App UI/UX Design for Mobile & Desktop

Beautiful design meets functional architecture. Interfaces and user experiences designed to keep your audience engaged and returning — built alongside the native code that ships them, not handed off between separate teams.

App UI/UX design done separately from engineering tends to produce one of two outcomes: a beautiful mockup that is quietly infeasible on the platform, or a feasible app that lost most of its polish in translation. Designing and building in the same place removes that gap — every screen is checked against what SwiftUI or Jetpack Compose can actually deliver, before it is approved, not after.

Native-first also means not fighting the platform. An iOS app should feel like an iOS app and an Android app like an Android one: system navigation patterns, native controls, real Dynamic Type support, and the gestures users already have muscle memory for. A single design forced identically onto both platforms reliably feels slightly wrong on each.

Accessibility is treated as part of the design rather than an audit afterwards — contrast that survives dark mode, tap targets that work one-handed, labels that make sense to VoiceOver, and layouts that hold together when a user has text size cranked up. Retrofitting these is far more expensive than designing with them in view.

What Design Work Covers

Platform-Native Interface Design

HIGMaterial 3
Designing to Apple's Human Interface Guidelines and Material Design 3 rather than against them, so navigation, controls and gestures match what users already expect on their device instead of importing another platform's conventions.

Design Systems

Figmatokens
A reusable set of type scales, spacing, colour tokens and components rather than screens drawn one at a time. It keeps the app coherent as it grows and makes the handoff to SwiftUI or Compose mechanical instead of interpretive.

Prototyping

Figmareal builds
Interactive prototypes for flows worth testing before they are built, and real device builds for anything where feel matters — animation timing and gesture response cannot be judged from a static mockup.

Dark Mode & Theming

Semantic colour
Colour defined semantically rather than as fixed hex values, so light and dark are both deliberate designs. Contrast is verified in both, since a palette that passes in light mode regularly fails when inverted.

Adaptive Layout

Size classes
Layouts that hold from the smallest phone through iPad Split View and resizable Mac windows, rather than one fixed canvas stretched to fit. Includes what should reflow, what should scale, and what should simply not appear at a given size.

Accessibility

VoiceOverDynamic Type
Contrast ratios, tap target sizes, meaningful VoiceOver labels and layouts that survive the largest Dynamic Type settings — designed in from the start rather than bolted on after a compliance review flags them.

Motion & Micro-Interaction

SwiftUI animation
Animation used to explain what changed and where something came from, not for decoration — and respecting Reduce Motion, because motion that cannot be turned off is an accessibility problem rather than a flourish.

Implementation Handoff

SwiftUICompose
Because the same team builds it, handoff is not a document thrown over a wall. Designs are validated against what the framework can actually render at the point they are made, so nothing is approved that quietly cannot ship.

How Design Work Runs

1

Understand

What the app is for, who uses it, and which flows actually matter — before any screen is drawn.
2

Structure

Information architecture and navigation first. Getting this wrong is the expensive mistake; visual polish on a confused structure does not rescue it.
3

Design System

Type, spacing, colour and components defined once so screens stay consistent and implementation is mechanical.
4

Screens & Prototypes

Key flows designed and prototyped, checked on a real device where feel matters rather than judged in a static frame.
5

Build Alongside

Implementation in SwiftUI or Compose by the same team, so design decisions are validated against the framework as they are made.

Design & Prototyping Tools

FigmaSwiftUIJetpack ComposeHuman Interface GuidelinesMaterial Design 3PrototypingDesign Systems

Frequently Asked Questions

Do you design the app or just build it?

Both, on most projects — designing and building in the same place means a layout is never approved without knowing whether it is actually feasible on the platform, and a technical constraint gets designed around instead of discovered after the fact.

What tools do you design in?

Figma for screens and flows, translated directly into native SwiftUI or Jetpack Compose rather than exported as static assets a developer has to reverse-engineer.

Can you take an existing design and build it?

Yes — if you already have a design in Figma or similar, that can go straight into native development, with platform-specific adjustments flagged and discussed before they become surprises.

Do I need finished designs before you start building?

No — design and build happen together here, which is the actual point: screens get checked against what SwiftUI or Compose can render as they are made, not approved in isolation and discovered infeasible later.

How much does design work cost?

Scoped alongside the build, not as a separate flat design fee — since the same team does both, design effort gets estimated as part of the overall project rather than a standalone package.

Do you provide a full design system or just screens?

Depends on the project’s size — a multi-screen product benefits from a real design system (type scale, spacing, components) up front; a small utility might not need one formalized separately from the screens themselves.

Can you redesign an existing app without a full rebuild?

Yes — a design pass on an existing codebase, screen by screen, is a common engagement. It does not require starting from zero if the underlying architecture is sound.

Do you design for dark mode as standard?

Yes — colour is defined semantically rather than as fixed values, so both light and dark are deliberate designs verified for contrast, not one theme with the colors inverted and hoped for the best.

What if I already have a designer — can you just implement their work?

Yes, that is the “take an existing design and build it” case already covered above — happy to work from Figma files another designer produced, implemented faithfully in SwiftUI or Compose.

Do you test designs on real devices before building?

For anything where feel matters — animation timing, gesture response — yes. Those cannot be judged from a static mockup, so prototypes get checked on real hardware before committing to the final implementation.

How do you handle accessibility in the design?

Built in from the start — contrast ratios, tap target sizes, VoiceOver labels and Dynamic Type support are part of the design pass, not a compliance review bolted on after the fact.

Have a Product to Design?

Describe the product and who uses it. You'll get a clear view of what design work it actually needs — and what can wait.