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Your mobile app, from gesture to prototype.

A mobile app should serve a specific use of the phone. We work through gestures, situations and constraints before designing an initial experience to test.

A specific use.

  • An everyday service

    Understand when people open the app and what they need to accomplish.

  • Work in the field

    Examine offline needs, photos and useful notifications.

  • An extension of the web

    Identify what mobile adds to a product already available online.

What you get from the brief.

  1. Priority mobile journeys

    Screens, gestures and permissions needed for the chosen use cases.

    Annotated screen flows, one per journey, listing every permission the app will ask for and the moment it asks.

  2. A navigable prototype

    An initial experience to discuss with the people concerned.

    A prototype installed on your own phone through a test link, so it gets judged in the hand.

  3. A development brief

    Platforms, connections and publication constraints to anticipate.

    A checklist of the store review rules for each platform you target, plus the company accounts you have to own before publishing.

How long it takes.

Three to four weeks for one platform, five when iOS and Android are both in scope from the start. The prototype reaches your phone at the end of week two.

What we need from you.

  1. The phones your users actually carry

    Models and operating system versions, from your support tickets or from a look around the office. Nothing decides the layout as brutally as a four year old screen.

  2. Access to the developer accounts, or the decision to open them

    Apple and Google accounts belong to your company rather than to a supplier. Opening them involves identity checks that take days, so it starts now and not in the week before release.

The same project, at another stage.