UI/UX Design Services
If you are weighing a design partner, you probably want three things settled fast: what shows up in your inbox, how the work runs, and what it costs. Here is the plain version. We design interfaces that people can actually finish using, we research before we draw, we price the work before you sign anything, and we hand you editable design files that are yours to keep. No retainer trap, no vague invoices.
DGR TechLabs has designed digital products since 2018. We are a small senior team, registered in the US, which means the designer who studies your users is the same person shaping the screens, not a junior handed a brief by a salesperson.
Below you will find exactly what is included, the steps a project moves through, what sets our approach apart, and the honest mechanics of pricing. There is a short question-and-answer section, and a way to book a design call at the end.
What’s included
A design engagement with us is more than a set of pretty screens. Here is what actually lands in your hands.
Before anything visual, we figure out who uses the product, what they are trying to do, and where the current experience fights them. You get a written summary of what we learned, not a vague feeling.
We map how someone moves through your product, screen by screen, so the structure makes sense before a single pixel is styled. This is where most usability problems get solved or created.
Low-detail layouts that settle structure and priority without the distraction of color and polish. They are fast to change, which is the point: we get the bones right cheaply.
Clickable versions of the design you and your users can test before a developer writes any code. Finding a flaw in a prototype costs a meeting. Finding it after launch costs a rebuild.
The finished screens, with typography, color, spacing, and states all considered. This is the layer people usually picture when they think of UI/UX design services, and it sits on top of everything above.
Reusable components, styles, and specs your developers can build from directly, delivered in an editable format you own. The system keeps the product consistent as it grows and as new people touch it.
User research and a clear problem statement.
Before anything visual, we figure out who uses the product, what they are trying to do, and where the current experience fights them. You get a written summary of what we learned, not a vague feeling.
Information architecture and user flows.
We map how someone moves through your product, screen by screen, so the structure makes sense before a single pixel is styled. This is where most usability problems get solved or created.
Wireframes.
Low-detail layouts that settle structure and priority without the distraction of color and polish. They are fast to change, which is the point: we get the bones right cheaply.
Interactive prototypes.
Clickable versions of the design you and your users can test before a developer writes any code. Finding a flaw in a prototype costs a meeting. Finding it after launch costs a rebuild.
High-fidelity interface design.
The finished screens, with typography, color, spacing, and states all considered. This is the layer people usually picture when they think of UI/UX design services, and it sits on top of everything above.
A design system and handoff files.
Reusable components, styles, and specs your developers can build from directly, delivered in an editable format you own. The system keeps the product consistent as it grows and as new people touch it.
You receive every file we make, in a format your team and any future team can open and edit. Nothing is locked inside a tool only we can access.
Our design process
Here is how a project moves, written so there are no surprises along the way.
You can see the working files at every stage. There is no curtain we pull back at the end, and nothing is held back pending a final payment.
Want a scope and a fixed price?
Where we’re different
Many studios can make a screen look good. Here is what tends to set us apart for the founders and teams who hire us.
Where this design helps most
We do some of our most useful work in healthtech, where a confusing screen is not just annoying, it can cost a booking or a patient. Picture a clinic-scheduling app where forty percent of users abandon at the booking step: they tap through, hit the appointment form, and leave. That is a UX problem with a real dollar cost, and it is exactly the kind of drop-off we are built to find and fix, by watching where people stall and redesigning the moment they give up.
The same fit holds well beyond healthcare. As a startup ux design agency we are a strong match for founders who need a product that converts and onboards cleanly from day one. Our ui/ux design services for b2b companies suit teams whose software is powerful but dense, where the job is to make a complex tool feel learnable. And our mobile app ui ux design services fit products where the whole experience lives on a phone screen and every tap has to earn its place.
The common thread is a measurable problem: a drop-off, a confusing flow, a low sign-up rate, a support queue full of “how do I” questions. If you can point to where users struggle, we can usually help. If your product is brand new, we help you avoid building those problems in the first place.
We design for the result, not the dribbble shot.
A beautiful screen that confuses people is a failure, however nice it looks in a portfolio. We measure success by whether users get through the task, and we will choose a plainer design that works over a flashier one that does not.
We test before you build.
Prototypes go in front of real people early, so the expensive part (development) starts from a design we already know holds up. This is the single biggest way design saves money, and too few teams actually do it.
The price is set before we start, and we name what would change it.
You will not get an “it depends” and a surprise invoice later. The pricing section below lists the specific things that move the number.
You own the files.
