From research to a clickable prototype
We start with what already exists. Analytics shows where people drop out, the internal search reveals what they look for in vain, and support knows the questions a good interface would never have raised. On top of that we talk to people who actually use the system.
From there we define user tasks and flows: which journeys the application has to carry reliably, from entry to completion. The information architecture follows those tasks rather than your org chart. Wireframes come next, then a clickable prototype and tests with a small group, because thinking errors are easier to fix there than in finished code.
Only then does the interface arrive: type scale, spacing grid, color roles and a component library in Figma where every component brings its states with it, meaning default, hover, focus, active, disabled, error, loading and empty. Handover to development happens with those values as design tokens, so spacing and color are not reinvented in code.
