Our designers assist you in setting up the most efficient user experience to reach your objectives.

Our team of designers will accompany you to meet your specific user experience needs.


The interface must be consistent, respect a defined and structured navigation on a minimum possible level. It must respect the client’s graphic charter.

Ease of use

We always keep in mind that what we do must be simple and usable by users with a poor knowledge of the technology.


We always keep users’ expectations in mind in order to offer them a solution that corresponds to their specific needs.


Content must be controlled, promoted and accessible to the user. It provides the context for the product.


We always keep time constraints in mind. An application must come out at the right time and under the right conditions.

Once the design defined and ready to go into production, Tapptic defined a strategic way to manage the transition from static design to development.

First, the interface is segmented into two distinct parts:

  • Basic Interface: this corresponds to the basic elements that make up the structure of the application and define the layout as a whole. This is the structure of the application.

  • The components are, like the objects in programming, autonomous elements that embellish the product while being able to be worked on locally.

Localized Iterations

Component iteration enable the segmentation of the application to keep an extreme coherence while working on elements locally without impacting the whole interface. This modern approach to design makes it possible to develop an application much faster, while ensuring a certain level of quality. And this, while developers keep working on development.


The prototype is at the heart of our strategy from design to development. The prototype makes it possible to show very clearly to the developers what the application will look like, helps them to structure the different depth levels as well as the complete flow.

In addition, it enables us toguarantee the quality of transitions and animations that are created upstream by designers.

Guidelines are produced to pass a maximum of variables used by the design to the developers. The different rythms, dimensions, icons, colors… are documented in a very precise and rigorous way by the designers. Some animations are documented to maintain a balanced fluidity throughout the interface. They therefore guarantee an extremely high level of quality and consistency.

Profile Identification

First, our teams identify with you during a brainstorming phase the keywords that define the subject of the application in a very broad way as well as the presumed expectations of your users or customers, and your insights marketing… .

Factors Models

We use factors models as defined by Goldberg and his team to identify the most striking individual differences and the most socially relevant . This technique is intended to provide a complete description of personality traits that will allow us to create personas.


Once the analysis is done, we identify different personas that illustrate your ideal targets. These personas include a brief description and some important points:

  • Personality

  • References & Influences

  • Technological Expertise

  • Appliances & Platforms

  • Customer Relationship

  • Customer Relationship

  • Used softwares & Apps

  • Consumption or use patterns

User Expectations

Once your personas are defined, we will describe the expectations of your users regarding your application and the potential frustrations. This summary will be the starting point to visualize what each user expects from the application in order to allow us to establish a “customer journey” the most suitable.

Typical day / Customer journey

This step defines a typical day with the application. This identifies a journey that includes all the expectations of the previously collected users. The “customer journey” makes it possible to verify if all features are well implemented at each step of the design process and if they cover all the “Mobile Moments” .


The first step in the reflection process is to understand emphatically the problem you are trying to solve. This is the phase of observing and understanding users’ needs.


During the definition phase, we analyze our observations and synthesize them to define the main problems and objectives. We will seek to define the objectives as user-centred as possible.


Once the user needs have been understood and the trajectory is defined, designers are ready to start generating ideas.


The design team produces a number of versions so that they can study the problems and solutions generated at the previous stage. At the end of this stage, the design team will have a better understanding of how real users behave, think and feel when interacting with the final product.


The product is rigorously tested using the best solutions identified during the prototype phase. The results generated during the test phase are often used to redefine one or more problems. During this phase, modifications and refinements are carried out in order to eliminate problems and obtain a thorough understanding of the product and its users.


The product is ready to be developed. Animations are defined in agreement with the developers and the various technologies are analyzed to meet the need for design and performance requirements.