Adi - User Center Designer

Services

Mobile App

Apps get designed at a desk and used standing up. Most of what goes wrong lives in that gap.

On a phone, the conditions are hostile and permanent. One hand, often the wrong one. Poor light. Interrupted halfway by a call. Two bars of signal on the train, none in the lift.

Designing for those conditions rather than for the simulator is most of the job. A layout that works beautifully on a 27-inch screen can be unusable at arm’s length with a thumb.

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Designed for a thumb, in bad light, on a bad connection.

Everything a phone makes harder is a design decision waiting to be made. Where the primary action sits, because the top of a large screen is out of thumb reach. What the app does when the network drops mid-task. What someone sees when they come back forty minutes after being interrupted.

  • 22 years designing digital products
  • 80+ apps shipped to the stores
  • 100% tested on real devices, not only in the simulator

What you get

  • Platform-appropriate design

    iOS and Android have different navigation models, different gestures and different expectations. An app that ignores them feels foreign on both. We design to each where it matters and share everything where it doesn’t.

  • Thumb-reach layout

    Primary actions where a thumb can actually reach them, on the large screens people genuinely carry. Reachability isn’t a nice-to-have on a 6.7-inch phone; it decides whether something gets tapped.

  • Interrupted and offline states

    What the app does when the call comes, the signal drops, or someone returns an hour later. Designed, not inherited from whatever the framework does by default.

  • Onboarding and permissions

    The first three minutes, and the permission prompts inside them. Asking for location before showing why is the fastest way to a permanent “no”.

  • Full state coverage

    Empty, loading, partial, error, no-permission, no-connection — for every screen, not just the demo path.

  • Handoff and store assets

    Specs and a component library for your developers, plus store screenshots and listing design, which is where a lot of installs are won or lost.

How it works

  1. 01

    Discovery

    Who uses it, where, and under what conditions. The physical context changes the design more than anything else on a phone.

  2. 02

    Research

    Interviews and, where it’s useful, watching people use the current app in the place they actually use it. For field or in-store apps this is worth more than any amount of desk research.

  3. 03

    Architecture

    Navigation model, hierarchy and flows, settled before any visual design.

  4. 04

    Design

    Screens, states and components for both platforms, with a prototype on a real device so decisions get tested by thumb rather than by cursor.

  5. 05

    Handoff and support

    Specs, assets at every density, a walkthrough with your developers, and support through the build and submission.

Questions

iOS and Android — one design or two?

One design system, two platform behaviours. Navigation patterns, back behaviour, date pickers and share sheets should follow each platform; your layout, hierarchy and brand shouldn’t change between them.

Do you build the app as well?

We design it and hand off to your developers, which most teams prefer since they’ll be maintaining it. We stay available through the build and submission.

We have an app already and the reviews are bad. Where do you start?

With the reviews. One-star reviews are unusually honest usability research, and they’re free. Then we’d watch a few people use the current app before proposing anything.

React Native or Flutter — does that change the design?

It changes what’s cheap and what’s expensive, so it’s worth knowing early. It shouldn’t change what the app ought to do.

Do you handle App Store and Play Store submission?

We design the store assets and can support you through submission, but the developer account and the submission itself should sit with you — it’s tied to your business identity and you’ll be filing updates long after this project.

How long and how much?

A focused app, six to ten weeks. A larger product, three to five months. We work to a minimum engagement so that device testing doesn’t get cut. A range on the first call. +91 85660 15214

Related work

Tilla — Field Service Companion

India 2025

Mobile UX, Interaction Design, Prototyping

Designing for technicians who use a phone while holding something else.

View case study

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