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Two phones side by side on a lamp-lit desk at night: on the left, an iOS app with face recognition, document scanning, location and a Bluetooth connection; on the right, the same app on Android; above them, holographic panels reading Biometric, Camera, Location and Bluetooth, plus Swift and Kotlin labels
Module 02 · Mobile Apps

iOS and Android App Development: Get a Native Mobile App Built

When you want a mobile app built, we handle iOS and Android app development as two separate native apps. We code the iOS app in Swift and the Android app in Kotlin. That way, each platform's design language and hardware come into play at full performance. This page covers the native side of our Mobile Apps service.

In depth
01

A Separate Design Language for Your iOS App and Android App

For Apple devices, we write in Swift and follow the Human Interface Guidelines. On the Android side, we work in Kotlin and follow Material Design principles. The result is two separate interface codebases, so every screen speaks the language its users are used to.

This is exactly where the difference from single-codebase React Native begins. Every component, from transition animations to button behaviour, follows the platform's familiar language. The navigation bar, gesture recognition and keyboard, for example, work differently on iOS and Android. The native compiler brings these differences to the screen without compromise. Swift and Kotlin are the languages the platform makers optimize for their own operating systems. As a result, the interface talks to the system directly, with no extra layer. That's why we recommend the native route to brands that want a mobile app built and put a platform-specific feel first.

02

How Does a Native App Access the Camera, Sensors and Bluetooth?

The camera, GPS, accelerometer, fingerprint reader and Bluetooth-connected devices are each a separate hardware layer. In a native app, we access these layers directly through the operating system's APIs, with no middle layer. As a result, the hardware runs inside the app with full control.

The camera preview, for example, streams without lag, and we collect sensor data in the background without interruption. Pairing with a smartwatch, a measuring device or a POS terminal also runs with low latency. On top of that, we connect notification permissions, location tracking and biometric authentication directly to the platform's security layer. This makes the user consent flow and data security more predictable on the native side. Indeed, this is where the performance gap shows most in image processing, measurement and location services. Platform behaviour is documented, too: Apple's Human Interface Guidelines and Material Design each describe their own patterns.

03

iOS and Android App Development: Our Native Process

We follow a six-step sequence with brands that want a mobile app built. Running two platforms in parallel takes a clear plan from day one. That way, the iOS and Android versions move forward together on a single timeline.

  1. First, we listen to your needs and pin down the app's platform and hardware requirements.
  2. Next, we decide together whether to start with one platform or two.
  3. Then we design the interface according to the Human Interface Guidelines and Material Design rules.
  4. After that, we write the two separate codebases and test both versions at the same time.
  5. Before launch, we build privacy disclosures, permission texts and icon standards into the architecture.
  6. Finally, we submit the app for App Store and Google Play review and take it live.

This way, even if you start with one platform, adding the second platform to your mobile app later becomes easier.

