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Mobile App Design

Apps designed around what users are actually trying to do.

What's delivered

User research & flow mapsiOS & Android UI screensFigma component libraryInteractive prototypeDev-ready specs & assets

Tools & Tech

FigmaFigJamProtoPieMaze

Most app projects don't fail on visuals. They fail because nobody mapped what the user is actually trying to do, so the app ships with twelve screens where three would have done, and people quietly stop opening it.

I design mobile products end to end: the research, the flows, the interface, and the prototype your engineers build from.

Who this is for

  • Founders and product teams building a first app, who need the thinking done as well as the screens.
  • Teams with real workflow complexity. Multiple user types, scheduling, payments, live status. The apps where getting the flow wrong is expensive.
  • Companies with an app that isn't working, where the numbers say people install it and then leave.

Who this isn't for

Worth saying plainly, so neither of us wastes a call:

  • If you want the existing screens reskinned without touching the flows, I'm the wrong choice. Reskinning a broken flow gives you a prettier broken flow.
  • If you need the app built as well as designed, you still need engineers. I hand off to them; I don't replace them.
  • If the deadline is three weeks, I can't do the research properly, and the research is the part that makes the rest worth paying for.

How the work runs

Research and flows come first. I talk to the people who will use the app, not to a proxy for them, and map every path through it. You see the journey map and the flows before a single screen exists, because that is when they are cheap to change.

Wireframes settle the hard questions. What goes on the home screen. What gets cut. Those arguments are far cheaper over grey boxes than over finished UI.

Interface and motion come last, not first. High-fidelity screens, built on a component library, following iOS and Android conventions so the app feels native rather than ported from the other platform.

Handoff is a deliverable, not an afterthought. A clickable prototype you can test with real users, and a documented Figma system your engineers can build from without messaging you every day to ask what a state does.

What this looked like on Aquahaulers

Aquahaulers deliver bulk water by tanker, in a city where the municipal supply isn't reliable. Booking one meant a string of phone calls, a price that changed depending on who you spoke to, and no idea when the truck would arrive.

Two very different users, one product. So I ran two research tracks.

For households, the problem was uncertainty about the price and about the arrival. I designed a three-tap booking flow: cached addresses, standardised tank sizes, and a fixed price shown before you commit. A repeat order takes under thirty seconds.

For drivers, the problem was the phone. Dispatch happened by call, while driving. I replaced it with proximity alerts they could accept without taking their hands off the job, and designed the interface for a truck cab: oversized touch targets, high contrast, legible in direct glare.

The operator side is where it paid off: tighter route clustering and automated dispatch lifted delivery capacity by an estimated 40%. Seven weeks, brief to dev-ready handoff.

Read the full Aquahaulers case study for the research and the screens.

What you leave with

Not a folder of pretty screens. A product your team can actually build:

  • The research, written down, so the reasoning survives after I've gone.
  • Flows and wireframes for every path through the app.
  • A Figma component library, not a pile of one-off screens.
  • An interactive prototype you can put in front of users.
  • Specs and assets your engineers can work from.

If you're building something and you're not sure the flow is right, that is exactly the conversation worth having early.

My Process

Research & Flows

Interviews with the people who will actually use the app, then a map of every path through it. You see the journey map and the flows before a single screen is designed.

Architecture & Wireframes

Low-fidelity screens that settle the hard questions early: what goes where, what gets cut. Cheap to change now, expensive to change after handoff.

Interface & Motion

High-fidelity screens built on a component library, following iOS and Android conventions so the app feels native rather than ported.

Prototype & Handoff

A clickable prototype you can test with real users, plus a documented Figma system and specs your engineers can build from without guessing.

Building an app?

Tell me what you're building and where it's stuck. If I'm not the right person for it, I'll say so.

FAQ

Frequently asked questions

How long does it take to design a mobile app?

Most projects run six to ten weeks from brief to dev-ready handoff. Aquahaulers took seven, and that included separate research tracks for customers and for drivers.

Do you design for both iOS and Android?

Yes. I follow each platform's conventions rather than shipping one design twice, so the app feels native on both. Sometimes the right call is to prioritise one. The Aquahaulers driver app was Android-first, because that is what drivers actually carried.

Do you build the app as well, or only design it?

I design it. You get a documented Figma system, a clickable prototype and specs your engineers can build from without guessing. I work alongside your development team rather than replacing them.

Can you redesign an existing app rather than start from scratch?

Yes, and it is often the better use of money. I start by mapping how the app is actually used and where people drop out, then fix the flows that are costing you, not just the screens that look dated.

I don't have a product team. Can you still work with me?

Yes. On Aquahaulers I was the only designer, working directly with the founder. If you have no in-house design function, I cover the research and the strategy as well as the interface.

What do I get at the end?

Figma source files, a component library, an interactive prototype, exported assets, and written specs: everything your engineers need, in a form they can build from.

Next Service

UI/UX Strategy & Optimization

Let’s work together

Let’s build something great.

Open for freelance projects and full-time roles.