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Have a product to design or redesign? Tell us who it is for

Start with your email, then describe the product, who will use it and whether it is for web or mobile. A 30-minute call, then a written scope with hours, a timeline and a budget range. No payment and no commitment at that stage.

Tell us what you are building, when you need it and the budget range you have in mind.

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Our design process combines user research, interaction design, and visual polish to create interfaces that convert visitors into loyal users.

TESTIMONIALS

What Our Clients Say

  • Kultrix built both our web platform and mobile app from scratch. Their team understood the complexity of our industrial workflows and translated them into clean, intuitive interfaces. We launched on time and our operators adopted the tools immediately.

    Jeroen V.Co-CEO
  • They brought fresh ideas to the table, suggested smarter approaches, and truly cared about the outcome of the project.

    Development Manager, CodeverseReview on Clutch
  • They are great to work with.

    Founder, IT CompanyReview on Clutch

EXPERTISE

Our Tech Stack

Figma
Design Systems
Prototyping
User Research
A/B Testing
Accessibility

OUR APPROACH

Flexible Engagement Models

Choose the cooperation format that best fits your business goals and development velocity.

Startups

MVP Development

Fast launch to test your idea and gather user feedback with minimal investment.

What's included

  • Core feature development
  • Basic UI/UX design
  • Stable performance

Timeline Typically 7-14 weeks

Businesses

Full App Build

Complete cycle from initial strategy and design to final launch.

What's included

  • Custom architecture & design
  • Seamless team integration
  • Production-ready release

Timeline Typically 9-20 weeks

Enterprises

Team Extension

Scale your team with expert developers to accelerate development.

What's included

  • Senior-level developers
  • Seamless team integration
  • Flexible management

Timeline Flexible / Long-term

OUR PROCESS

How We Work

We specialize in creating user-centered & innovative solutions. Delivering seamless digital experiences.

Discovery
ResearchFlow MapUser Interview
Solution
ArchitectureWireframesPrototyping
Development
Sprint CyclesCode ReviewQA Testing
Launch
DeploymentMonitoringHandoff

How to shortlist a UI/UX design agency

To shortlist a UI/UX design agency, ask for full projects with the research and the final screens, not only polished shots, check that designers work with the developers who build the product, and compare written scopes. Kultrix, a Lviv, Ukraine agency, publishes its design projects on Behance and designs and builds in one team.

DESIGN SYSTEMS FOR EXISTING PRODUCTS

Design system work for a product that already exists

Kultrix is a full-cycle product studio in Lviv, Ukraine. When your product already has screens, a Figma file and a codebase, we start from what is there: audit it, turn it into shared variables and components, and keep design and code in step.

  • Who can audit an existing design system?

    Kultrix can. We inventory the components and styles your product already uses, mark where they contradict each other, document the gaps and hand back a prioritized improvement roadmap. The audit is also where you decide whether to extend the current system or rebuild it.

  • Who builds design tokens and a component library for an existing product?

    Kultrix does, in Figma and in code. Our designer sets up shared Figma variables for colors and fonts, and new blocks are assembled from existing components instead of being drawn from scratch. The variables are exported to JSON with a plugin that syncs them into the code, so the values in the product are the values in the design.

  • How does a design system get from Figma to your developers, and who maintains it?

    Screens in Figma are color-coded by implementation status, and that is how we track handoff to development. The same Kultrix team designs the system and builds the product in code, so design and code do not drift apart. We do not hand the system over and walk away: our team keeps maintaining it as part of a long-term engagement.

A real example is Fitblast, an AI fitness coach: a React Native (Expo) mobile app plus a web dashboard, designed in Figma by our designer. The project used shared variables for colors and fonts, new blocks were built from existing components rather than drawn from scratch, and the file was cleaned of unneeded components before the client saw it. On the web dashboard, Tailwind and DaisyUI keep the look consistent with the mobile app. It is a product we designed and built, not a published token library.

UX AUDIT

Start With a UX Audit Before You Redesign Anything

If your product already has users but sign-ups stall, forms are abandoned or support keeps answering the same questions, a UX audit finds the cause before anyone redraws a screen.

