ServiceMobile app design built native, iOS HIG, Android Material, no ported web.

Mobile app design is the work of shaping native iOS and Android interfaces that respect platform conventions, biometrics, haptics, gestures, system navigation, accessibility, offline states, instead of porting desktop patterns onto a smaller screen.

Lumixel Studio designs native mobile apps for fintech, healthcare, cybersecurity, and B2B SaaS companies. We work with teams adding a mobile surface to an existing web product, or building mobile-first from day one. Senior-led sprints, paired iOS and Android where the product needs both.

Lumixel designs native iOS and Android mobile apps using HIG and Material Design conventions, for fintech, healthcare, and B2B SaaS, in 6-week senior-led sprints from $10K to $50K+.

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Native, not ported.

The fastest way to ship a bad mobile app is to take a web layout, shrink it, and call it done. The fastest way to ship a frustrating one is to ignore the platform: build the same UI for iOS and Android, ignore HIG, ignore Material, ignore the system back gesture, ignore accessibility.

We design native, meaning iOS apps follow Apple's Human Interface Guidelines (HIG), Android apps follow Material Design 3, and both respect the platform behaviours users already know. Tab bars where Apple expects tab bars. Bottom sheets where Android expects bottom sheets. System back navigation that does what users have learned it does.

For products that need both platforms, we design them in parallel with shared logic but platform-specific UI. That's slightly more design work than building one cross-platform layout, and it's the difference between an app users tolerate and an app users prefer.

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What mobile-first design covers.

  • Platform-native UI. iOS using HIG, Android using Material 3. Tab bars, navigation drawers, modals, sheets, system controls, used the way each platform expects.
  • System behaviours. Biometrics (Face ID, Touch ID, Android Biometric), haptics, push notifications, deep links, system share sheets, app shortcuts.
  • Offline-first logic. Mobile devices drop connectivity constantly. We design for offline states, queued actions, sync conflicts, and the moments when network returns mid-action.
  • Onboarding and permissions. Camera, location, notifications, contacts, when to ask, how to ask, what to show when denied.
  • Accessibility. Dynamic Type, VoiceOver, TalkBack, contrast ratios, gesture alternatives. The things that make an app usable for the 15% of users with some form of disability.
  • Cross-surface coherence. When the mobile app pairs with a web product or admin console, the decisions hang together. One brand, three surfaces, no Frankenstein.

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How we approach mobile app design.

6-week sprint. Same three-phase shape as our other services:

Week 1 is structural. Mobile IA, navigation model, primary flows, platform decisions (iOS-first, parity Android, or both in parallel), permission and onboarding strategy. Real go/no-go boundary at end of Week 1.

Weeks 2–5 are execution. Native high-fidelity screens for every primary flow. Every state. Platform-specific where it matters, shared where it doesn't. Friday demo every week.

Week 6 is handoff. Engineering-ready Figma organised by platform. Component library. Motion specs. Decision log explaining every platform divergence.

For mobile apps that pair with a web product, sprints stack. A typical Pro engagement is two sprints (12 weeks) covering web + iOS + Android with a shared system.

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What you get on Friday of Week 6.

  • Native iOS Figma following HIG, with components, variants, and states.
  • Native Android Figma following Material 3, with components, variants, and states.
  • Motion and interaction specs for the flows where motion matters, transitions, gestures, scroll behaviour.
  • Permission and onboarding flow covering Face ID, camera, notifications, location, with empty, granted, denied, and re-request states.
  • Offline and edge-case states for every primary flow.
  • Decision log for every platform divergence, why iOS does X and Android does Y.

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Recent mobile app design work.

  • Karaz Health, native patient mobile app paired with a clinician web dashboard. Smart-scale integration, diabetes management, healthcare data handling. Saudi Arabia.
  • FePay, fintech mobile app with biometric auth, KYC, and payments. Native iOS and Android.
  • Haven, wellbeing mobile app with one Right Now card and no streak resets.

More on selected work. Some mobile engagements are under NDA, happy to walk through them on a call.

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Inside a 6-week mobile app design sprint.

The day-by-day shape of a mobile sprint:

Week 1. Day 1 kickoff. Days 2–3 mobile IA, navigation model, platform decisions (iOS-first, parity Android, or both in parallel). Day 4 permission and onboarding strategy, system-behaviour decisions (biometric, haptics, push, deep links). Day 5 demo and go/no-go.

Weeks 2–5. Native high-fidelity screens. iOS following HIG; Android following Material 3 where both are in scope. Every primary flow, every state. Motion specs for the flows where motion matters. Friday demos weekly.

Week 6. Engineering-ready Figma organised by platform. Component library with HIG/Material variants. Decision log explaining every platform divergence. Two-hour walkthrough with engineering.

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iOS HIG vs Android Material 3, design implications.

