Sao Khuê 2025Ranked #1 software developer in Vietnam on Clutch - 4.9/5 from 50+ verified reviews.See the proof

UI/UX design services that reach production intact

UI/UX design is two disciplines. UX design decides what the screens are and in what order. UI design decides how they look and how they behave. InApps runs them as separate roles, grounded in user research rather than opinion, and hands over Figma files annotated tightly enough that engineers build them without a Slack thread per screen.

80+products designed
4.8/5average usability test score
10+years shipping software
15+countries served
The InApps team photographed in front of the company logo wall at the Ho Chi Minh City office

Trusted by engineering teams across 15+ countries - from startups to Fortune 500.

KFC Jollibee Prudential Techcombank Lotte MM Mega Market Fahasa ADM WorkPac Future Processing HVS Annam Pegas Baiond Fram Simban TS SG
Common challenges

Why most product design fails to convert

Six things we hear on almost every first call. Not one of them is solved by a redesign that starts in Figma.

01

Users drop off at the one step that was supposed to convert, and nothing in your analytics says why.

02

A design that tests well internally and falls over the first time a real user meets it.

03

UI that looks like three teams built it in three different years, because they did.

04

No design system, so every new feature reopens the argument about buttons, spacing and colour.

05

A handoff that costs twenty Slack threads per feature to establish what was actually meant.

06

A mobile experience that was designed for desktop and scaled down afterwards.

Service overview

UI and UX are two jobs, not one hyphenated one

Is the problem the layout, or the flow that led to it?

One designer doing both is how you get neither

UX design is research, information architecture, user flows and wireframes. It answers what the screens are, in what order, and why. UI design is the visual system on top: type, colour, spacing, components, states and motion. It answers how those screens look and behave.

Most agencies staff one designer across both, and research is what gets cut, because it is the part nobody can see in a portfolio. We staff them separately. A researcher runs the interviews and usability tests, a UX designer owns the architecture, a UI designer owns the visual system, and a design lead owns the handoff. On a small engagement two people cover four roles, and we tell you which two before you sign.

Research before wireframes, wireframes before visuals
Every design decision traceable to something a user did
Figma files your engineers can build from unsupervised
User research Information architecture Flows and wireframes Visual system, components Engineering build UX UI

What UX design covers

The decisions taken before anything looks like anything.

  • User interviews and behavioural analysis of what people actually do
  • Competitive audit and heuristic evaluation of the product you have
  • Journey maps naming where the friction is, not where it feels like it is
  • Information architecture and user flows for every primary journey
  • Wireframes signed off before a single visual decision is made

What UI design covers

The system that makes the tenth screen as fast to build as the first.

  • High-fidelity screens at every breakpoint you actually ship
  • Design tokens, components and the rules for using them
  • Every state drawn: empty, loading, error, disabled, too much data
  • Motion and micro-interaction specified in units an engineer can read
  • A prototype real enough to put in front of a user and learn something
What we design

Six engagements, one delivery standard

Embedded in your product team, or end-to-end ownership of a design project. Both start with the same discovery and end with the same annotated files.

Product design

End-to-end product design services for a product that already has users and a number that is not moving. We start with the behavioural data and the interviews, not with a redesign brief.

Deliverables Research synthesis · Journey map · Prioritised design backlog · High-fidelity screens

Mobile app UI/UX design

Mobile app UI UX design services for iOS and Android, designed at mobile first rather than scaled down from a desktop layout. Platform conventions respected, because users notice when they are not.

Deliverables Native patterns per platform · Touch target audit · Offline and error states · App store assets

Web app and SaaS interfaces

Dense, data-heavy screens where the hard part is hierarchy, not decoration. Tables, filters, dashboards, permissions and the states nobody remembers to design until QA finds them.

Deliverables Responsive screens per breakpoint · Table and filter patterns · Empty and error states · Accessibility pass

Design systems

A token set, a component library and the rules that stop the next feature reopening the argument. Built to hand to engineers as Storybook components, not just as a Figma page nobody opens twice.