Every editable source file, the component system, the prototype: all yours, written into the agreement. If you bring on an in-house designer next year, they inherit a clean, documented system instead of a mystery.
There is no lock-in.
Ongoing design support renews one month at a time, and you may pause or end it on reasonable notice. We would sooner win the next phase on merit than tie you to it.
We have shaped products since 2018 with a small senior team, across web and mobile and across several industries.
We are senior enough to make sharp calls and small enough to treat your project as more than a line on a roster.
What design costs
We do not post one fixed price for design work, because a number without a defined scope would mislead you. Instead we lay out the way the cost is built and the factors behind it, letting you gauge your own budget before we even speak.
We size each engagement to what you actually need, and you can pay in one of two shapes. The monthly option runs without a long-term contract, renewing each month, which fits products that keep changing and teams who want a designer they can keep calling on. The fixed-scope option sets one price for a bounded project, such as a single app redesign or the first full design pass on a new product. We suggest the shape that fits, and the call is yours.
Both shapes share two guarantees. Everything we produce belongs to you, down to each editable source file and the whole component system. And there is no exit fee: a monthly arrangement closes out with reasonable notice, while a bounded project wraps up the moment its agreed deliverable is handed over.
Once we have spoken on the discovery call, you get a written figure instead of a hand-wavy estimate. The list below names the factors that move that figure, so the eventual quote reads like an explanation rather than a shock.
What changes the price:
Designing one core flow is a fraction of the work of designing an entire product. The size of the surface area is the largest factor.
Light feedback rounds cost less than structured user testing with recruited participants, and the deeper option usually pays for itself by preventing rework.
A handful of one-off screens is cheaper than a documented, reusable component library, though the library saves money as the product grows.
Designing for web and mobile, or for several screen sizes and states, is more work than designing for a single context.
Improving an existing product with known problems and refining a brand-new product from a blank page are different kinds of effort and are priced accordingly.
How many screens and flows are in scope.
Designing one core flow is a fraction of the work of designing an entire product. The size of the surface area is the largest factor.
How much research and testing you want.
Light feedback rounds cost less than structured user testing with recruited participants, and the deeper option usually pays for itself by preventing rework.
Whether we build a full design system.
A handful of one-off screens is cheaper than a documented, reusable component library, though the library saves money as the product grows.
Platform spread.
Designing for web and mobile, or for several screen sizes and states, is more work than designing for a single context.
Starting point.
Improving an existing product with known problems and refining a brand-new product from a blank page are different kinds of effort and are priced accordingly.
Our smaller packaged offers carry public figures, which you can find on the pricing page. A full design engagement is custom by its nature and does not sit on that list, yet the openness is identical: the figure and the thinking behind it reach you before you agree to anything.
Ready to get a real number?
Questions, answered
Straight answers to what owners ask first.
What is the difference between UI and UX?
UX is how the product works: the flows, the structure, and whether people can finish what they came to do. UI is how it looks and feels: the layout, color, type, and spacing. Good products need both, and we handle them together so they do not pull in different directions.
Do you write any code, or only design?
This service is design. We deliver developer-ready files and a clear component system, and we can brief your developers directly. If you also need the product built, our software team can take it from the design, so you are not stitching two vendors together.
How long does a design project take?
A focused single-flow project can move in a few weeks, while a full product design runs longer. We give you a real timeline after the discovery call, once we know the number of screens and how much testing you want.
Will I be able to edit the files later?
Yes. We deliver in an editable format you fully own, and the agreement says so. A future designer, in-house or outside, can pick up the system without starting over.
Can you test the design with real users?
Yes, and we recommend it. Putting a clickable prototype in front of real people early catches problems while they are cheap to fix, long before a developer has built anything on top of them.
Do you redesign existing products or only build new ones?
Both. We often improve existing products where you can already see users struggling, and we also design new products from scratch so those struggles never get built in.
Am I tied into an ongoing contract?
No. A monthly design arrangement renews one month at a time, and you may step away with reasonable notice. A bounded project closes the day we deliver it. Our goal is to be worth rehiring for the next phase, never to trap you in this one.
Book a design call
Show us where your users stall, or describe what you are about to build, and we will give you a straight read on whether design is the right lever and what the work involves. Your first conversation is with a designer, costs nothing, and binds you to nothing. Should we turn out to be the wrong fit, we will say so plainly.
Ready when you are: book a call with your product, the snag you have spotted, and whatever drop-off data you hold. Feel free to look through our case studies or check the public figures on the pricing page beforehand.