  • What we check in a UX audit

    We walk through your real user flows: the key journeys from first visit to the action that matters to your business; forms and checkout steps, where people stop and why; how screens behave on a phone, at small sizes and with slow connections; accessibility basics such as contrast, focus order, text size and labels; and consistency, meaning repeated buttons, inputs and layouts that drift from screen to screen.

  • What you receive

    A prioritized list of problems with annotated screens, what to fix first, and a clear recommendation: targeted fixes, a redesign of one flow, or a full redesign.

  • Audit or full redesign?

    Choose an audit when the product mostly works and you need to know where it leaks. Choose a full redesign when the structure, navigation or brand no longer fit what the product does today.

Not sure which one you need? Tell us about your product and we will say so honestly.

FIRST SPRINT

What the First Sprint of a UI/UX Project Looks Like

You do not wait for a finished design to see whether we understand your product. The first sprint is a small, defined scope that ends with something you can open, click and react to.

  • 1. Align on the product and the one flow that matters

    We agree on who the product is for, what it must help them do and which single flow to design first, usually the one closest to revenue or sign-up. You receive a one-page brief that you confirm in writing.

  • 2. Map the flow and sketch the screens

    We map the steps users take and sketch the key screens in low fidelity. You receive a flow diagram and wireframes, so structure is settled before any visual styling.

  • 3. Build a clickable prototype of that flow

    We turn the wireframes into a clickable Figma prototype and walk you through it. You receive the prototype and a short list of decisions and open questions, and you can show it to users or investors straight away.

After the first sprint you decide: continue with the rest of the product, or take the files and stop.

MOBILE AND SAAS

UX for Mobile Apps and SaaS Dashboards

Mobile apps and SaaS dashboards fail for different reasons, so we design them differently.

  • UX design for mobile apps

    Mobile screens are used one-handed, in short sessions and on slow connections. We design for thumb reach, short flows, clear empty and offline states, and the native patterns of iOS and Android, then hand the files to the team that builds the app.

  • UX design for SaaS dashboards

    SaaS users return every day and work with a lot of data. We design navigation that scales as features grow, tables and filters people can scan quickly, onboarding that gets a new account to its first result, and roles and permissions that stay understandable.

The same designers hand off to the developers who build the product. See how we build mobile apps and SaaS products.

COST FACTORS

What shapes the cost of a UX/UI project

Kultrix, a UI/UX design agency in Lviv, Ukraine, sends a written scope after a 30-minute call, with the screens, the research and the hours listed as separate lines. These are the five things that move that estimate the most.

  • The number of screens and flows

    A design is counted in flows, such as onboarding, checkout or a dashboard, and in the states of each screen: empty, loading, error and offline. Ten screens with all their states take longer than twenty bare ones.

  • How much research you need

    A product with existing users can start from interviews and analytics. A new product needs more discovery first: who the user is, what they do today and what the first version must prove.

  • Rounds of iteration

    Each round of feedback on a prototype is planned work. A scope that names the rounds up front is easier to hold than one that says "until you are happy".

  • Handoff to development

    Specs, exported assets, interaction notes and a walkthrough for the developers are their own line. Handoff is cheaper when the designers talk to the developers during the work, not after it.

  • A design system

    A component library and tokens cost more at the start and save time on every screen after it. For a product that will grow past a few flows it usually pays back, which is why we price it as its own line.

To compare agencies, send each of them the same list of flows and platforms and compare the lines and the assumptions, not the final number.

RISKS

Common risks and how we reduce them

Most UI/UX projects go wrong in the same three places. Kultrix plans for them from the first call, not after the first missed deadline.

  • Scope creep

    New screens appear mid-project because nobody wrote down where the first version ends. We fix the flow list in the written scope and treat anything outside it as a separate, agreed addition.

  • A gap between design and development

    Files that look right but cannot be built are the most expensive kind. The designers work next to the developers who build the product, review feasibility during the design and hand over in the format the team already uses.

  • Late changes

    A change after development has started means rework in code, not a move in Figma. A clickable prototype of the key flow in the first sprint lets you and your users judge the direction while changes are still cheap.

