it consistent. That detail is what stops the built product from quietly diverging from the design, and what lets engineering move quickly because the decisions are already made and documented.
What you get
Outcomes, not deliverables.
We measure success in shipped value, not tickets closed. Every engagement is anchored to a few outcomes both sides can defend.
Two-week shipping rhythm
01
Decisions settled on tested prototypes, not opinions in a meeting
02
A clickable prototype your team and users can react to
03
Fewer expensive changes discovered mid-build
04
A design engineering can implement without guesswork
What we deliver
Concrete artifacts, not slide decks.
Everything lands in your repositories, your cloud, and your control. Nothing is locked behind us.
01
Artifact
User research findings and key flows
02
Artifact
Wireframes and high-fidelity UI in Figma
03
Artifact
A clickable prototype of the core journeys
04
Artifact
Handoff specs, states, and interaction notes
Our process
The same senior team, the same playbook.
UI/UX design runs on the ui/ux design playbook. Boring on purpose, predictable by design.
01Discover
→
02Design
→
03Build
→
04Launch
→
05Support
1
Discover
Interviews, jobs-to-be-done, analytics audits. We anchor design in evidence, not opinions.
Phase 01 / 05
2
Design
Information architecture first, then flows, then visuals. Every screen earns its place.
Phase 02 / 05
3
Build
Components are designed with tokens and states so engineers can ship without translating.
Phase 03 / 05
4
Launch
We pair with engineers during build, review the live UI, and tune what looked right in Figma but lands wrong in the browser.
Phase 04 / 05
5
Support
We run usability sessions, watch session replays, and ship iterative improvements.
Phase 05 / 05
Our toolkit
Pragmatic tools. Senior judgement.
The everyday kit our team reaches for on this work. None of it is sacred; every choice is justified against the problem.
Interface
Application
Data and APIs
Cloud and delivery
01Figma
02FigJam
03Maze
04Hotjar
05Storybook
06Lottie
07Notion
08Adobe XD
09Principle
10Webflow
Common questions
Things teams ask before signing.
Have a different one? Send a single email; we usually answer within a business day.
Both. The visual work is only as good as the understanding behind it, so we include the research and testing needed to make design decisions defensible.
02Can you work from our existing brand?
Yes. We design within your brand, and flag where it needs tightening for product use, so the result feels like you rather than a template.
03Will you also build what you design?
We can, and there is real value in the same senior team carrying a design through to code. We also hand off cleanly to an in-house or third-party team when that is what you need.
04What is the difference between a wireframe and a prototype?
A wireframe is a static, low-detail layout that settles structure and content, before visual design. A prototype is clickable: it links screens so a person can move through the flow and you can watch where they hesitate. We use wireframes to decide layout and prototypes to test behaviour.
05Which tools do you prototype in?
Figma for the great majority of work, from wireframes to clickable, high-fidelity prototypes, because it keeps design and handoff in one place your team can open. For motion or interaction that Figma cannot express, we prototype in code so the test is faithful to the real thing.
06Do you test prototypes with real users before build?
Yes, and it is the point of prototyping. We put the risky flows in front of real users while changes still cost a Figma edit rather than a sprint, so the important arguments are settled with evidence before engineering commits.