← Maxime Ronceray

User Experience and Product Design

I design how a complex product or process should work before anyone writes a line of code.

Most products do not fail because of bad code. They fail because nobody worked out what the interface should actually do before someone started building it. This service is that missing step: user research, process mapping, interface design, and clickable prototypes that tell you, honestly and early, whether an idea works before real money goes into building it.

This is where I usually start on any complex project, and it is also something I take on by itself. If you have a product with too many configuration options, a process that only lives in one person's head, or a workflow spread across five spreadsheets, the fix is rarely more features. It is a clearer understanding of what the user is actually trying to do, translated into a design that makes the complexity disappear for them.

I have applied this thinking to a business jet cabin configurator used across VR, PC, and iPad, a touchless watch configurator built around hand tracking, and a self service dental scanning app designed to be used with zero training. The scale changes. The method does not.

How this works

  1. User research and process mapping

    I start by understanding what people are actually trying to accomplish, not what a feature list says they should be doing. For an existing process, that means walking through it step by step with the people who use it every day, and writing down exactly where it slows down, where mistakes happen, and where someone has quietly built a workaround because the official process does not work. For a new product, it means asking hard questions about who the user is and what they need to walk away with, before any screen exists.

  2. Flows and structure

    Once I understand the problem, I map the actual flow: every screen, decision point, and edge case, in order, before any visual design happens. This is where most of the real thinking happens. A flow that looks simple on paper often reveals five hidden branches once you follow every path a real user might take, and it is far cheaper to find that out in a diagram than in production code.

  3. Interface design

    With the flow settled, I design the actual interface: layout, hierarchy, interaction patterns, and visual language, built for the device it will actually run on, whether that is a phone, a tablet on a shop floor, a desktop dashboard, or a spatial interface in VR or AR. I design for the constraints of the real environment, not a generic screen size.

  4. Clickable prototypes

    I build a prototype you can actually click through and hand to a real user or stakeholder, well before any production code exists. This is usually where assumptions get tested and corrected. It is much faster and much cheaper to change a prototype than to change a shipped product, and it means the people funding the build get to react to something real instead of a slide deck.

  5. Design systems

    For anything that will keep growing, I build a design system: consistent components, spacing, type, and interaction rules, so new screens stay visually and behaviourally consistent as the product expands, and so a developer, whether that is me or someone else later, is not reinventing a button style on every new page.

What's included

  • User research and process mapping for complex or unfamiliar workflows

    Interviews, walkthroughs, and process diagrams that turn a workflow that currently lives in someone's head or across several spreadsheets into something documented, understood, and ready to be redesigned properly.

  • Interface design for web, mobile, tablet, and spatial interfaces

    Full interface design across whichever surface the product actually needs, including touchless and gesture based interaction where that fits the environment, and VR or AR interfaces where a screen alone cannot show what someone needs to see.

  • Clickable prototypes for early validation and stakeholder buy in

    A working, navigable prototype delivered early, so decisions get made by testing something real instead of debating a document or a set of static mockups.

  • Design systems that keep a product consistent as it grows

    Documented components, spacing, and interaction patterns that keep the product coherent as new screens and features get added, whether I build them or someone else does later.

From $1,500 USD

Proven work

A dental diagnosis company needed patients to scan their own mouth accurately, alone, with no training and no one standing over their shoulder to correct them. I designed a system combining spatial markers, visible in the bathroom mirror the phone's front camera captured, with timed haptic feedback: a marker locked in color once the phone was at the right distance and angle, and the phone vibrated in a distinct pattern for hold steady, move to the next position, or slow down. Eight positions covered the full mouth, each appearing only once the previous one held for the required duration. No diagrams, no dental terminology, no instructions to read, just a shape in the mirror the user had to match.

Common questions

Do you design without building, or only as part of a full build?

Both. Most of my clients bring me in for the full project, so the UX work leads straight into development, done by me, with nothing lost in a handoff. But the design work stands on its own if that is genuinely what you need, for example if you already have a development team in place and just need the thinking done properly before they start. I will tell you honestly which setup fits your situation.

What does a UX engagement actually deliver?

Concrete artefacts, not a slide deck of abstract principles: documented user flows, interface designs for every key screen, a clickable prototype you can hand to a real user or a stakeholder, and a design system if the product is going to keep growing. Everything is yours at the end, in editable, standard files, whether I go on to build it or someone else does.

How long does this take?

It depends on how complex the workflow is. A focused interface design pass can take a week or two. A full research and process mapping engagement for a genuinely complex workflow, with a clickable prototype at the end, is usually scoped at two to four weeks. I will give you a specific timeline in writing once I understand the problem.

Can this stand alone, or does it lead into development?

It can genuinely stand alone. But I am a UX designer who also builds, and in practice most of what I design, I end up building myself, because that is usually the fastest and most reliable path from a good decision to a working product. If you only need the design, that is a legitimate engagement on its own. If you want someone to carry it all the way to a finished, deployed product, that is what I do most often.

Start a project

Send me a short message describing the product or process you want to design. I read every message personally and reply within one business day.

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