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HB
Hiram BarskyProduct Designer + AI

Mobile App Design Services

Design and build for phones — where the constraints are real and the excuses don't survive contact with a thumb.

Mobile app design here covers the interface, the interaction model and the front-end build for phone-first products. That means designing at 390 points wide before designing wide, treating touch targets and one-handed reach as constraints rather than checkboxes, and testing on a real device because a narrow browser window is not a phone.

Designing at phone width first

A layout designed wide and then squeezed is obvious to anyone holding a phone: the type ends up a step too small, the hero pushes the actual content below the fold, and two sections collide in a way nobody saw on a laptop. Designing at phone width first and letting the layout earn its extra space is more work up front and far less rework later.

Touch targets get a real minimum, not an aspiration. Reach matters too — a primary action at the top of a tall screen is a stretch on a large phone, and that shows up as hesitation rather than as a complaint anyone files.

The states that make an app feel finished

Mobile punishes missing states harder than the web does. Connections drop mid-action, a screen gets backgrounded halfway through a form, a list arrives empty on first launch. An app that handles those reads as solid; one that doesn't reads as broken, whatever the visual design looks like.

So the work covers first-run empty states, loading that reserves the space it will fill rather than shifting the page, offline and stale data, and errors that say what to do next instead of naming an exception.

Build, and what runs where

For most products the honest answer is a responsive web app: one codebase, no store review, instant updates, and a home-screen install if people want it. That is the right default and I will say so even though a native build bills more.

Native is the answer when you need what only native gives — background capture, system-level integration, hardware the browser can't reach. I have shipped against those APIs and their ordering traps are real, so I would rather scope that deliberately than discover it late.

What you actually get

A working app you can hold, not a set of exported screens.

  • Phone-first screens — designed at real device widths, with the tablet and desktop layouts derived from them.
  • Interaction model — navigation, gestures, and what each one does when it fails.
  • Complete states — first run, empty, loading, offline, stale, error, success.
  • The front end — React and TypeScript, deployed to a URL you can open on your own phone.
  • Device verification — checked on a real device and a simulator, not only in a resized browser.

How an engagement runs

Every engagement starts with a call and a written scope before any money changes hands. I don't publish a day rate, because a two-week design pass and a six-month build aren't the same conversation — the scope decides the number, and you see it in writing first.

You get a link you can open on your phone in the first cycle, and it stays current. That is deliberate: most of the useful feedback on a mobile product arrives the moment someone uses it standing up, one-handed, on their own connection.

Who this suits

Founders taking a phone-first product from nothing to something people can use, and teams with a web product whose mobile experience was an afterthought and now carries most of the traffic.

It suits work where trust has to be designed rather than asserted — booking a practitioner, handling money, anything where a person is deciding whether to rely on you. That is a large part of what fifteen years in fintech and healthcare teaches.

Start with a call

Tell me what you are building and what is in the way. If it is not a fit I will say so on the call, and if I know someone better suited I will point you at them.

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