Pixoflix

Mobile App Design

Design mobile flows that fit a thumb, a glance and a platform.

Mobile product design with disciplined navigation, touch targets, platform behaviour, prototypes and a handoff engineering can implement without guessing.

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Research notes and printed pages spread on an editorial desk.

Small screens, real hands

Mobile design is flow, reach and interruption.

A desktop layout scaled down is not a mobile product. We design journeys for one-handed use, platform conventions and the moments people leave the app mid-task, then prototype the critical paths so the expensive mistakes are found before native work begins.

Research notes and printed pages spread on an editorial desk.
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Typical constraints

The app looks like the website and behaves worse.

  • Primary actions sit outside comfortable thumb reach.
  • Navigation copies a desktop sitemap onto a tab bar that cannot hold it.
  • iOS and Android screens ignore the conventions users already know.
  • Forms feel endless because they were designed for a keyboard and a wide viewport.
  • Offline, permission and interrupt states were never specified.
  • Engineering is building from static frames and inventing the motion and gestures.

What you receive

Flows you can hold, not a set of pretty splash screens.

The work is organised around journeys, navigation and platform rules so the later build is implementing behaviour, not guessing it.

  1. 01

    Mobile journey maps

    The primary tasks drawn with interruptions, permissions and return paths.

  2. 02

    Navigation model

    Tabs, stacks and wayfinding that fit the number of jobs the app actually has.

  3. 03

    Touch-aware layouts

    Reach, target size and one-handed use designed into the screens, not added in QA.

  4. 04

    Platform-specific behaviour

    iOS and Android conventions named where they differ, instead of a lowest-common-denominator UI.

  5. 05

    Interactive prototypes

    The critical paths in a fidelity that can be tapped, not only presented.

  6. 06

    Native-ready handoff

    Spacing, states, gestures and notes a mobile engineer can implement without a second interpretation.

How mobile work is sequenced

Journey, navigation, touch, then polish.

We do not start with icon style. We start with how someone opens the app, what they came to finish, and what the OS already taught them.

  1. 01

    Chart the primary mobile journeys

    The jobs that justify the app, including the moments people switch away.

  2. 02

    Define navigation and wayfinding

    How many destinations the chrome can honestly hold, and how people get back.

  3. 03

    Design for touch and interruption

    Reach, targets, keyboards and recovery after a call, a notification or a lock screen.

  4. 04

    Respect platform conventions

    Where iOS and Android should differ, and where a shared system is still honest.

  5. 05

    Prototype the critical paths

    Tappable flows used to catch dead ends before they become tickets.

  6. 06

    Annotate for native or hybrid build

    Gestures, states and spacing written so the first sprint is not a translation exercise.

Useful when

This is the brief when the product has to live in a pocket.

  • A first version needs a clear core loop before feature lists take over.
  • A companion app exists because the desktop product left field work unsupported.
  • A website wrapper is being replaced with a real mobile information architecture.
  • iOS and Android have drifted into two different products.
  • Onboarding is long, and people abandon the app before they see value.
  • Engineering is about to start and the flows have never been tapped through.

What we judge

The app should be finishable with one hand and little patience.

  • Shorter, clearer journeys

    The core task can be completed without a guided tour or a desktop mental model.

  • Navigation that fits the jobs

    Chrome holds the real destinations instead of a leftover sitemap.

  • Platform-literate behaviour

    People are not asked to relearn patterns the OS already taught them.

  • A prototype-backed handoff

    Build starts from observed flows, not from a slide of the splash screen.

Related work

Selected mobile product work will appear here.

App studies are added when we can show the flow and the client allows it. The Work index remains the current public set.

Published case studies will appear here when they are cleared.

Questions

Buying questions, answered directly.

  • Both, when the product needs both. We will say where a shared system is honest and where platform conventions should diverge. A single set of frames forced onto both stores is usually a later support problem.

Next move

If the app fights the hand, redesign the flow.

Show us the core loop and where people drop. We will say whether navigation, onboarding or a prototype test is the first useful move.

Research notes and printed pages spread on an editorial desk.
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