Wireframing & prototyping
Wireframing and prototyping: test your idea before you build
Clickable prototypes where you walk the whole flow before a line of code is written. So you see where it snags early, instead of after delivery.
- Clickable in Figma
- Test first, then build
- Prototype becomes the blueprint
- One team designs and builds
In short
Wireframing and prototyping means you test your idea in a clickable model first, before anyone builds it. You walk the flow yourself, see where people get stuck, and change it while it is still cheap to change. That spares you surprises during the build and makes for faster delivery. And because we build the thing ourselves after the prototype, it is not a throwaway picture but a real blueprint for the developers.
What gets in the way
The most expensive mistakes in software don't happen in the code, they happen in a wrong assumption about the flow. One screen too many, a step nobody understands, a button in the wrong place. Fix that once the app is built and it costs weeks. Fix it in a prototype and it costs an afternoon. That is why we draw the wireframes first, the blueprint of each screen without colour or polish, and then turn those into a clickable prototype in Figma. You walk the whole flow as if it really works: tap, click through, go back. For complex products like the Quantum Movie creator in Quantum Life or the visual editor in Gamechef, we worked out the flow exactly this way before anything was built. The difference with most agencies: here the prototype isn't thrown over the wall to an outside developer. We build it ourselves, so we only draw what is actually buildable.
You only see it once it's built
On paper the flow looked logical, but in the real app everyone gets stuck on step three. Now it's in the code and the fix costs weeks. In a prototype you'd have seen it in an afternoon.
The build is full of surprises
Halfway through a screen turns out to be missing, or a button leads nowhere. Every surprise along the way means rethinking, rebuilding and a bill that climbs. Testing up front takes those surprises out.
Everyone pictures something different
You, your team and the developer talk about the same screen and mean three different things. A clickable prototype is the one picture everyone can agree on, before any money goes into it.
Pretty mockups nobody can build
A design agency hands over a beautiful image, the developer looks at it and says it doesn't work that way. A prototype that ignores the tech is a wish, not a blueprint.
What we build
How we help
Wireframes: the floor plan first
We start in lo-fi: the layout of each screen, what information sits where, which step follows which. No colour, no distraction, just the structure. So you talk about the logic of the flow before the visuals hijack the discussion.
Clickable prototypes in Figma
We link the screens into a prototype you can actually click through on your phone or in the browser. You tap through the flow as if it were the app, and feel right away where it runs smooth and where it stutters.
Testing with real people
A prototype is only useful once you let someone use it. We have a few people walk the main flow and watch where they hesitate or take a wrong turn. Those observations get worked in before anything at all is built.
Working out the flow for complex products
The more steps, the bigger the payoff of testing up front. For multi-step products like a creator that combines themes, visuals and music, or a visual editor, we work out the flow first so the build becomes predictable.
A prototype that is a blueprint
Because we build the thing ourselves after the design, we only draw what is genuinely buildable. The prototype isn't a throwaway picture thrown over the wall, it is the direct blueprint our developers carry on with.
Proof
We have built this
Real projects we can name.
Quantum Life
Wellness / Meditation app
A cross-platform meditation app with a Quantum Movie creator, a class marketplace and a matching web portal.
10,000+ daily
Peak users
€100k+ revenue
Launch day
GameChef
Game development / AI SaaS
A browser-based, AI-powered game engine with a visual editor and code, art and sound tooling.
Days, not weeks
Build time
Code · Art · Sound
Channels
Our approach
From idea to working software in four phases
Every project runs through the same four phases, so you always know what's happening, what comes next and what it costs — from first call to live software, usually in weeks rather than months.
- 01 Phase 1 Free intake
Understand & analyse
Everything starts with a good conversation. We map your goals, processes and the bottlenecks worth solving — no sales pitch, just an honest read on where the biggest win sits.
- 02 Phase 2 Free blueprint
Blueprint & quote
We turn the analysis into a blueprint: a clear plan showing exactly which steps we'll take and why, paired with one fixed quote. You know up front precisely what we build, what it costs and when it's done — no open ends, no hourly billing, no surprises afterwards. And getting that blueprint is completely free, no obligation.
- 03 Phase 3 Prototype in days
Build, test & deploy
Then we build, in short iterations. You see a working prototype in days and a finished product in weeks. We work on a modern, AI-native and secure stack — with data protection and GDPR in mind from day one.
- 04 Phase 4 100% your code
Implement & optimise
We launch, hand over the full codebase and keep improving on your terms. You get 100% ownership of the code we write — no lock-in, no licensing games. Hosting and maintenance are optional, never required.
What you always get
Fixed price
Agreed up front, never an open end.
100% code ownership
Your code, fully yours, no lock-in.
Live in weeks
Prototypes in days, finished in weeks.
Modern & secure
A scalable stack that always integrates with the latest tech. Secured by our in-house cybersecurity experts.
Tools & tech
The same team designs and builds, so we choose the setup that serves your brand and conversion — a CMS where you need to edit yourself, a custom build where it has to be exactly right. Form follows the goal, not a template or a favourite tool.
What you get
- Wireframes of every key screen in the flow
- A clickable Figma prototype you walk through on phone or in the browser
- A short usability test with real users and the findings
- Worked-in changes based on what the test showed
- A prototype ready to act as the blueprint for the build
Our promise
Your software stays yours
- Full code ownership The full source code is and stays yours, documented and ready to hand over.
- No vendor lock-in Stop working with us and your system keeps running. Any developer can pick it up.
- Fixed price up front You get a no-obligation blueprint and quote up front: no open-ended billing and no surprises afterwards.
- Security in every layer We build security-by-design, with a specialist in-house.
Frequently asked questions
What's the difference between a wireframe and a prototype?
A wireframe is the floor plan of one screen: where each piece of information sits, which buttons, in what layout. It's static and without colour. A prototype links those screens into something clickable, so you can actually walk the flow as if it were the app. Put simply: the wireframe shows one screen, the prototype lets you feel the whole journey through it.
Why prototype before we build?
Because a mistake in a prototype costs an afternoon and the same mistake in built software costs weeks. You see early where people get stuck, which screen is redundant and which step is missing, while it's still cheap to change. That takes the surprises out of the build and makes delivery faster and more predictable. For complex products like the Quantum Movie creator and the Gamechef editor, that was the difference between guessing and knowing.
What does wireframing and prototyping cost?
It depends on how many screens and steps your flow has, but you get a fixed price agreed up front. More to the point is what it saves you: every mistake you catch in this phase is one you don't fix in expensive code. For most projects a prototype pays for itself through the surprises it takes out of the build. Want a ballpark for your idea? Book a call.
What tools do you work with?
We prototype in Figma. With it we draw the wireframes, link the screens into a clickable whole, and share a link you open on your phone or in the browser. You need no software to look along, a link is enough. Figma is also where the hi-fi design later builds on top, so everything stays in one place.
Do you also carry on to the build after the prototype?
Yes, and that's exactly the point. We are one team that designs and builds, so the prototype isn't thrown over the wall to an outside developer. Our developers carry on with it directly. That's why we only draw what is genuinely buildable, and why the prototype is a blueprint instead of a wish. You can of course take just the prototype and continue with it yourself, the code and the design are yours.
How many rounds of feedback are included?
A prototype is meant to be changed, that's where the value is. We walk it through together, work in your feedback and test it again, until the flow is right. Because we haven't built anything yet at this stage, changing it is fast and cheap. That's exactly why we prototype first and build afterwards.
Ready to build?
Book a no-obligation call — we'd love to think through the best approach with you.
Book a call