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Mobile App Development

Mobile UI/UX Design

One hand, in sunlight, on a moving train, with a notification arriving. That is the design brief, and most of it never makes it into the document.

Typical duration
Six weeks to five months
Team shape
A designer and a mobile engineer
Starts with
Watching people use the current app
A mobile product shown across several screens of a single flow

Mobile design is mostly about constraints nobody writes down

A screen is small, an audience is one-handed, an interruption is constant, and the platform already has an opinion about how navigation and gestures should work. Design that ignores the platform's opinion produces an app that feels subtly wrong in a way users cannot name and do not forgive.

So we design on each platform's conventions rather than imposing one look on both, and we do it with a mobile engineer in the room from the first week. States are specified as part of each component — empty, loading, offline, permission denied — because on mobile those are not edge cases. What we produce is a component set with tokens the codebase reads, not a set of screens that engineering will have to interpret.

What usually goes wrong, and what we do instead

The pattern is consistent enough that we now staff against it from week one.

Where mobile design comes apart

  • One design imposed on both platforms, so both feel slightly foreign
  • Screens drawn on a large laptop and never seen on a small phone
  • Offline and permission-denied states left for engineering to invent
  • Touch targets and one-handed reach checked after the layout is fixed
  • A design file and a codebase that drift apart within one release

How we work instead

  • Each platform's own navigation and gesture conventions respected
  • Designed and reviewed on real devices, including small and old ones
  • Every state specified as part of the component, not after it
  • Reach and target size treated as constraints during layout
  • Tokens as one shared source that the design file and code both read

What we do

Design work that ends in something buildable rather than something presentable.

Research in context

Time with people using the product where they actually use it, which is rarely at a desk.

Flows and navigation

Structure worked out on each platform's own patterns before any visual design begins.

Interaction and gesture

Reach, target size and gesture conflicts resolved while the layout can still move.

Interface design

Screens designed against real content, with offline, loading and denied states specified.

Design systems

Components and tokens in a form both apps consume, with the rules for extending them.

Accessibility

Dynamic type, contrast, VoiceOver and TalkBack treated as design constraints rather than an audit.

What you end up with

Stated from your side rather than ours.

  • Designs that survive contact with engineering

    Because a mobile engineer was in the room while they were drawn, the states are specified and the layout has met a real device.

  • An app that feels native on both platforms

    Each one follows its own conventions, so neither audience gets the version that was ported to them.

  • One source of truth for tokens

    Design and both codebases read the same values, so a change happens once rather than in three places that drift.

  • Accessibility built in, not bolted on

    Dynamic type and screen-reader paths were constraints during design, so meeting the standard is not a remediation project.

How the work runs

The same five stages as every engagement, applied to a mobile interface.

Diagnose

Who uses this, where, on what device, and where the current app makes the job harder than it is.

Decide

Navigation, component boundaries and how far the two platforms diverge, agreed before visual design.

Prove

One real flow designed, built and put on a device in the hands of someone who does the job.

Deliver

Screens and components produced in slices, each built alongside the design rather than after it.

Hand over

Your team designs and builds the next screens with us watching, then without us.

What you get

Grouped by what it is for, rather than by when it arrives — this work produces a system, and the parts of a system are not sequential.

Research and structure

What we learned, and the decisions it led to.

  • Findings from watching people use the product in context
  • Navigation and the main flows, per platform
  • Where the platforms diverge deliberately, and why

Interface

The screens, with the parts that are not the happy path.

  • Designs against real content, at the device sizes you support
  • Offline, loading, empty, error and permission-denied states
  • Prototypes on device for the flows that were tested

The system

What your team keeps and extends.

  • A component set with documented states and rules
  • Design tokens in a form both apps and the design file read
  • Motion and gesture specifications, not just static screens

Evidence

What makes the accessibility claim checkable.

  • Contrast measured across the palette, in both themes
  • Dynamic type checked at the largest supported size
  • VoiceOver and TalkBack paths for the main flows
CipherCru has been a trusted technology partner for us because they understand that successful software delivery goes far beyond writing code. Amit and his team bring strong engineering judgement, ownership, and transparency to every engagement. Whether we are evaluating an opportunity, designing a solution, or delivering for a client, we can rely on CipherCru to approach it with the same level of responsibility we would expect from our own team.
HanishFounder, SeedAxis

Questions about mobile design work

The ones we are asked most often before a first conversation.

Should iOS and Android look identical?
Your brand should be identical. The navigation, the gestures and the system controls should not, because each platform's users have learned expectations that took years to form and an app that fights them feels wrong in a way people cannot articulate. In practice the divergence is smaller than it sounds — usually navigation structure, back behaviour and a handful of controls — and we agree exactly where it applies before designing.
Can you design it and let our team build it?
Yes, and it works better than the usual version of that arrangement because a mobile engineer is involved throughout — the states are specified, the components are real, and the tokens are in a form your codebases can consume. What we would push back on is a pure visual pass with no engineering in the room, because that is what produces designs which cannot be built as drawn.
We have designers already. What would you do?
Usually the system rather than the screens: component boundaries, state coverage, tokens, motion specifications and the platform divergence rules. That is the part that tends to be missing when a team has designers but the app still feels inconsistent between platforms. If your designers are fully occupied with product work, we can also take a specific area end to end.
How much user research is included?
Enough to stop us designing on assumption, which for a mobile product means watching people use it where they use it rather than in a room. For a field or operational app that means site visits, and they consistently change the design more than any requirements document does. If you have existing research or analytics, we start from those rather than repeating them.
What accessibility standard do you design to?
WCAG 2.2 AA adapted to each platform's own guidance, treated as a design constraint rather than an audit. On mobile the ones that bite are dynamic type — layouts have to survive the largest text size, not just look right at the default — contrast in sunlight, and screen-reader ordering. All three are cheap to get right during design and expensive afterwards.
Do you specify animation as well?
Yes, and on mobile it matters more than on the web, because motion is how the platform communicates hierarchy and where you just came from. We specify transitions, gestures and their interruptions as part of the component rather than as a separate polish phase — and we specify what happens when a user has reduced motion turned on, which is a state that is usually forgotten.

App that works but does not feel right?

Tell us who uses it and where. We will tell you whether the problem is the screens or the system underneath them.

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