We plan the interface
before the interface
exists.
FORMHAVEN WORKS structures forms, dashboards, navigation, and interaction patterns so digital products are easier to understand and use.
Studio Est. 2026 — 1 Weeks in Operation
The interface
under construction
Structure → Interaction → Clarity. Scroll to watch an empty grid become a planned interface blueprint.
- 01 — Content blocks placed
- 02 — Navigation paths drawn
- 03 — Form fields structured
- 04 — Button states assigned
- 05 — Dashboard widgets organized
- 06 — Interaction paths connected
- 07 — Documentation labels added
03 / SERVICES WHAT WE PLAN
Four planning modules,
priced for real scope.
Each module produces documentation a development team can build from — wireframes, flows, states, and written specification. Expand a module to see what's inside.
Starting prices are estimates. Final pricing depends on interface complexity, number of screens, interaction depth, and documentation requirements.
04 / Exercise Spot the Friction
Six deliberate mistakes.
Click the ones that bother you.
This is a fictional screen built with common interface problems. Select at least three, then rebuild it with structure applied.
Something went wrong.
Everything else is asked after the account exists.
The remaining 16 move to a detail view.
We couldn't save your details — the email address is already registered. Sign in instead.
Nothing selected yet. Tap anything in the screen that would slow a real user down.
Two menus, same destinations
Duplicated navigation makes people re-check where they are. One primary path per destination.
"Settings" appears twice
Repeated menu items usually signal two teams shipping into the same navigation without a shared map.
11-field signup form
Every field asks for something the product does not need yet. Fields that can be collected later belong later.
23 metrics, equal weight
When everything looks equally important, nothing reads as important. Hierarchy has to be decided, not averaged.
"Something went wrong."
An error without a cause or a next step is a dead end. Say what failed and what to do about it.
Button labelled "Submit"
The label describes the mechanism, not the outcome. A button should say what will happen next.
Selected interface studies
& early projects.
Multi-Step Service Form
Planning a clearer application/questionnaire experience.
- Reduced unnecessary interaction steps.
- Grouped fields by what the applicant already knows.
- Wrote validation and confirmation states for every step.
Operations Dashboard
Structuring a complex internal dashboard with multiple metrics.
- Created clearer hierarchy between primary and secondary information.
- Moved rarely used metrics into a detail view.
- Defined one default view per operator role.
SaaS Navigation Study
Simplifying a software product's navigation structure.
- Made the navigation structure easier to understand.
- Removed duplicated destinations across two menus.
- Mapped each task to a single primary path.
UI Pattern Documentation
Creating reusable interface rules for a small digital product.
- Documented behavior for shared components.
- Described empty, loading, and error states in writing.
- Gave developers one reference instead of scattered screenshots.
Six questions we ask before anything is drawn.
Hover or tap a question to highlight the part of the interface it governs. Most interface problems trace back to one of these six being left undecided.
- 01 Content What information does the user need?
- 02 Hierarchy What deserves attention first?
- 03 Navigation Where does the user go next?
- 04 Interaction What happens after an action?
- 05 Feedback How does the system communicate success or failure?
- 06 Consistency Does the interface behave predictably?
From mess to map
- 01 Understand Identify goals, users, information, and key scenarios.
- 02 Structure Organize content, fields, navigation, and interface hierarchy.
- 03 Map Create flows, wireframes, and interaction logic.
- 04 Refine Remove unnecessary steps and clarify confusing interactions.
- 05 Document Prepare patterns and specifications for development teams.
Three weeks in.
Three honest notes.
We are not going to show you a wall of logos. These are the people we have worked with so far, in their words.
Form / Reviewed
"FORMHAVEN WORKS helped us understand why our form felt longer than it needed to be. Two steps came out and nothing was lost."
Navigation / Mapped
"The navigation map made several problems obvious before development started. We changed the structure while it was still cheap to change."
Pattern / Documented
"The documentation gave our developers a much clearer picture of how the interface should behave. Fewer questions in standup."
A specification sheet
for our own scope.
FORMHAVEN WORKS plans and documents interfaces. We do not implement them. Knowing the boundary early saves everyone a conversation later.
- 01 software development
- 02 website hosting
- 03 payment processing
- 04 cybersecurity services
- 05 telecommunications services
- 06 management of client information systems
- 01 structure
- 02 usability
- 03 interaction logic
- 04 visual organization
- 05 wireframes
- 06 interface documentation
The FORMHAVEN principles
Clarity over complexity
If users need instructions to understand the interface, reconsider the interface.
Structure before decoration
Visual polish works better when the underlying structure makes sense.
Feedback is part of the experience
Errors, confirmations, empty states, and progress indicators matter.
Plan before build
Good interface decisions are cheaper to make before development begins.
What should the interface make easier?
Tell us what you're planning, where users get stuck, or which part of your interface needs structure.