Deliverables Design tokens · Component library · Usage guidelines · Storybook parity check

UX audit and usability testing

A two to three week read on a product you already shipped. Heuristic evaluation, moderated testing with real users, and a ranked list of fixes with the effort against each one.

Deliverables Heuristic findings · Session recordings · Ranked fix list with effort · Retest after implementation

Design for a new product

A first version that has to prove something rather than cover everything. If you want the build as well as the design, that is MVP development, and the design work folds into it rather than sitting beside it.

Deliverables Concept directions · Clickable prototype · Usability test results · Build-ready screens

Why InApps

Agency, freelancer, in-house, or us

Three of these four are the right answer for some products. Here is the comparison without the part where we win every row.

UI/UX design with InApps compared with a design agency, a freelance designer, and hiring an in-house designer
CriterionInAppsDesign agencyFreelance designerIn-house hire
User researchIncluded, by a researcher who is not the designerUsually included, often the same personQuoted separately, if offeredWhatever one person has time for
Design systemTokens and components, handed over as StorybookFigma library, code parity rareRarely, and rarely maintainedYes, once there is time to build one
Usability testingModerated sessions before and after launchVaries by scope and budgetVariesDepends on recruitment support
Developer handoffAnnotated files reviewed by an engineer before deliveryDev-mode file, questions by emailSometimes annotatedDirect, which is the real advantage
Design QA during buildIncluded until the release shipsUsually ends at handoffEnds at invoiceIncluded
Who builds itYour engineers, or ours on the same contractNot our problemNot our problemYour engineers
Time to startTwo to three weeks from briefOften a queue of four to eight weeksFast, if they are freeThree to four months to hire
Scaling downTwo weeks notice, no minimum termRetainer, often a minimum termImmediate, and the context leaves with themA headcount conversation
Our process

From user research to developer-ready design

Seven weeks to a design system and a full screen set on a typical product. Every stage ends in something you can review, not a status update.

01
Week 1–2

Research and discovery

We talk to your users and look at what they do, not what they say they do. If you have analytics we start there.

User interviews Competitive audit Heuristic evaluation Journey mapping
02
Week 2–4

Architecture and wireframes

Structure settled in grey boxes, where changing your mind is cheap. Nothing visual until this is signed off.

User flows Information architecture Wireframes Stakeholder review
03
Week 4–7

Visual design and design system

The system first, then the screens. Building the tokens before the tenth screen is what keeps the tenth screen fast.

Design tokens High-fidelity screens Micro-interactions Interactive prototype
04
Ongoing

Handoff and design QA

We stay through implementation. The build gets reviewed against the file, and the file gets corrected where the build was right.

Annotated developer specs Asset export Design QA on each release Post-launch usability testing
Design to build

UI/UX design and development services, on one contract

A design file is not a product. Most agencies stop at the handoff because building is somebody else's job. We are an engineering company that designs, so the handoff can be internal.

Design only is a perfectly good answer. Roughly half of this work ships to a client engineering team we never meet. The files are built for that case first, and the offer to build is an option rather than a condition.
Ask which half you are
01

An engineer reads the file before you do

Every deliverable is reviewed by one of our own developers before it reaches you, against one question: could you build this without asking anything? Whatever they ask, we annotate. That review is why the handoff does not generate twenty threads a feature.

02

The design system arrives as code, not just as Figma

Tokens exported in the format your stack consumes, and components mirrored in Storybook so a developer can diff the built component against the designed one. A Figma library with no code counterpart drifts within two sprints.

03

Design QA runs against the build

We review each release against the file and log the differences with the same severity language your engineers already use. Some of those tickets close by changing the design, because the build was right and the file was not.

04

Or we build it

Same contract, same design lead, no second discovery phase. For an existing product that is custom software development; for a first version it is MVP development. If you would rather add designers to your own team and keep delivery in-house, that is staff augmentation and we will say so.

