Our Cape Town UI/UX design follows a methodology designed for South African user contexts: (1) User research (weeks 1-2): understanding real users. User interviews: conducting interviews with actual South African users — in their language, in their context, and on their devices. Cape Town research: not conducted in a research lab but in the environments where users actually use the product — offices, homes, taxis, and on the move. Device observation: observing users on their actual devices — entry-level Android phones, not the latest iPhone the design team uses. The device gap: one of the most significant design research findings in South Africa — what works on the designer's MacBook Pro often doesn't work on the user's R1,500 Android phone. Contextual inquiry: observing users in their real context — connectivity quality, screen brightness in South African sunlight, one-handed usage on public transport, and interruption frequency (including load shedding). User personas: creating South African user personas — not generic marketing personas but realistic representations of actual users. Cape Town personas: reflecting the city's diversity — the digital-native professional, the small business owner managing everything from a phone, the student on limited data, and the first-time digital banking user. Journey mapping: mapping the user journey through South African reality — what happens when connectivity drops mid-transaction? When the user needs to switch between English and isiXhosa? When load shedding interrupts a session? (2) Information architecture and UX design (weeks 2-3): structuring the experience. Information architecture: organising content and functionality — navigation structure, content hierarchy, and user flows. South African IA: simpler is better — fewer menu levels, clearer labelling, and more direct paths to key actions. Every additional tap: a potential abandonment point, especially on slow connections. User flows: designing the paths users take through the application — from entry to task completion. Critical flows: designed for interruption recovery — if the user loses connectivity or power at any point, they can resume without losing progress. Wireframing: low-fidelity wireframes establishing layout, content placement, and interaction patterns. Mobile-first: wireframes starting at mobile resolution, then adapting to tablet and desktop. South African wireframes: accounting for larger touch targets, simpler layouts, and data-efficient content loading. Interaction design: defining how users interact with the application — tap, swipe, scroll, and gesture behaviours. South African interaction: familiar patterns from WhatsApp and Facebook (the apps South African users know best), clear feedback for every action (especially important on slow connections where the user needs to know the system is processing), and forgiving interactions (undo capability, confirmation for destructive actions, and tolerance for imprecise taps on small screens). (3) Visual design (weeks 3-5): creating the interface. Design system: building a consistent visual language — colours, typography, spacing, and components. South African design system: high contrast (readability in bright sunlight), clear typography (legible at small sizes on low-resolution screens), and generous spacing (large enough touch targets for comfortable mobile interaction). Component design: buttons, forms, cards, navigation, and other UI components — each designed for mobile-first and tested across device types. South African components: data-efficient (SVG icons rather than image icons, CSS rather than images where possible), performant (minimal JavaScript for interactions that can be achieved with CSS), and accessible (WCAG 2.1 AA as baseline). Brand application: applying brand identity within the design system — colours, logos, and brand personality expressed through the interface. Cape Town brands: often wanting bold, vibrant design — balanced with usability requirements for data-conscious, diverse-device users. Responsive design: the design adapting across screen sizes — from 320px mobile to 1920px desktop. Breakpoint strategy: mobile (320-480px), tablet (481-768px), and desktop (769px+) — with the mobile design being primary. (4) Prototyping and testing (weeks 4-6): validating with real users. Interactive prototyping: Figma prototypes enabling realistic interaction testing — users tapping, scrolling, and navigating through the design. Prototype fidelity: high enough to test real interactions, not so detailed that changes are expensive. South African prototype testing: prototypes tested on actual user devices (not just the design team's devices) — verifying that interactions work on entry-level Android phones and older iOS devices. Usability testing: testing with 5-8 South African users per round — observing users attempting key tasks. Cape Town testing: conducted in English and other languages as appropriate. Testing scenarios: realistic South African scenarios (slow connection, interruption, multilingual context). Testing location: user's natural environment, not a formal testing lab. Findings: clear documentation of usability issues — severity-ranked and actionable. Iteration: design updated based on testing findings — the most critical issues addressed before development begins. Less critical issues: documented for future improvement. (5) Design handoff (weeks 5-7): preparing for development. Developer documentation: design specifications — spacing, sizing, colours, typography, and interaction behaviours documented for developers. Figma handoff: developer-ready Figma files with auto-layout, component variants, and responsive specifications. Asset export: all design assets (icons, images, illustrations) exported at appropriate resolutions — including low-resolution alternatives for data-saving modes. Design-development collaboration: working with the development team during implementation — reviewing implemented designs, providing guidance on responsive behaviour, and ensuring the built product matches the design intent.