Broken onboarding
The first thing users see, and the last chance to make it obvious. The most common problem on this list and the most fixable, which usually means it has been broken a while and nobody looked.
Most UX services involve a senior person pitching and a junior delivering. UareUx doesn’t work that way. Tanya or Iryna takes the brief, finds the actual problem, and does the work – research through to final UI, directly, with your team.
All of it, not the half that quotes neatly. Interviews where they help and analytics where they don’t, flows, wireframes, prototypes, the design system underneath, and the interface people actually touch.
Most people call when something measurable has stopped working – a trial converting worse than it did last quarter, a feature that shipped and nobody found. Ten years of that behind Tanya, eight behind Iryna. Nobody sets out to specialise in products that have stopped working. There turn out to be enough of them to make it a career.
Low-fidelity layouts that map the product’s structure before the design begins. The part of UX services where most of the real decisions get made, before anyone’s arguing about colour.
Component libraries and design system foundations that make the second, third, and tenth screens easier than the first. Not "consistency for its own sake" – consistency because the alternative gets slow.
The final surface: colour, type, hierarchy, motion. The layer users see, judged by how invisibly it does its job.
Interactive mockups that let stakeholders react before the code exists. Cheap to change, easy to break, honest about which paths matter.
The onboarding loses sixty percent of users before the second screen.
The dashboard takes eleven minutes per task. The product has been live for a year and the numbers haven’t moved. The freelancer is too junior. The UX agency is too slow – and the senior person stopped showing up after the kickoff.
This is where the work usually starts – not with a blank canvas but with a product that’s already been built and isn’t doing what it should. Tanya and Iryna have been finding that problem for long enough to get there quickly. Usually before the brief is finished.
The first fortnight is spent inside the product rather than in a design tool – borrowed, more or less, from UX consulting. Watching people use it, and reading the support tickets nobody enjoys reading. By the end of that, what to fix first is usually obvious – and rarely what anyone expected.
Most of that work is for B2B SaaS companies – old enough to have real numbers, young enough to change course on them.
The first thing users see, and the last chance to make it obvious. The most common problem on this list and the most fixable, which usually means it has been broken a while and nobody looked.
Something isn’t clear, something isn’t working, or both. Finding out which one takes about a week. Arguing about it in planning takes a quarter.
What happens when the product doesn’t match the promise it was sold on. That gap is usually obvious to everyone except the people who wrote the promise.
They had already decided they wanted it. Something between that decision and the card details talked them out of it, and it is usually findable in an afternoon.
Built it. Nobody uses it. Low feature adoption is rarely about the feature itself – it’s about where it lives, how it’s introduced, and whether anyone explained why it matters.
The trial worked. The upgrade didn’t. Usually the product failed to make its own value obvious inside the only window it had to.
The first visit is easy. The tenth is where it’s won or lost. Usually nothing is wrong with the product, which is exactly the problem.
A flow that made sense in Figma and didn’t in practice, a UI that looked finished and wasn’t doing its job, and the numbers that moved once someone looked at why. Three of them, written up properly.
UX design is a third of what UareUx does.
UX consulting is for when you need the answer rather than the artwork. B2B website design is for when the product is fine and the pitch isn’t. Same two people either way.
Research, flows, wireframes, prototypes, UI. The whole problem – not just the part that fits neatly into a scope.
Audits, strategy, design direction, team feedback. The answer to what’s wrong – and occasionally, what to stop doing entirely.
Positioning, structure, visual design and graphics. Most products are better than their websites suggest.
Longer thoughts on UX design – the kind that don’t fit in a case study and won’t behave in a LinkedIn post.
The questions that come up before the first call. Most of them before anyone’s decided anything yet.
Whatever exists gets used first – analytics, session recordings, support tickets, the objections your sales team is tired of hearing. Fresh research happens where those leave a real gap. Interviewing eight users to confirm what the tickets already said is billable and pointless.
Figma files your developers can build from, the design system underneath them, and prototypes for anything where the behaviour matters more than the layout. Plus the reasoning, written down, so the next person to inherit it doesn’t undo it by accident.
Just the broken part, wherever that’s possible. Full redesigns are easier to sell and harder to justify – they reset everything your users already knew, and take twice as long to prove anything. If the whole thing genuinely needs replacing you’ll hear it straight away – along with what changes if it doesn’t.
Then it changes, and the earlier that conversation happens the cheaper it is. Design that ignores what the stack can do is an expensive picture. Better to have one of your engineers in the room from the second week than approving things at the end.
No, but it does become the first thing to solve. Three people wanting different products is a positioning problem wearing a design problem’s clothes, and no amount of wireframing settles it. Usually one call with everyone in it and the product on screen does.
The number the change is meant to move gets agreed before anything ships, and checked after. Not every project gives a clean before and after, and pretending otherwise is how agencies end up with case studies nobody believes.