01 Two design languages Two design languages: two phone frames side by side, with the iOS interface on the left and the Android interface on the right — illustrative graphic Two equal phone frames. On the left, iOS: a centred title bar at the top, then three list rows, each made of an icon and two text bars with an arrow on the right, and a five-tab tab bar at the bottom; under the frame it reads Swift and Human Interface. On the right, Android: a left-aligned title bar at the top, two elevated cards below it and a round action button at the bottom right; under the frame it reads Kotlin and Material Design. In the animation, the frames enter first, then the inner elements in sequence. Platform-specific design language iOS Swift Human Interface Android Kotlin Material Design
02 Hardware layer Hardware layer: five hardware rows, a hardware API band and a phone on the right — illustrative graphic On the left, five hardware rows stacked vertically: camera, accelerometer, GPS, fingerprint and Bluetooth, each starting with an icon box. Thin lines run from the rows into a vertical band in the middle labelled "Hardware API". Past the band, the lines meet at a single point on the phone on the right, whose screen shows a sensor trace and two data bars. In the animation, the rows light up in sequence and the lines draw from left to right towards the phone. Direct hardware access Hardware API Camera Accelerometer GPS Fingerprint Bluetooth full control
03 Two codebases Two codebases: Swift and Kotlin windows with a shared band beneath them — illustrative graphic Two code windows side by side, labelled iOS and Android above. Each window has file tabs in its top bar: Swift on the left, Kotlin on the right. Seven lines of code in each window are shown only as bars; no real code is written. A connector runs down from each window into a shared band at the bottom that reads "Separate codebases, moving together". In the animation, the windows enter first, then the code lines in sequence, and the shared band appears last. Two separate codebases iOS Android Swift Kotlin Separate codebases, moving together
Illustrative graphic. The drawing follows the order described on this page. First, we build the app with two separate interface codebases for iOS and Android. Then we access the hardware through the operating system's APIs and move both codebases forward together. We drew the phone frames and code windows as examples; they don't come from a real app. To avoid inventing names, we showed the code lines only as bars. We used no brand or platform logos either; iOS, Android, Swift and Kotlin appear only as text. We deliberately gave both platforms equal weight, because we don't consider one superior to the other.

For the current price and timeline range, see the pricing section on our Mobile Apps page — you can pin down the range for your scope in two minutes.

Prepared by: TasarımMania Mobile App Team · Last updated: 21 October 2026

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

FAQs

Frequently asked questions: iOS and Android app development

Does it make sense to start with one platform when building a mobile app?

Yes. Many projects start on one platform and move to the second based on market feedback. We build the architecture from the start so that the second platform can be added later.

Do you develop the iOS and Android apps separately or at the same time?

We write a separate codebase for each platform. Design, API integration and testing, however, run in parallel, so the two versions move forward together.

In which projects do you choose a native app over React Native?

We recommend the native route for work with heavy graphics processing, complex animation, or camera and sensor use. Projects that call for a platform-specific feel fall into this group too. If the priority is to launch quickly with a single interface, we consider React Native instead.

Why do you write in Swift and Kotlin?

Because Swift is the language of the company that makes iOS, and it works in direct harmony with the system APIs. Kotlin plays the same role for Android. So when either operating system gets an update, we adapt the app quickly and smoothly.

How does camera and sensor access work in a native app?

We connect the app to the operating system's hardware APIs without an intermediary layer. As a result, the app processes camera, location, Bluetooth and sensor data without lag and with full control.

How do two separate codebases affect maintenance costs?

Directly, because updates and bug fixes have to be done separately on each platform. That's why we review the maintenance item with you at the quote stage. You can see the current items in the pricing section.

How long does it take to build a mobile app, and what drives the price?

It depends on your scope; two platforms and hardware integration, for example, are part of that scope. You can see the timeline and price range in two minutes with the scope tool on this page.

How does the app get through store review?

Each store reviews releases against its own criteria. That's why we include privacy and permission texts in the architecture from the very start. As a result, the risk of rejection goes down.

Details

If you'd like to look before deciding

  1. 01

    Store Approval and Release Process

    The App Store and Google Play set different rules for privacy disclosures, permission texts and icon standards. We build these requirements into the app architecture before coding begins. This lowers the chance of surprises at the review stage.

  2. 02

    Version Management and Device Compatibility

    We build our test matrix separately for screen size, operating system version and hardware capacity. The native compiler also lets us tune performance for each device class individually. As a result, we aim for a stable experience on older phones and low-spec devices too.

  3. 03

    Background Tasks and Notification Infrastructure

    We adapt background location tracking, syncing and measurement to the system's energy rules at the native level. For push notifications, we use platform-specific services. As a result, notifications arrive fast and the delivery rate stays high.

LIVE LOOP

Let's Talk About Your Native Project

If you're planning an iOS or Android app that uses the full power of the hardware, let's talk. Before you build a mobile app, let's first clarify your needs together. Cost details depend on scope and timeline; you'll find them all in the pricing section.