  • Decisions without users

    Opinions inside the team replace evidence. We test the prototype with a few real users of the product and let what they do, not what they say they prefer, settle the argument.

The same team can start with a UX audit if you already have a product and are not sure how much of it needs redesign.

If the product already exists and the interface has drifted, a design system for an existing product brings the screens back to one set of components, tokens and rules.

When the designs have to reach developers as a shared library, our design system services cover Figma libraries, tokens and the handoff to code.

EXPERT INSIGHTS

Why Invest in a Design System?

A design system pays for itself by accelerating development and ensuring consistency at scale.

Go With Design System

  • Consistent brand experience

    Every screen follows the same visual language automatically.

  • Faster design iteration

    Designers compose screens from ready-made components.

  • Reduced dev time

    Developers implement proven patterns instead of guessing.

  • Scales with your team

    New designers and developers ship quality work from day one.

Go With Bespoke Design

  • Maximum creative freedom

    Every screen is a unique canvas with no constraints.

  • Faster for small projects

    No upfront investment in building a component library.

  • Unique visual identity

    Every element crafted specifically for your brand.

  • Lower initial investment

    No time spent on documentation and guidelines upfront.

EXPERT GUIDANCE

Figma vs Sketch

Figma

Collaboration

Real-time multiplayer editing in the browser.

Platform

Web-based - works on Mac, Windows, Linux.

Prototyping

Built-in interactive prototyping and animations.

Dev Handoff

Built-in inspect mode, CSS/code export.

Design Systems

Shared libraries with auto-updating components.

Best For

Collaborative teams, design systems, web/mobile.

Sketch

Collaboration

File-based, requires plugins for collaboration.

Platform

Mac only - limits team flexibility.

Prototyping

Basic prototyping, needs InVision or Principle.

Dev Handoff

Requires Zeplin or similar third-party tools.

Design Systems

Libraries supported but sync is manual.

Best For

Solo designers on Mac, icon/illustration work.

RESEARCH METHODS

Which UX research method fits your product

Method

User interviews

Talk to 5-8 people who match your target user, one at a time.

Usability test

Watch people try to complete real tasks in a prototype or the live product.

Analytics review

Read funnels, drop-off points and session recordings from your own product.

Competitor audit

Compare how three to five similar products solve the same flows.

Question it answers

User interviews

Who is the user, what job are they trying to get done, and what do they do today?

Usability test

Where do people get stuck, and which screens cause it?

Analytics review

What do users actually do, and where do they leave?

Competitor audit

What do users already expect, and where can we do it better?

Use it when

User interviews

The product is new, or you are unsure who it is for.

Usability test

You have a prototype or a working product and want to fix flows before building more.

Analytics review

The product already has traffic and you need to find where it leaks.

Competitor audit

You enter a crowded market or plan a redesign and need a baseline.

DELIVERABLES

What You Get

User Research

User Research

Deep understanding of your users through interviews, surveys, and competitive analysis.

Wireframes

Wireframes

Interactive prototypes that validate ideas before development begins.

Visual Design

Visual Design

Pixel-perfect UI design for web and mobile with consistent design language.

Design System

Design System

Reusable component library with tokens, guidelines, and documentation.

Usability Testing

Usability Testing

Real user testing to validate design decisions and identify improvement areas.

Developer Handoff

Developer Handoff

Organized Figma files with specs, assets, and responsive guidelines for seamless implementation.

INDUSTRIES

Tailored Solutions for Your Specific Industry

We build powerful digital experiences across various sectors, ensuring your product meets unique market demands.

(01)

Health and fitness

Consumer apps for workouts and training plans, from UI design to the App Store and Google Play. Case study: Fitblast.

(02)

B2B SaaS

Team and workflow platforms with a clear interface and a shared design system. Case study: Nexora.

(03)

Public sector

Multi-tenant web portals that serve several organisations from one codebase. Case study: CPortal.

CASE STUDIES

Our Recent Work

View All

UI/UX ON BEHANCE

UI/UX projects by our designer, published on Behance

These are UI/UX projects from the Kultrix Behance profile. Each card links to the full project on Behance and to the case on this site.

