Our Sydney UI/UX design process covers research, design, validation, and design system creation. User research (weeks 1-2): understanding users before designing for them. We conduct research appropriate to the project scope: user interviews (45-60 minute conversations with 6-10 representative users — understanding their goals, frustrations, workflows, and mental models. For enterprise products: interviewing users at different levels — administrators, power users, and occasional users — each with different needs and perspectives), contextual inquiry (observing users in their natural environment — watching how they currently accomplish the task the product aims to improve. Observation reveals behaviour that interviews don't capture — the workarounds, the Post-it notes, the browser tabs, and the second screen that constitute the real workflow), competitive analysis (analysing how competitors and adjacent products solve similar problems — identifying patterns that users expect, opportunities for differentiation, and UX anti-patterns to avoid), and analytics review (for existing products — analysing usage data to identify high-traffic paths, drop-off points, error patterns, and feature adoption rates. Data revealing what users actually do vs. what they say they do). Research output: user personas (representative user types with goals, needs, and frustrations), user journey maps (the end-to-end experience for key tasks), and design principles (3-5 principles that guide all design decisions — e.g., "clarity over cleverness," "show don't tell," "progressive disclosure"). Information architecture (week 2): structuring the product. Navigation structure (how users find features — primary navigation, secondary navigation, search, and shortcuts), content hierarchy (what information is most important on each screen — visual hierarchy directing attention to the right elements), and user flows (the step-by-step paths users take to accomplish key tasks — optimised for minimum steps and maximum clarity). Wireframing and prototyping (weeks 2-4): designing the experience. Low-fidelity wireframes: structural layouts showing content placement, navigation, and interaction patterns — without visual design. Wireframes: reviewed with stakeholders and (ideally) tested with users before investing in visual design. High-fidelity prototypes: interactive Figma prototypes — looking and behaving like the final product. Users can click through the prototype, experiencing the product before any code is written. Prototype testing: showing the prototype to 5-8 users and observing their interactions — identifying confusion, missed interactions, and usability issues. Testing at the prototype stage: fixing issues at 1/10th the cost of fixing them in code. Visual design and design system (weeks 4-6): creating the visual layer. Visual design: typography (selecting typefaces that balance readability, personality, and performance — testing at multiple sizes and in multiple contexts), colour system (primary, secondary, and semantic colours — with sufficient contrast ratios for WCAG AA compliance. Dark mode considerations for applications with extended use), spacing and layout (consistent spacing scale — creating visual rhythm and breathing room. Grid systems for responsive layouts across breakpoints), and component design (buttons, inputs, cards, modals, tables, navigation — each component designed for all states: default, hover, active, focused, disabled, error, loading). Design system: not just a Figma file — a living system that connects design to development. Component library: every component documented with usage guidelines, interaction specifications, and accessibility requirements. Tokens: colours, spacing, typography, and elevation values defined as design tokens — translatable directly into CSS/Tailwind variables for pixel-perfect implementation. The design system: ensuring consistency across the product and enabling designers and developers to build new features without reinventing components. Accessibility design (throughout): WCAG 2.1 AA compliance designed in, not retrofitted. Colour contrast (minimum 4.5:1 for normal text, 3:1 for large text — verified with contrast checking tools throughout the design process), keyboard navigation (every interactive element accessible via keyboard — tab order, focus indicators, and keyboard shortcuts designed explicitly), screen reader compatibility (ARIA labels, semantic HTML structure, and meaningful alt text specified in the design — not left for developers to guess), touch targets (minimum 44×44 CSS pixels for interactive elements — ensuring usability for users with motor impairments and for all users on mobile devices), and content accessibility (clear language, consistent navigation, and error messages that explain what went wrong and how to fix it).