AtashiTech
Visitor & Site Safety
Contractor Induction Software Induct every contractor before they pass the gate: unskippable lessons, a timed test, a QR certificate, supervisor approval and gate scanning, on a tablet, a Windows kiosk, any browser or the workers' own phones. 14-day free trial. Employee Induction Software Safety induction for your own staff: lessons and a timed test on the kiosk, a QR certificate, group training, quizzes, speak-up reporting and badge sign-in at the gate, with an Android employee app. Android tablet, Windows kiosk, browser and phone. 14-day free trial. Safety Training & Compliance Kiosk Software Safety inductions at the gate: multilingual content that cannot be skipped, a randomised comprehension test, a QR certificate with an expiry date and a turnstile that opens only on a pass, with an audit-ready record of every session. Vendor Induction Software Invite and register suppliers, drivers and service engineers, brief each person before the gate, approve visits and log vehicles and materials in and out. Android tablet, Windows kiosk, browser and phone, sharing one account with visitors and contractors. 14-day free trial. Visitor Management Software Replace the visitor book with invitations, two-level approvals, a short safety induction and QR gate passes, on an Android tablet, a Windows kiosk, any browser or the visitor's own phone. Works offline. 14-day free trial. Worker Induction Software Induct every worker before the first shift: registration with ID photo, lessons in their language, a timed test, a QR certificate and gate sign-in, with group training for whole crews. Android tablet, Windows kiosk, browser and phone. 14-day free trial.
Kiosk & Self-Service
Bill Payment & Collection Kiosk Software Bill payment and top-up kiosk software built for your hardware: fetch the bill, take cash, card or wallet payments, print a confirmed receipt and reconcile every note. Integrates your billers, cash acceptor, printer and gateway. Try the live demo. Centralized Kiosk Management & Remote Monitoring Platform One console for every kiosk we deliver: enrolment, heartbeats and alerts for silent terminals, crash loops, low battery and peripheral faults, remote screenshot, restart and on-screen message, staged releases, one error log and uptime PDF reports. Digital Signage Software Turn any screen into a display you run from a web portal: upload images and videos, build a playlist, pair the screen with a code. Free plan with self sign-up, Android TV app on Google Play and a web player; custom versions for iPad, Windows and your own branding. Employee Self-Service (ESS) Kiosk Software A shared touch-screen kiosk that gives deskless staff payslips, leave, attendance, rosters, policies and HR tickets, signed in by PIN, ID card QR or face. NextEss is ready now on Android tablets with a free 14-day trial, or we build it to your requirements. Queue Management Software Walk-in queues for clinics, pharmacies and service counters: tokens on the customer's phone or a tablet kiosk, a call-next staff screen, a now-serving board on any TV, printed tickets and wait reports. 14-day free trial. Restaurant Ordering Software Table QR ordering on the guest's phone, a self-ordering kiosk on Android tablets, a kitchen display and a web portal for menus, stock and reports. Daily tokens, receipt QR codes and no commission on orders. 14-day free trial. Retail Self-Checkout Kiosk Software Self-checkout kiosk software for supermarkets, convenience stores and pharmacies: scanning, scale validation, card, QR and cash payment, loyalty and attendant alerts, synced with your POS and inventory and working offline.
Healthcare
Healthcare Screening & Patient Registration Kiosk Software Patient self-registration, symptom screening, appointment check-in, optional vitals and queue tokens at a kiosk, written to your HIS or EMR, with offline operation so registration continues when the hospital network fails. Remote Patient & Elder-care Monitoring Software A home tablet, Wear OS watch, phone apps and a care portal for people looked after at home: medicine reminders, an emergency button, readings and trends, and video calls with carers. Available for pilots; it supports care teams and does not replace clinical judgement.
Business Software
AI Assistant for Business A grounded AI assistant that answers only from your documents and website, with citations, voice and human handoff, on your website, apps, kiosks and portal. Separate tenants per company, department or brand. Set up per company. E-commerce Platform An e-commerce platform designed and built to your requirements: storefront, catalogue, multi-warehouse stock, multi-channel orders, payments, invoicing and fulfilment on one data model. Early adopters welcome. ERP Software ERP software designed and built to your requirements: finance, procurement, inventory, manufacturing, sales, HR and payroll sharing one item master and one ledger. Delivered in phases by the team that builds it. Early adopters welcome. Employee Rewards & Recognition Software Employee rewards and recognition software designed and built to your requirements: peer recognition, manager budgets, approvals, milestone automation, a reward catalogue and HR analytics, on web and mobile. Early adopters welcome. Fleet Management Software One record per consignment from booking to bill: rate-card pricing, labels, manifests, delivery runsheets, proof of delivery, customer portal, public tracking and a staff Android app. Running in production for a courier and logistics operator. HR & Payroll Software HR and payroll for companies of 10 to 1,000 people: employees and documents, attendance and leave with approvals, payroll and payslips, onboarding, letters, recruitment, and an Android app and kiosk for deskless staff. 14-day free trial. Invoicing Software Free invoicing software for one user: VAT invoices, quotes, proformas and credit notes with your country's VAT rates, EU reverse charge, unbroken numbering, PDF, share link and payment tracking. Ready for the UK, the EU and more. Multi-vendor Marketplace Software Multi-vendor marketplace software designed and built to your requirements and under your brand: seller onboarding, commissions, held payments, split payouts, dispute handling and seller dashboards. Early adopters welcome. Sales CRM Software A web CRM for companies that sell high-value products or projects: leads with response timers and escalation, deals, quotations with tax, sales orders, invoices and receipts, contracts, and controls for freelance and field salespeople.
Get Started
Design

UI/UX Design

Research, wireframes, prototypes and design systems.