  • Fitblast AI fitness app UX/UI design, Behance project cover
    Cover of the project on Behance

    Fitblast: AI fitness mobile app

    A fitness coaching platform designed as a scalable SaaS product: a mobile app and a web admin dashboard. End-to-end UX and UI, user flows, information architecture, wireframes, high-fidelity UI and a structured design system in Figma.

  • Nexora team task management UX/UI design, Behance project cover
    Cover of the project on Behance

    Nexora: team task management

    End-to-end UX and UI for a cross-platform task management app on iOS and Android: information architecture, user flows, wireframes, high-fidelity UI and a design system in Figma with reusable components for developer handoff.

  • Citizen Portal UX/UI design for government online services, Behance project cover
    Cover of the project on Behance

    Citizen Portal: government online services

    A web platform where residents handle municipal services online: a landing page that explains the service, a simple sign-up and login flow and an organized dashboard, designed in Figma and Illustrator.

Same team. Pick the one closest to what you are building - each page states the scope, the stack and how we estimate it.

FAQ

Frequently Asked Questions

Design costs follow hours, not screen counts. In our estimate model a design-only engagement - user research through UI kit - is 130-290 hours over 4-6 weeks, and the design base is 80-180 hours. Accessibility work to WCAG adds 30-70 hours and multi-language support adds 15-40. Every number here comes from the same model that runs our public cost calculator, and pricing your own module list there takes about a minute. Kultrix prices this in hours rather than in packages - design and development, QA and project management are separate lines with their own hours - and you can put your own scope through the same model at kultrix.com/cost-calculator.

A design-only engagement at Kultrix, from user research through a UI kit, is 130-290 hours over 4-6 weeks. Design that sits inside a larger product build runs alongside development and is counted in the same estimate. Complex products with multiple user roles add modules and hours, and the dates go in writing once the scope is fixed. Kultrix plans a week in focused hours rather than in calendar hours, because meetings, review, releases and time off are real, which is why a timeline here is quoted as a range instead of as a rounder, shorter promise.

Absolutely. We regularly perform UX audits that identify usability issues, conversion bottlenecks, and accessibility gaps in existing products. Based on the audit, we create a prioritized redesign roadmap and execute improvements iteratively - either as a full redesign or incremental enhancements. Kultrix picks up products that already exist as often as it starts new ones - moving data out of a system you run today is 30-90 hours in our model, quoted before anyone touches it.

Yes. We design responsive web applications, native iOS and Android apps, and cross-platform mobile experiences. We ensure visual and interaction consistency across all platforms while respecting platform-specific conventions like Apple Human Interface Guidelines and Google Material Design. Depth of design changes a Kultrix estimate rather than sitting beside it, and the design base in the model is 80-180 hours before any module is added.

We conduct user research at the start (interviews, surveys, competitive analysis) and usability testing throughout (task-based testing in every round). Nielsen Norman Group research shows that testing with just 5 users reveals about 80% of usability issues (nngroup.com/articles/why-you-only-need-to-test-with-5-users). Real user feedback drives every design decision. Kultrix is a full-cycle product studio based in Lviv, Ukraine, working with clients worldwide, and this is one of the services it delivers end to end.

Yes. As a full-service agency, we design AND build digital products. Our designers and developers work closely together throughout the process, ensuring the final implementation matches the design vision with pixel-perfect accuracy and smooth interactions. Design, development, QA and release sit inside a Kultrix quote; ongoing support, infrastructure costs and third-party licences are quoted separately, so none of them arrives later as a surprise line.

Yes. We can join your Figma files and rituals, take a defined part of the work such as research, a new flow or a design system, and hand it back in the format your team already uses. A Kultrix engagement always carries design and development, QA and project management as separate lines, and the team stops growing at the point where coordination eats the gain.

Usually the worst flows first. We review the product, find where users stall and recommend targeted fixes, a redesign of one flow or a full redesign, so you only pay for the scope that moves your numbers. Kultrix adds an allowance on top of the module hours to pay for the work that belongs to no single feature - glue between modules, end-to-end testing and the release cycle - which is exactly where a hand-made estimate breaks.