Mobile products that feel right in the hand
On mobile the difference between good and unusable is measured in milliseconds and thumb reach. That part can't be specified in a document — it has to be tuned on a real device.
Mobile design fails when it's a desktop layout squeezed narrower. Touch targets, one-handed reach, what happens on a bad connection, and how fast someone gets to the thing they opened the app for.
What you get
Thumb-first layout
Primary actions where the thumb already is. Target sizes and spacing settled by watching a real hand on a real phone, not by grid math.
Time-to-value tuning
Cutting the distance between opening the app and doing the thing. Usually that means deleting screens rather than optimizing them.
Feel and motion
Timing, haptics, and transitions tuned by hand. Motion that tells you what happened, not motion that decorates.
Real-device testing
Tested on actual iOS and Android hardware, including the older phone your users still have.
Work that shipped
Every one of these is live, and the full case study is on this site.
Common questions
Native or web?
Whichever the product actually needs. Ring-Rival is console-feel boxing running on the mobile web with no install — the constraint was the point.
Do you hand off, or build it?
Either. I ship working products myself, so handoff files are written by someone who knows what engineering will hit.
Tell me what you're building
A 30-minute call is usually enough to tell whether this is a fit. If it isn't, I'll say so and point you somewhere better.