Hiring process

Four stages before a designer touches your product

Five per cent of design applicants get through. Research, UX and UI are separate roles here, so each one is vetted against its own work rather than against a general portfolio.

Stage 1

Portfolio and design challenge

  • A real brief with real constraints
  • Portfolio review across product work
  • Walkthrough of the reasoning, not the pixels
Stage 2

Communication and English

  • Defending a decision to a sceptical stakeholder
  • Client-facing scenario
  • Written and spoken English
Stage 3

Agile collaboration and ownership

  • Working inside an engineering cadence
  • Ownership and accountability
  • Taking critique without taking it personally
Stage 4

Final review and reference check

  • Panel interview with a design lead
  • Reference and background check
  • Culture and values alignment
What it costs

Five things move the number, and screen count is only one

We do not publish a rate card, because a per-hour figure tells you nothing about a design project. These are the five variables we ask about on the first call, in the order they matter.

The five variables that determine the cost of a UI/UX design engagement, what raises each one, and what reduces it
DriverWhat pushes it upWhat brings it down
Unique screensCounting features instead of screens. Forty features can be twelve screens or ninety.A design system built early, so screen forty costs a fraction of screen four.
Research depthA market you have never sold to, or no analytics on the product you have.Existing users we can interview, and session data we can read on day one.
Design systemBuilding one from nothing, including the brand decisions nobody has made yet.Extending a system you already have, even a partial or inconsistent one.
PlatformsWeb, iOS and Android each need their own patterns, not one layout resized.Picking the one platform that has to be right first and following later.
Who builds itDesign QA against an engineering team we have no contract with and cannot schedule.One contract covering design and the build, which removes a handoff phase entirely.
Tools

What we work in, and what leaves with you

Everything below is a tool you can take over. No proprietary file format, no design held hostage in an account we own.

Design and prototyping

Figma for everything, because it is where your engineers already are and it produces the most readable handoff. FigJam and Miro for discovery workshops. Framer or Webflow when a marketing site should ship without an engineering ticket. Files live in your Figma org, not ours.

Research and testing

Maze for unmoderated tests at volume, moderated sessions for the questions Maze cannot ask. Hotjar and Mixpanel for what users already do before we change anything. Notion as the research repository, so a finding from month one is still findable in month nine.

Handoff to code

Design tokens exported to whatever your stack consumes, usually Tailwind config or CSS custom properties. Storybook so a React component can be diffed against the designed one. LottieFiles for motion that would otherwise be a paragraph of prose. Zeplin if your team already runs it.

FigmaMiroFramerWebflowMazeHotjarNotionStorybookLottieFilesReactTailwind CSS
Testimonials

Ask the people who stayed

Every quote below is from a verified review. None of them were written by us.

“They don’t just build what you ask for. They think about the end result, and then go beyond it.”

James Fitzgerald
CTO, computer software company

“They find the right developers fast, and actually listen when you push back. That combination is harder to find than it sounds.”

Arno Nederlof
Lead developer, healthtech company

“Clear expectations, rules that actually hold, delivered on time. And the people are genuinely easy to work with, not just professionally, but as humans.”

Karolina Kwaśniewska
External Resourcing Manager, Future Processing

4.9 / 5 Across 50+ verified reviews on Clutch, where reviewers are interviewed directly and we never see the draft.

Ranked #1 in Vietnam
Clutch verified
Is this a fit?

Worth the call, or worth a no on the call

Design services are the wrong shape for plenty of good products. Here is where this works and where we will point you elsewhere.

This works well if

  • You are a B2B or SaaS company with a product in market and a conversion or retention number that will not move.
  • Your engineers are ready and the design is the bottleneck, not the other way round.
  • You want research in the engagement rather than quoted as an extra nobody approves.
  • You need a design system that survives the next three features, not one redesign.

