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Mobile

Mobile app UX/UI design: rules, stages and mistakes

By Natali Shumilovskaya · · 9 min read

Designing a mobile app is about journeys, sizes and screen states, not about picking colours and fonts. The mobile part begins where the web ends: a finger instead of a cursor, gestures the system has already claimed, safe areas and cutouts, permissions and life without a connection. Apple and Google have written these rules down, and design work starts there.

Key takeaways

  • A mobile interface differs from a web one in finger input, system gestures, safe areas and offline behaviour — and those four things shape every decision.
  • The lower limits are written down: 44 by 44 pt per control at Apple, 48 by 48 dp at Android, and a 4.5:1 text contrast ratio under WCAG 2.2.
  • Since Android 15, apps built against API level 35 are drawn edge to edge by default, so safe areas have to be marked out in the layout.
  • Permissions are requested at the moment the journey needs them: Apple requires a clear description of data use and account deletion inside the app.
  • Half of the design work is screen states: loading, empty, offline, error, no access, partial data and success.

How app design differs from website design

Three things set it apart: finger input instead of a cursor, written platform rules instead of free-form layout, and a product that has to work offline. Habits that serve you well on the web break on a phone: a small icon cannot be hit, hover does not exist, and a custom swipe fights a system gesture.

Point of comparisonMobile appWebsite
InputFinger and gestures: aim is approximate, there is no hover stateCursor and keyboard: aim is precise, hover and focus exist
Design rulesApple and Google guidance plus a store review before releaseW3C standards and the team's own judgement
NavigationThe system owns part of the gestures: back, app switching, the shadeThe browser back button and address bar
ConnectivityScreens open offline, data lives in a cache on the deviceNo connection means no page
UpdatesThrough the store: part of the audience stays on an old build for monthsEveryone gets the new version on their next visit

What UX and UI are, how an interface moves conversion and retention, and which stages the work goes through are covered in our article on UX/UI design for websites and digital services. From here on this piece stays on the mobile side.

What sizes and contrast Apple, Google and WCAG require

The lower limits come from three documents: Apple's guidance for iOS, Android's guidance and the WCAG 2.2 accessibility standard. This is the one part of mobile design with exact numbers, and arguing with them is pointless — they are also what the app is measured against at review.

Apple puts the rule plainly: make controls at least 44 by 44 points so they can be tapped accurately with a finger, and keep text at 11 points or larger so it stays legible without zooming. Android asks for a focusable area of at least 48 by 48 dp on every interactive element and adds that larger is better.

WCAG 2.2 is a W3C standard published on 12 December 2024. It calls for a contrast ratio of 4.5:1 for body text and 3:1 for large text, while success criterion 2.5.8 sets a minimum pointer target of 24 by 24 CSS pixels at level AA. The platform figures of 44 pt and 48 dp are stricter, so on a phone they are the ones to design against.

Mistake An icon is drawn at 24 by 24 and the same box is left as the tappable area. The visible element may stay small — what has to grow is the area that responds to a finger, through transparent padding around the icon.

How navigation and gestures differ on iOS and Android

What differs is behaviour rather than looks: how a person goes back, where the main sections live and which screen edges the system keeps for itself. The visual style stays the same across platforms — what travels between them are your brand rules, not system elements.

ElementiOSAndroid
Going backA button at the top left and a swipe from the left edgeA system gesture from a side edge or a button in the navigation bar
Main sectionsA tab bar at the bottom of the screenA bottom navigation bar or a drawer
Primary screen actionA button in the top bar or inside the contentA floating action button over the content
Hardware quirksThe home indicator at the bottom, a notch or island at the topHundreds of models with different cutouts and edges, plus foldables
Leaving the appA journey ends by closing the screenThe back gesture on the first screen closes the app

Hence the working rule: a mock-up describes not one screen but its behaviour on both platforms. The more components the two share, the cheaper support becomes — which is a separate argument when choosing between native and cross-platform development.

Safe areas and edge-to-edge mode

The safe area is the part of the screen that system elements never cover: the status bar, the camera cutout, the home indicator and the gesture zones. Everything a person taps lives inside it; backgrounds may run beyond it.

With Android 15 this stopped being advice: apps built against API level 35 are drawn edge to edge by default, and content slides under the system bars unless the developer handles insets. The designer hands over a layout that shows where the background ends and the safe area begins.

Onboarding and permissions: where an app loses people

The first launch loses more users than any other screen, almost always for two reasons: a long tour before any value, and permission prompts with no explanation. Both are fixed by the order of steps rather than by the wording on a slide.

Store rules agree with common sense here. Under clause 5.1.1 Apple requires that purpose strings clearly and completely describe how the data is used, forbids asking for access unrelated to core functionality and separately forbids pressuring people into consent. The same section carries rule 5.1.1(v): if an app supports account creation, it must also offer account deletion inside the app.