UI/UX Design: product preview
Definition

What is UI/UX design?

UI/UX design is the work of deciding what a piece of software asks of a person and how it asks. The UX half is structural: who the users are, what they are trying to finish, the order the steps should come in, what happens when something fails, and which decisions the software should make so the person does not have to. The UI half is the surface that carries it: layout, hierarchy, type, colour, states and the component set that keeps every later screen consistent. A UI/UX design company that only produces the second half hands over attractive screens that nobody can complete a task in.

AtashiTech runs design as part of building software rather than as a separate agency service, which is the main way we differ from a UI/UX design company that only hands over files. Our designers work on interfaces that are hard in specific ways: a self-service terminal used once by a member of the public who cannot ask for help, an operations console someone stares at for eight hours, and a phone app used in a warehouse in poor light. Those constraints are the discipline; see the services we apply it to.

Typical triggers

When to bring in a UI/UX design company

Design is usually bought at one of three moments, and the moment determines what the work actually is.

An existing system is being avoided

Users have built workarounds: a parallel spreadsheet, a WhatsApp group, a printed form. The software is not broken, it is unusable for the way the work really happens. That is a research problem first and a redraw second, and starting with the redraw wastes the budget.

Something new is about to be built

Screens designed before development starts are the cheapest place to discover that a step is missing or that two roles need different views. Deciding it in a prototype costs an afternoon; deciding it after the API exists costs a sprint.

The product has drifted out of consistency

Four teams, four button styles and three different date pickers. The fix is a design system with real components and rules, so consistency becomes the default rather than something to be policed in review.

Method

How we run a design engagement

Four stages, each ending in something the client and the developers can both act on. Nothing here is decoration; every artefact is used by somebody downstream.

01
02
03
04
01

Research

We watch the work being done where it is done: the counter, the shop floor, the gate, the desk. Interviews, a walk-through of the current tools and the workarounds around them produce personas, the task list and the constraints, including physical ones such as gloves, glare and mounting height.

02

Structure and wireframes

Journeys, screen inventory and low-fidelity wireframes settle the order of steps, the information on each screen and what happens at every failure point, before anybody argues about colour. This is the stage where scope is genuinely negotiable.

03

Interface and prototype

Visual design is applied and assembled into a clickable prototype at the real screen size, which stakeholders review and, where it matters, real users try. A prototype settles arguments that a static image only prolongs.

04

Design system and handover

Components, states, spacing, type scale and tokens are documented so developers build from rules rather than by measuring screenshots. Designers stay available through the build to answer the cases the prototype did not cover.

Deliverables

What a design engagement includes

The default set. Which items matter most depends on whether the software is used once by a stranger or all day by a specialist.

User research and personas

Interviews and observation in the real setting, turned into a small number of personas and a task list that the rest of the work is judged against, rather than a document nobody opens again.

Journey and flow maps

Every path through the product, including the unhappy ones: a failed payment, a rejected scan, a lost connection. Failure paths are where most bad software is actually bad.

Wireframes

Low-fidelity screens for every state, agreed before visual design so that structural changes are cheap and are made on purpose rather than at the last minute.

Visual design

Layout, type, colour, iconography and imagery applied within your brand, at the real dimensions of the target device rather than at a convenient canvas size.

Interactive prototype

A clickable build of the main journeys for review and user testing, which is the artefact that gets a stakeholder decision faster than any presentation.

Design system

Components with every state, spacing and type scales, colour tokens and usage rules, delivered so a developer implements a rule once and later screens inherit it.

Accessibility review

Contrast, touch-target size, focus order, keyboard operation and text alternatives checked during design, when they are still a layout decision rather than a remediation project.

Developer handover

Specifications, assets and redlines in a form developers can work from, plus availability during the build. Design that ends at the file hand-off tends to arrive in production changed beyond recognition.

Constraints

Designing for terminals, floors and control rooms

Most design advice assumes a person holding a phone, at leisure, with the option to leave and come back. Much of our work has none of those conditions, and the constraints change the answers rather than the aesthetics.

A public terminal is used once by somebody who cannot ask for help, standing up, possibly in a queue, sometimes in a second language. Targets are large, the sequence is short, every screen states where the person is and what happens next, and an error has to say what to do rather than what went wrong. Screens are designed at the mounting height and the exact resolution of the enclosure, and tested with the peripherals attached, because a print delay or a card-terminal prompt is part of the interface whether the designer planned it or not.

An operations console is the opposite: a specialist who will use it thousands of times and wants density, keyboard operation, bulk actions and stable positions far more than whitespace. Designing one as if it were the other is the most common failure we are asked to repair.