This is not a fit if

  • You want a designer sitting in your team on your sprint board under your design lead. That is staff augmentation, it costs less, and we will tell you so.
  • What you actually need is a logo, a brand system or a campaign. We are a product design team, not a brand agency, and the good ones are not us.
  • You need the product built and the design is incidental. Start at MVP development or custom software development, where design is folded in rather than billed beside.
  • You have already decided what the screens look like and want them drawn. We will do it, but you are paying for research you have overruled.
Common questions

Everything you need to know

Still deciding?

Send us the screen or the flow that is not working. We will tell you on the first call whether it is a design problem, and what it probably is if it is not.

Book a design discovery call
What are UI/UX design services?
UI/UX design services cover two related disciplines. UX design decides what the screens are, in what order and why, using user research, information architecture, user flows and wireframes. UI design decides how those screens look and behave, through a visual system of type, colour, spacing, components, states and motion. A full engagement runs both, then hands over annotated Figma files, a design system and specifications an engineering team can build from without further interpretation.
How much do UI/UX design services cost?
We do not publish a rate card, because an hourly figure predicts almost nothing about a design project. Five variables set the number: how many unique screens there are rather than how many features, how much research is needed, whether a design system exists already, how many platforms have to be designed properly rather than resized, and whether we also build it. A twelve-screen internal tool with existing analytics and a partial design system is a different order of work from a ninety-screen consumer app in a market you have never sold to. Tell us which one you have and you get a scoped quote, not a range.
Which design tool do you use?
Figma, for everything. It is where your engineers already are, it produces the most readable handoff, and it means review does not depend on anyone installing anything. Every deliverable is handed over as an organised Figma file with named layers, a component library and dev-mode annotations, in your own Figma organisation rather than ours. If your team runs Zeplin or Storybook we deliver into those as well.
Do we need user research if we already know our users?
Usually less than you would expect, and never none. If you have analytics, an existing user base and a support inbox, most of the research is reading what you already have rather than starting from scratch, and that is a cheaper first week. What we will not skip is watching a handful of real users attempt the flow that is failing. Teams know their users well and still consistently mispredict which step loses them, because they have never seen the product for the first time.
How do you make sure developers build the design accurately?
Three things, and the first is the one most agencies skip. One of our own engineers reviews every file before it reaches you and asks whether it could be built without questions; whatever they ask, we annotate. The design system ships as exported tokens and Storybook components, not only as a Figma library, so a built component can be diffed against the designed one. Then design QA runs against each release and logs differences in the same severity language your team already uses. Some of those tickets close by changing the design, because the build was right.
Can you work with our existing design system and brand?
Yes, and it is the cheaper path. Extending a system you already have costs less than building one, even when the system is partial or inconsistent, because the brand arguments are already settled. We start with an audit of what is actually in use versus what the documentation claims, which are rarely the same thing, and we work inside your brand guidelines rather than around them. If the audit finds the system is the reason the product is inconsistent, we will say that too.
How long does a UI/UX design project take?
About seven weeks to a design system and a full screen set on a typical product, then design QA for as long as the build runs. Research and discovery take weeks one to two, architecture and wireframes weeks two to four, visual design and the design system weeks four to seven. Those ranges overlap on purpose, because wireframing starts before research finishes. A UX audit on its own is two to three weeks. What extends it is platform count and screen count, not complexity of the idea.
Can you build the product as well as design it?
Yes, on the same contract, with the same design lead and no second discovery phase. InApps is an engineering company that designs, which is why the design and development work can sit under one agreement instead of two. For an existing product that route is custom software development; for a first version it is MVP development. It is genuinely optional: around half of this design work ships to a client engineering team we never meet, and the files are built for that case first.
Let's start

Show us the screen that is losing people

No credentials deck and no portfolio parade. Send a link, a flow or a Figma file and we will come back with what we think is wrong, what it would take to fix, and whether it is a design problem at all.

4.9 / 5 from 50+ verified reviews on Clutch
No sales deck A read on your flow, free Scope back within five days