Hi! I'm a UX/UI and presentation designer helping startups and businesses turn ideas into clear, engaging, and visually impactful designs. I work on pitch decks, business presentations, websites, landing pages, and digital products. Whether you have a rough idea, a content-heavy document, or an existing design that needs a refresh, I can help bring it to life. I enjoy simplifying complex information and creating designs that look great, communicate clearly, and align with your brand and business goals.
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I’m a graphic designer and marketing professional with a focus on branding, editorial, print, posters, album artwork, web design and digital content. I bring together creative thinking and commercial insight to develop distinctive, considered design that communicates with purpose and resonates with its audience.
Josh M.
ABN connectedHey neighbour👋 Josh here. I’m a Melbourne-based dev with 10+ years of experience managing sites for Telstra, ANZ, and government. I build high-converting, instant-loading websites, eCommerce stores, and custom AI/automation tools for local businesses - strictly no outsourcing. Learn more and see my portfolio at about/josh
A Melbourne-based independent UX Designer and Founder of Superkind design studio. I collaborate with agencies and businesses to craft elegant digital experiences that drive change and leave a positive mark.
Alfred L.
ABN connectedI help brands become profitable and stay memorable through delightful executions built on keen insights. My work spans the agency and in-house sides of the aisle. I’ve worked with brands across Automotive, Beverages, Banking, Entertainment, FMCG, Gaming, Insurance, Pharmaceuticals and Telecommunications.
I help businesses turn more clicks into customers through landing pages, sales funnels and conversion rate optimisation. With 5+ years’ experience across 142+ businesses and 80+ industries, I bring top agency expertise from King Kong and Clearwater to every project. My work connects persuasive copy, compelling offers and seamless customer journeys with paid media strategy. Whether you need a new funnel, landing page, or a website that converts more of your existing traffic, I combine strategy with execution to turn visitors into leads and sales.
Ben L.
ABN connectedHello! I'm an ex Graphic Designer for The Walt Disney Company. Working primarily on Marvel, StarWars, ESPN, Disney+ and Hulu. Because of these big brand I have learned what works for some of the biggest entertainment brands in the world. Working there for 5 years has given me a great insight that I have been wanting to share with emerging businesses with BIG ideas. Get in touch, lets see if we jam!
Shazil M.
ABN connectedCreative Designer specialising in brand design, product design and digital experiences.
What's the cost of a UX designer in Melbourne?
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UX designer in Melbourne, questions
UX design is the structure and flow behind a product: how someone gets from landing to done, what's on each screen, what order it all happens in, and how the navigation hangs together. A typical gig covers mapping the key user flows, the information architecture (how content and screens are organised), and wireframes that show the layout and logic before anyone styles it. The deliverable is the blueprint your UI designer and developer build on.
UX is how it works; UI is how it looks. UX sorts the flows, the screen order and the structure so the thing makes sense to use. UI then handles the colour, type, spacing and components that make those screens look right. UX decides a checkout should be 3 steps and what's on each; UI decides what the buttons and fields look like. They're separate skills, often done by different freelancers, and the UX usually comes first.
UX research studies your users (interviews, usability tests, audits) and hands back findings about what they need and where they struggle. UX design takes those findings, or your own brief, and turns them into the actual flows, structure and wireframes. Research tells you what to build and why; design works out how it's laid out and ordered. On a bigger job you'd do research first, then design; on a smaller one a UX designer often works straight from your brief.
People get where they're going without thinking about it. Good UX means short, obvious paths to the things users actually came to do, navigation that matches how they expect it to work, and no dead ends or surprise steps. It's grounded in real behaviour, not what looks neat in a diagram. The test is simple: can someone who's never seen it finish the main task without being told how.
Information architecture is how you organise and label everything: the menu structure, what's grouped with what, and the words you use for it. It matters because most usability problems are really structure problems. People can't find a thing because it's filed where they wouldn't look, or named something they wouldn't search. Getting the architecture right early is cheap; rebuilding navigation after launch, when links and habits already exist, is not.
You can sketch your own flows on paper or in a tool like Figma, and for a simple idea that's a solid start. Where a UX designer earns their keep is spotting the steps you've assumed people will understand, untangling navigation once a product gets more than a few screens, and grounding decisions in how users actually behave rather than how the business is organised internally. The more screens and paths involved, the more that outside read pays off.
Usually a set of user-flow diagrams, a sitemap or information-architecture map, and annotated wireframes showing each screen's layout and logic, most often as a Figma file. The wireframes are deliberately low on styling so the focus stays on structure and flow. Ask whether a clickable prototype is included if you want to walk through it, and confirm the file is tidy enough to hand straight to a UI designer or developer.
Wireframes are one of the main things a UX designer produces. They're the low-detail layouts that show what goes where and how screens connect, without the colour and polish. A dedicated wireframing and prototyping gig goes further, turning those into a clickable prototype you can test before any build. If you want UX thinking plus something you can click through and trial, say so in the gig so the bid covers the prototype, not just the static frames.
In Melbourne, UX design for a single flow or a small product often runs $1,500 to $4,000. A full product, with research-informed flows, information architecture and wireframes across many screens, more typically lands at $5,000 to $12,000. Price tracks how many flows and screens are involved, and whether user research or prototyping is bundled in or handled as separate gigs.
Hourly rates run about $88 to $188. A junior nearer $88 can document flows and build wireframes against a defined problem. Most UX gigs sit in the middle of the band, where you're paying for someone who'll challenge the brief, because the most valuable UX work often removes a step rather than designing one. Rates here cluster fairly tightly, so scope drives the total far more than the rate does: how many flows, how many screens, and whether research and prototyping are in the same gig or separate ones.
Look for case studies that show their thinking, the flows, the structure, the problem they were solving, not just pretty final screens. A good UX portfolio explains decisions, not just outcomes. Check they can hand over flow diagrams and wireframes in a tool like Figma, ask how they ground decisions in user behaviour, and read their verified reviews on Unjumble. A short chat about your product surfaces fast whether they think in flows or just in screens.
Post a UX design gig in 60 seconds. Describe the work, set your budget and timeframe, and choose whether it's time-based or outcome-based. Local freelancers send a bid with a quote, you compare their profiles, portfolios and verified reviews, then pick the one that fits. Posting is free, so you only pay for the work.
Every gig runs on a payment schedule you both agree on up front, and every payment is held securely through Stripe. On an outcome-based gig you fund each stage before the work starts and it's released once you sign off. On a time-based gig you're charged for each month as it starts, and it's released to your freelancer once that month's been worked. No chasing invoices, and no paying for work that's not done.