Module 02 · Mobile Apps

Mobile App Interface Design (UI/UX)

A mobile app's interface is settled through user flows, wireframes and high-fidelity Figma screens before the development team writes a single line of code; TasarımMania runs that design stage end to end, to accessibility standards.

In depth
01

How do you get from a user flow to a high-fidelity screen?

The process starts with the information architecture: the transitions between screens, the user scenarios and the possible error states are drawn first on low-fidelity wireframes.

At that stage there's no colour, typography or visual detail; the aim is to test the logic of the flow and the hierarchy of the buttons. Once signed off, the wireframe turns into a high-fidelity design with typography, a colour palette and micro-interactions matched to the brand identity. The component library built in Figma — buttons, form fields, cards, navigation bars — stays consistent on every screen and gives the development team a single point of reference.

02

Accessibility and Touch Target Standards

An accessibility checklist is applied to every screen: the contrast ratio between text and background, a palette chosen with colour blindness in mind, and labelling that works with screen readers come first on that list.

Touch targets are never taken below the minimum size the iOS and Android platform guidelines recommend, which lowers the risk of mis-taps. Form fields, error messages and loading states are also scripted at the design stage, so what a user sees when they abandon an action is settled in advance. Developer mode is left on in the Figma file handed over, so the engineering team can read spacing, colour codes and component properties straight from it. Touch target and accessibility measurements are set out numerically in Apple's interface guidelines .

01 Information architecture Information architecture: a screen transition map with a branch for error states — illustrative graphic A single screen node at the top; three connectors leaving it run down to three screen nodes side by side. A dashed “Error states” node branches down from the screen on the right, with an exclamation mark beside it. On the left, a “User scenarios” box; below, a note reading “Transitions between screens”. In the animation the connectors are drawn and the nodes come in from left to right. Information architecture Transition map Screen Error states User scenarios Transitions between screens
02 Wireframe → Screen The same skeleton: a wireframe on the left, a high-fidelity screen on the right — illustrative graphic Two phone frames side by side with a right-facing arrow between them. On the left, “Wireframe”: grey boxes only, an image placeholder marked with a cross, and thick bars. On the right, “High fidelity”: the same layout, but with a real image, fine typographic bars, rounded corners and an accent-coloured button. Below, chips reading “Typography”, “Colour palette” and “Iconography”, with a note at the bottom reading “Component library”. In the animation the wireframe comes in first, then the arrow, then the high-fidelity screen. The same skeleton Wireframe High fidelity Typography Colour palette Iconography Component library
03 Accessibility The accessibility checklist and a touch target illustration — illustrative graphic A three-row checklist: “Contrast ratio”, “Palette sensitive to colour blindness” and “Screen reader”. Each row has an icon on the left describing the subject and a tick on the right. Below it, a separate illustration: a button surrounded by a larger dashed touch frame, with a double-headed measurement arrow beside it and a “Touch target” label. The illustration deliberately carries no figures. At the bottom, a note reading “Platform guidelines”. In the animation the rows come in from the right and the ticks appear behind them. Accessibility Checklist Contrast ratio Palette sensitive to colour blindness Screen reader Touch target Platform guidelines
Illustrative graphic. It draws the route the page describes: mapping the transitions between screens and the error states through the information architecture, dressing the same skeleton from wireframe into a high-fidelity screen, and applying the accessibility checklist. The boxes are an example interface drawing, not taken from a real app; the screen headings are represented by bars so as not to invent names. The contrast icon and the touch frame at the third stop are only there to say “this item is being checked”: they don't show a measurement, a ratio or a threshold, which is why they deliberately carry no figures. The three patches on the colour blindness row are an illustrative palette, not a simulation.

For the current price and timeline band , look at the pricing section on the Mobile Apps page — you can settle the band for your scope in two minutes.

Let's map the scope togetherFive steps, two minutes. The timeline and price range appear on screen.

FAQs

Frequently asked questions: mobile app interface design

Is the app interface designed before development, and how does the process work?

Yes — interface design is a separate stage completed before development begins. Once the user flow and wireframes are signed off, high-fidelity screens are prepared, final checks are made on the prototype, and only after that sign-off does coding start.

What's the difference between a wireframe and a high-fidelity design?

A wireframe is a low-detail sketch showing the skeleton of the screen; it carries no colour, imagery or brand element, and only tests the layout and the flow. A high-fidelity design is that same skeleton dressed in typography, a colour palette, iconography and real content — ready for release.

Does the design go through user testing, or does it go straight to coding?

User scenarios are tried on a clickable prototype, and the points where the flow snags are put right at the design stage. Screens aren't handed to the development team until that validation is complete, because changing something after it's coded costs far more.

Why do accessibility and touch target standards matter?

Poor contrast or a small touch target can push a significant share of users away from the app, and it shows in store reviews. Designing to the platform guidelines makes the app reachable by a wider audience and makes the store review process go smoothly.

Is the Figma file handed over to us, or does it stay with the agency?

The Figma file is handed over to the project owner with developer mode left on. That way your engineering team can read the spacing, colour codes and component properties straight from the file and start development without waiting for a separate document.

Does redesigning an existing app's interface take as long as designing from scratch?

On redesign projects the analysis step is shorter because the existing user flow and data structure are already known, but the scope can change with the number of screens and the amount of technical debt. The timeline is shared project by project in the pricing section.

The detail

If you'd like to look before deciding

  1. 01

    Information Architecture and Wireframes

    A map of the transitions between screens is drawn, and what information each screen carries and how it moves the user to the next step are settled with low-fidelity sketches. Getting feedback at this stage cuts the number of changes needed later on the high-fidelity screens.

  2. 02

    The Design System and Component Library

    Repeating elements such as buttons, form fields, cards and navigation are gathered into a single component library. Thanks to that library, adding a new screen doesn't break design consistency, and the development team can reuse the same component across different screens.

  3. 03

    User Testing and Prototype Validation

    The clickable prototype is tested with real users or with an internal team to find the points in the flow that cause confusion. The findings go into the high-fidelity design, and only validated screens are handed to the development team.

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Start Development Ready, with the Interface Designed

Let's plan the whole interface process together, from the user flow to the Figma file handed over. For scope and delivery detail, have a look at the pricing section on our Mobile Apps page or get in touch with us directly.