Mobile Design
Native and responsive interfaces designed for the phone first — touch targets, platform conventions, offline states, and everything else that only breaks once it is in a hand.
Sized for one thumb, one hand and a bad connection.
Native app design
iOS and Android on their own terms, rather than one layout shipped twice.
Responsive systems
One design that holds from 320px to a desktop monitor, with breakpoints chosen by the content rather than by a device list.
Touch and gesture
44px targets, navigation inside thumb reach, and no gesture without a visible alternative.
Onboarding and permissions
The first two minutes, which is where most apps lose the person who installed them.
Device QA
Checked on real hardware, including the cheap handset nobody in the studio owns by choice.
Map
Platform, device range, and the three things a user does most.
Design
Phone first, at real pixel density, in light and dark.
Prototype
On the device and in the hand, not in a browser tab pretending to be one.
Ship
Icons, store assets and a specification engineering can read without a meeting.
- Phone-first screens
- Tablet and desktop adaptations
- Icon and app-store assets
- Interactive device prototype
- Touch-target and accessibility audit
- Handover specification