Thumb-first. Platform-native. Kept-installed.
Mobile UX fails at the seams between platforms: designs that look correct in Figma but feel wrong on a real device, iOS navigation patterns applied to Android and vice versa, touch targets that are pixel-perfect on a 375pt canvas but impossible to tap accurately in the real world, and onboarding flows designed by people who've never watched someone use an app for the first time on a bus. We design mobile apps with the platform constraints built in from the first frame — and we test every design on physical devices, not just device frames in Figma.
What's included
- Platform-native design (iOS HIG & Material Design 3)
- Thumb-zone-optimised layout
- Gesture-based navigation design
- Offline state & loading pattern design
- Push notification & permission flow UX
- App Store screenshot & listing design
How we deliver
- 1Mobile UX research & usability audit
- 2User flow maps for all core journeys
- 3Wireframes tested on physical devices
- 4Hi-fi iOS & Android designs
- 5Interactive prototype in Figma or Framer
- 6Developer handoff with platform-specific annotations
Technologies we use
- Figma
- Framer
- Maze
- UserTesting
- Lookback
- Principle
- ProtoPie
- Zeroheight
Why Origin for Mobile App UI/UX Design
Physical device testing — not just device frames
A design that looks correct in a Figma device frame can feel wrong on a real device. We test wireframes and prototypes on physical iOS and Android hardware before we go high-fidelity.
Platform conventions implemented correctly
HIG compliance on iOS and Material Design 3 on Android are not suggestions. We implement them correctly — users notice when apps don't follow the platform they're on.
Micro-interactions and transitions designed explicitly
Premium mobile feel comes from designed interactions, not default transitions. We prototype spring-physics animations, haptic feedback moments, and gesture responses before handoff.
Industries we serve
“We'd had two other design agencies on this app. Both produced beautiful Figma files that felt wrong the moment you used the prototype on a phone. Origin tested on real devices from week two. The difference was immediate.”
Frequently asked questions
- Do you design separate versions for iOS and Android?
- Yes — not entirely separate, but with deliberate platform-specific decisions. Navigation: iOS uses bottom tabs and back-swipe gestures; Android uses a navigation bar and back button. Dialogs, pickers, and switches follow different conventions on each platform. Typography defaults differ. We design the shared visual identity once and implement it with platform-correct interaction patterns for each OS. Users notice when you don't.
- What is thumb-zone optimisation and why does it matter?
- Most mobile users hold their phone one-handed, with their thumb covering roughly the bottom 40% of the screen. Primary actions — the things users do most — belong in that zone. Navigation, back buttons, and frequent actions in the top half of a 6-inch display require a grip shift that interrupts the flow. We map every core action to the thumb zone and design layouts that put friction in the right places (confirming a destructive action) and flow in the right places (the primary task).
- How do you design for loading and offline states?
- Loading states are often designed last and look like afterthoughts. We design them first — skeleton screens that match the shape of incoming content (so the transition is smooth), progress indicators that communicate how long the wait will be, and optimistic UI where actions complete visually before the network confirms. Offline states are designed to be informative but not blocking: the user should know they're offline, see what's available to them without a connection, and be able to queue actions for when connectivity returns.
- We want our app to feel premium — how do you achieve that?
- Premium feel in mobile comes from attention to the details most apps don't have time for: micro-interactions that confirm actions, spring-physics animations that feel physical, haptic feedback at the right moments, loading states that don't feel like waiting, transitions that communicate spatial relationships between screens. These aren't decoration — they're the sensory feedback that tells users the app is responding to them. We design and prototype all of them explicitly.
- How early should we involve you in a mobile app project?
- Before the app architecture is decided, ideally. The navigation model, the data model, and the UX are deeply intertwined in mobile — a navigation decision made by an engineer before design starts can constrain the user experience significantly. The most effective engagements start with design. We run a discovery workshop, define the user journeys, and use that to inform the technical architecture — not the other way around.