Notification permission is a conversation of its own: when to ask, how channels work and which scenarios earn their place are covered in our article on push notifications in an app.

Screen states teams forget to draw

A screen is not one picture but a set of states, and half of the design work goes into the ones that never reach a presentation. A state nobody drew will be invented by a developer — usually as blank space or a raw error message.

In Uzbekistan there is one more item: three interface languages. The whole Syntra Health interface exists in Russian, Uzbek and English, and line lengths differ between them — a button that fits in Russian wraps onto two lines in Uzbek.

How interface design work is run

The order of the work is the same for an app of any size; only the depth of each step changes. Below are the stages and the deliverable the client keeps after each one.

  1. Goals and audience. We work out why a person opens the app and what counts as success for the business. Deliverable: a list of key journeys and metrics.
  2. Structure. We assemble the screen map and navigation rules for both platforms. Deliverable: a scheme of sections and transitions.
  3. Journeys. We draw the path for each task: sign-up, ordering, payment, support. Deliverable: step-by-step screen chains with their branches.
  4. Prototype. Rough screens without visual styling that can already be tapped through. Deliverable: logic tested before any build work.
  5. Visual language. Colour, typography, icons, element states. Deliverable: the key screens in their final form.
  6. Design system. A component library with sizes, spacing and states. Deliverable: a kit new screens are assembled from.
  7. Handover to development. Layouts, components, motion behaviour, edge cases. Deliverable: a specification the interface can be built from without guesswork.

A design system pays off on the tenth screen rather than the first: in the QADAM project a fourteen-section brand book described the mark, the palette, the icons and the states before development began, which turned assembling new screens into mechanical work.

Common mistakes in mobile interfaces

The same mistakes repeat from project to project, and every one of them is visible in the layout — before it reaches the code and the store reviews.

A redesign without diagnosis is a mistake of its own. If people do not reach payment, changing the palette will not help: first find the step where they leave, then fix that step.

How to tell whether the interface works

Interface quality is measured by behaviour, not by opinions about a layout. For a mobile app the set of indicators differs from a website: installs, permissions and store ratings join the funnel.

Numbers show where the problem is but never explain it. The reason is found with live people: a short journey test with a handful of users before the build costs less than reworking finished screens — how that is organised is described in our article on UX/UI design for digital products. Store requirements for the build and its metadata are covered in the piece on publishing to the App Store and Google Play.

How we design app interfaces

We start with the journey and the data rather than a layout: which screens a person passes on the way to the goal, what they already know and what the app is obliged to ask them. A prototype comes next, the logic is tested on it, and only then does the visual layer appear — together with a design system, so that the following screens come together quickly.

That is how the KruchuVerchu app was built: a dish configurator with an honest price for every extra, a product card with weight and ingredients, a basket always in view and courier tracking — a set of screens assembled around a single ordering journey. We do not sell interface design as a separate service: it is part of building the product, as in website and platform development, where design, build and analytics come as one package.

Let’s discuss your project

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Frequently asked questions

Can one layout serve both iOS and Android?

The visual style transfers in full; behaviour does not. Going back, the placement of main sections, the primary screen action and system gestures all stay different. In practice teams draw one design system and two sets of navigation screens rather than two separate apps.

How many screens need to be designed for the first version?

Count states, not screens: a single catalogue screen means loading, an empty result, no connection, an error, a plain list and a filtered list. If an estimate lists only ‘screens’, half the designer's work is invisible in it, and the developer ends up inventing those states later.

Does a small app need a design system?

A small product does fine with the basics: buttons, fields, cards, notifications, spacing rules and state colours. A full system becomes worthwhile once more than one person works on the app or new sections ship on a regular schedule.

Can app development start without a prototype?

Without a prototype, a structural mistake only surfaces once the app is already built. Fixing it then pulls in the front-end, the back-end and a new store review, and some users end up stuck on the old version for months. On a prototype — clickable draft screens — the same mistake is fixed in a single pass.

What should you do with an old app — fix it or rebuild it?

Start by looking at the data: where people drop off, what support gets asked about, what reviews say. If the problem sits in two or three scenarios, fixing them is cheaper. A full rebuild is justified when a new feature simply doesn't fit into the current structure.

How is accessibility checked before release?

Three things are checked against the design before the build: whether text reads against its background (contrast of at least 4.5:1 under the WCAG 2.2 accessibility standard), whether buttons are no smaller than the platform minimums — 44 × 44 pt on Apple and 48 × 48 dp on Android — and whether the screen still holds together if someone enlarges the font in their phone settings. After the build, the checks are repeated on a real device.

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