Designing native means honoring the platform conventions users have already learned. Where iOS and Android diverge structurally:

  • Navigation. iOS uses tab bars and stack navigation. Android supports navigation drawers, bottom nav, and predictive back. We design with each platform's primary pattern, not against it.
  • Sheets and modals. iOS sheets slide up; Android bottom sheets follow Material 3 conventions. Modal dismissal patterns differ.
  • Typography and density. SF Pro on iOS, Roboto on Android, each with their own dynamic type scaling. Component padding shifts between platforms.
  • System controls. iOS uses segmented controls and steppers; Android uses chips and tabs. Same logical pattern, different visual conventions.
  • Empty and loading states. iOS conventions favor empty illustrations with short copy; Material 3 uses cards and dividers with longer descriptive text.

Designing one shared layout for both platforms is faster, and almost always produces an app that feels slightly off on at least one platform.

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Native vs cross-platform, the design implications.

The native-vs-cross-platform decision is usually made by engineering. The design implications:

  • Native (Swift / Kotlin). Highest design fidelity. Full access to platform conventions and system behaviours. Trade-off: two codebases.
  • React Native. Strong design parity with native when done well. Most components have iOS and Android-aware primitives. We design platform-specific UI; the shared code base handles logic.
  • Flutter. Pixel-perfect control across platforms. Risk: developers may default to Material on iOS (and vice versa) without explicit platform-aware design. Worth being intentional about.
  • Capacitor / Ionic / Cordova. Web wrappers. Acceptable for content-heavy apps; rarely the right choice for software your users spend hours in.

We design platform-native regardless of the underlying engineering framework. The implementation layer doesn't change what the user expects from each platform.

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Mobile-specific UX: biometrics, haptics, offline-first.

Native mobile design covers behaviours web apps don't have to think about:

  • Biometric authentication. Face ID, Touch ID, Android Biometric. When to prompt, how to fall back to passcode, what to show when the user opts out. Designed as part of onboarding, not as a settings toggle.
  • Haptic feedback. Subtle vibrations at moments of confirmation. Used sparingly, not on every tap, only at moments worth marking.
  • Push notifications. When to ask for permission (rarely on first launch, almost never on the home screen). What categories of notifications, with user-controllable preferences.
  • Offline-first logic. Mobile devices drop connectivity constantly. We design queued actions, sync conflict resolution, optimistic UI, and the moments when network returns mid-action.
  • Deep links and app shortcuts. How the app handles being entered mid-flow (from notification, share sheet, or system link).
  • Accessibility. Dynamic Type, VoiceOver, TalkBack, contrast ratios, gesture alternatives. Designed in from the start.

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Recent mobile app design work.

Karaz Health. Native patient mobile app paired with a clinician web dashboard. Smart-scale integration, diabetes management, healthcare data handling. Designed for one-hand use in waiting rooms with biometric auth and offline-first sync.

FePay. Fintech mobile app with biometric authentication, KYC, and payments. Native iOS and Android designed in parallel with a shared design system.

Haven. Wellbeing mobile app with one Right Now card, a timeline that never resets, and Save for Later as the only exit.

Several mobile engagements are under NDA, happy to walk through them on a call. See selected work for what we can share.

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Common mobile design failures we see.

  • Port-then-call-it-mobile. Web layouts shrunk to phone size. Tap targets too small, density too high, system conventions ignored.
  • Platform-blind design. One Figma file used for both iOS and Android with no platform-specific variants. The app feels slightly off on at least one platform.
  • Permission-overload onboarding. Ask for camera, location, notifications, contacts, all in the first 30 seconds. Most users deny everything; the app degrades from there.
  • Online-only assumptions. Spinner on every connectivity drop. No queued actions. No graceful offline state. Users in elevators, subways, and bad-coverage areas get a broken app.
  • Notification spam. No user-controllable preferences, no notification categories. Users disable notifications entirely, losing the genuinely useful ones with the noise.
  • Accessibility as an afterthought. Dynamic Type breaks layouts; VoiceOver labels are missing; contrast fails. The 15% of users who need these can't use the app at all.

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Pricing for mobile app design.

Mobile design typically sits in Standard or Pro because two-platform work (iOS + Android) counts as multi-platform:

  • Lite, $10K–$15K. Single platform (iOS or Android, not both). Suitable for focused feature work or platform-first launches.
  • Standard, $15K–$30K. iOS + Android with shared design system. Or mobile + paired admin web.
  • Pro, $30K–$50K+. iOS + Android + paired web product. Full design system. Compliance modelling for regulated verticals.

Above $50K moves to a custom retainer. Full pricing on the homepage.

FAQ — Common questions about Mobile App Design.

Mobile app design is the discipline of designing native iOS and Android applications, covering platform-native UI (HIG for iOS, Material 3 for Android), system behaviours (biometrics, haptics, push, deep links), offline-first logic, permission flows, accessibility, and cross-surface coherence with web or admin products. It's different from mobile-web design, which is responsive websites on small screens.

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