Mobile design

One hand. Bad light. Ten seconds.

Mobile isn't the desktop product at a smaller size. It's a different person, standing up, with a fraction of the attention. Most software fails on a phone because it was drawn at 1440 and checked at the end.

What we find

Desktop is ahead. It usually is, and it shows.

  • The app store reviews are about usability, not features.
  • Keyboards, safe areas and tap targets keep turning into bugs.
  • Your team designs at 1440 and checks a phone last.

What you get

Designed at 390, tested in a hand.

We decide what belongs on a phone before drawing anything, because most of the desktop product doesn't. Then every screen gets reviewed at a real 390 pixel render on a real device rather than a scaled preview in a design tool, which is exactly where the problems hide.

  • Decide what earns a place on a phone, and cut the rest
  • Design mobile-first flows instead of desktop reductions
  • Handle keyboards, safe areas, reach and tap targets properly
  • Design the offline and slow-connection states
  • Produce app store assets and screenshots
  • Test on real devices before anything ships

How it runs

Cut, draw small, handle the mess, put it in a hand.

  1. Cut

    What belongs on a phone.

  2. Draw at 390

    Every screen reviewed at the real width from day one.

  3. Handle the mess

    Interruptions, notches, offline, one-handed reach.

  4. Put it in a hand

    Real devices, real conditions, before release.