Design

UI/UX & App Design in Rawalpindi

Flows, wireframes, Figma prototypes and design systems, drawn with developers so the screens you approve are screens we can build.

UI/UX & App Design by Solfreaks
Solfreaks PixelFlow Design

Solfreaks PixelFlow Design is the design side of what we do: user flows, wireframes, clickable Figma prototypes, a design system, usability tests and the graphics for your store listing. The aim is screens that people can use without reading instructions and that a developer can build without guessing.

Our designers sit with our Android, iOS and web developers instead of handing over a file and disappearing. That one habit saves real money. We find out in week two that a swooping custom transition costs far more to build than it looks, not in week ten when the budget is gone.

What you receive

  • User flows that map every path from first launch to the main task, including the dull ones such as password reset and empty states.
  • Wireframes in low fidelity first, so the arguments are about structure and not about colours.
  • A clickable Figma prototype you can put in front of colleagues and test users on their own phones.
  • Visual design for every screen, in light and dark where the app supports both, following Material 3 on Android and Apple's Human Interface Guidelines on iOS.
  • A design system of colours, type, spacing and reusable components in Figma, named to match what developers will build in Compose and SwiftUI.
  • Accessibility checks on text contrast, touch target size and text scaling, including Dynamic Type on iOS and font scaling on Android.
  • Handoff and store graphics: specs, exported assets, a walkthrough with the developers, and the icon, screenshots and feature graphic for your store listings.

Week by week

  1. Week one: listening. Conversations with you and, where possible, with a few people who would use the product. We map the main flows and cut the feature list down to what a first version needs.
  2. Weeks two and three: structure. Low-fidelity wireframes and a first clickable prototype of the main flow, reviewed with a developer for build cost.
  3. Weeks three to five: look and feel. Visual design, the design system, dark mode and the states people forget: loading, errors, offline and empty lists.
  4. Usability test. A handful of real users try the prototype on their own phones while we watch and take notes. A small test finds most of the obvious problems, though it can't prove the product will succeed.
  5. Handoff. Final files, specs and a walkthrough with the developers. If we're building the app too, the designer stays on to check each build against the design.

Designing with the builders in the room

A screen that looks simple can hide expensive behaviour: a custom animation, a map with live markers, a gesture that fights the system's back gesture. We flag those while the design is still a prototype and offer cheaper alternatives, so you decide with the facts. We also respect platform conventions. An Android app should feel like Material 3 and an iPhone app should feel at home on iOS, even when the brand is identical.

If the product has to work on tablets, foldables or watches, we draw those layouts deliberately instead of stretching the phone screen. That is the territory of multi-screen app development.

Who benefits from design help

It suits founders who want to test an idea before paying for code, teams with a developer but no designer, and apps that work but confuse people, for example where most users drop off during onboarding. Changing a prototype costs far less than changing shipped code.

Probably not for you if all you need is a logo or brand identity, which belongs with graphic design. Also not if you already have approved Figma screens and only need them coded, in which case we'll build them without redoing the design. And we won't copy another company's app screen for screen.

Design fees and timeline

The price follows the number of screens and flows, the platforms (Android, iOS, web or all three), how large the design system needs to be, how many rounds of usability testing you want, and whether we also build the app. Design is usually priced per phase, with a monthly retainer for products that keep growing.

A small app usually takes three to five weeks to design. Larger products with several user types more often take six to ten. If you want us to build it as well, the design flows straight into our mobile app development. The quote follows a short discovery call.

Why design here

Our designers work in Rawalpindi, next to Islamabad, in Pakistan hours that overlap with the Gulf and the UK, and you deal with them directly because the team is small. They sit alongside the developers who have put apps on Google Play, so the screens come from people who know store requirements and real users. The Figma files and exported assets are yours. To start, tell us what you need.

Open-source tools and references

A few public projects that come up a lot in this kind of work. They belong to other people and teams. We link to them because they are worth a look, not because anyone pays us to.

Frequently asked questions

Do you design Android and iOS separately?

They share a design language and brand, but we adapt the details to each platform. Navigation patterns, back behaviour, system dialogs, typography and controls differ, and users notice when an app ignores their phone's conventions. If budget is tight, we can design one platform fully and adapt the second more lightly, which costs less than drawing everything twice.

Can your developers actually build what you design?

That's the point of working together. Each major screen is reviewed with a developer before it's finalised, and anything expensive is flagged with a cheaper alternative. If another team builds the app, we do the same review with them, or deliver a handoff that spells out behaviour, states and edge cases so they aren't left guessing.

What do you need from us at the start?

A clear idea of who the users are and what they must be able to do, any existing brand assets, and examples of apps you like and dislike, with reasons. If you have analytics or support complaints from an existing product, those are valuable. We also need one person who can approve decisions quickly, because slow feedback stretches a design schedule more than anything else.

How do you test designs with real users?

We put the clickable prototype on a phone, give a handful of people from your target audience a few tasks, and watch where they hesitate or tap the wrong thing. You get a short summary and the fixes we made. It's a lightweight test, not an academic study, and it can't predict commercial success, but it catches problems cheaply.

Do we get the Figma files and the design system?

Yes. The Figma files, the design system, the exported assets and the store graphics are yours at handoff. We organise the files with named components and styles so your team or another agency can carry on without us. If the work uses licensed fonts or stock assets, we list them so you can buy your own licences.

Talk it through with us

Tell us what you are building and where it hurts. You get a straight answer, a plan and a price, and if we are not the right people we will say so.

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