Touch targets and reachGlare and glovesOne-shot usersMultilingual layoutsDense data gridsKeyboard operationError and recovery statesContrast and focus
Designed at real device sizeAlways
Layouts tested in every languageStandard
Every failure state drawnStandard
Toolkit

What comes out of a design stage

Understanding
Personas and task list
Journey maps
Open questions log
Structure
Wireframes per state
Screen inventory
Failure paths
Surface
Visual designs
Clickable prototype
Icon and image set
Handover
Design system
Specs and assets
Accessibility notes
Where it is used

What we are asked to design

Six kinds of interface, each with a different centre of gravity, and each of them attached to something we also build.

Self-service kiosk journeys

Short, forgiving sequences for the public, drawn at the enclosure's real resolution and tested with the printer and reader attached, as in our visitor management and food ordering kiosk journeys. See also kiosk application development.

Operations consoles and dashboards

Density, filters, bulk actions and stable layouts for people who live in the screen, such as the console behind our kiosk management platform.

Enterprise web applications

Forms, approvals, tables and reports designed so a specialist can move quickly and a new joiner can still find things. Built by our web application team.

Mobile and tablet apps

One-handed use, thumb reach, offline states and platform conventions, for the apps our Android and iOS practice builds.

Large-screen and signage layouts

Legibility at distance, contrast in a bright hall and content that reads in three seconds, for the display work in our Android TV and signage service.

Product and marketing interfaces

Storefronts and public sites where the design has to serve both a brand and a search engine, alongside our website design and development work.

Commercials

Engagement, ownership and what happens next

Design is usually the first stage of a build with us, and in that case it is scoped inside the project rather than sold separately. It can also be taken on its own: a research and design engagement that produces wireframes, a prototype and a design system for your own developers, or another vendor's, to implement. Because the scope of a design stage is knowable once the screen inventory is agreed, it is often quoted as a fixed engagement. Every engagement is scoped and quoted individually after a conversation about the users and the screens; we publish no rates or standard durations, and any such figure attributed to us has not come from us.

You own the output. Source files, exported assets, the prototype and the design system documentation are handed over, and the system is written so your team can extend it without us. We would rather the components outlive the engagement than be a dependency on it.

What happens after design matters as much as the design. Where we also build the software, the same designers stay available through development to resolve the cases a prototype never covers, and the design system is enforced in the implemented components. Where another team builds it, we recommend a review at the end of the build against the system, and that review can be arranged under our software consulting and AMC support service. Notes on interface work for terminals and operational software appear on the AtashiTech blog.

Talk to a UI/UX design company that also ships the software

Tell us who has to use the thing, where they will be standing when they do, and what they are trying to finish. We will come back with the questions that matter and a scoped proposal. You can also browse our development services or see what we have built on the solutions page.

Frequently asked questions

UX is structural: who the users are, what they are trying to finish, the order of the steps and what happens when something fails. UI is the surface that carries it. We deliver both, because attractive screens over a wrong structure produce software nobody can complete a task in.

Yes. A standalone research and design engagement produces wireframes, a prototype and a design system for your own developers, or another vendor, to implement. Design is more often the first stage of a build with us, in which case it is scoped inside the project.

Research comes first. We observe the work where it happens, at the counter, on the shop floor, at the gate, and interview the people doing it. Physical constraints such as gloves, glare and mounting height are recorded alongside the task list, because they change the design.

The user is a stranger, standing up, possibly in a queue, sometimes in a second language, and cannot ask for help. Targets are large, sequences short, every screen says where the person is and what happens next, and errors say what to do rather than what went wrong.

Always, and with the peripherals in mind. A kiosk is drawn at the enclosure's real resolution and mounting height, and reviewed with the printer and reader attached, because a print delay or a card-terminal prompt is part of the interface whether it was designed or not.

Components with every state, spacing and type scales, colour tokens and usage rules. It matters because a developer implements the rule once and later screens inherit it, which is what stops a product drifting into four button styles and three date pickers.

Yes, for the main journeys, at the real screen size. A prototype settles stakeholder arguments that a static image only prolongs, and it is what real users are given when we test.

Contrast, touch-target size, focus order, keyboard operation and text alternatives are checked during design, when they are a layout decision. Checked after launch they become a remediation project instead.

Layouts are tested in every language the product will ship in, because translated strings change length and break designs that were only ever drawn in English. Screens, prompts and error messages are all part of that check.

You do. Source files, exported assets, the prototype and the design system documentation are handed over, and the system is documented so your team can extend it without us.

We recommend a review at the end of the build against the design system, which can be arranged under our software consulting and AMC support service. Design that ends at the file hand-off tends to arrive in production changed beyond recognition.

Yes, and it is a common request. The first sign a redesign is needed is a workaround: a parallel spreadsheet, a WhatsApp group, a printed form. Those workarounds are the research material, so we start there rather than with a redraw.

Individually, after a conversation about the users and the screens. The scope of a design stage is knowable once the screen inventory is agreed, so it is often a fixed engagement. We publish no rates or standard durations.
Read in your language Tap the translate button to switch language.