Mobile app screens
Onboarding, home, search, detail and account paths for an Android or iOS product still being scoped.
+91 84858 38274 · +91 84858 38219
Shop 7, Ekta Nagri, Near Dwarka Apartment, Anand Nagar, Pune 411051
We map the flows, draw the screens and build a clickable prototype you can tap on your own phone. Everything gets settled while a change still costs hours instead of weeks.
Every product decision gets dearer as it travels. Moving a step in a flow diagram takes minutes. Moving it in a wireframe takes an hour. Moving it once the database, the interfaces and half the screens are written can take a fortnight and somebody's good mood. This stage exists to push as many decisions as possible to the cheap end of that line.
So we begin with the job a person is trying to finish, not with colours. What have they come to do, what do they already know, and what interrupts them halfway. From that we draw the paths, then plain grey screens, then a prototype you can tap through and hand to a colleague who has never seen it. Type, colour and motion arrive only once the structure holds.
Reviews are scheduled rather than accidental. Each round has a named audience, one question and a closing date, because a prototype drifting through months of opinions damages a project more than a firm refusal in week two.
Every design engagement produces these six pieces, sized to how complicated your product really is.
A written note of who uses this, what they came to finish, and what usually gets in their way.
Every path through the product drawn as one diagram, including dead ends, errors and the way back.
Unstyled grey screens that settle layout, order and what belongs on each page before any styling begins.
A tappable version on your own device, shareable by link to anybody you would like to test with.
Type scale, colour, spacing, buttons and states defined once so later screens match without a discussion.
Sizes, states, empty and error screens, plus written behaviour notes so nothing is guessed during the build.
Onboarding, home, search, detail and account paths for an Android or iOS product still being scoped.
Admin panels where staff spend hours daily, so density, filters and keyboard use matter more than decoration.
The few screens between interest and a confirmed slot, where service websites lose most of their visitors.
Cart, address, delivery choice and payment screens rebuilt to remove every field nobody actually reads.
Sign-up, ticket and entry-desk screens for conferences and expos, drawn against how a real queue behaves.
Attendance, approval, stock and reporting screens for teams who never chose the software they use.
An existing app or site remapped where support complaints and usage data already point at the trouble.
A component kit and rules for companies shipping new screens month after month.
Tell us the date, the guest count, the budget and the feeling you want in the room. We ask the questions most people forget.
You getFirst ideas and a budget range
Theme, décor, stage layout and a minute-by-minute run of show, drawn up and revised until it feels like yours.
You getMoodboard, layout and an itemised quote
Venue shortlists, caterers, artists, anchors and the paperwork — police, music licences and venue approvals — handled by us.
You getLocked vendors, one point of contact
Décor goes up, truss and LED walls are rigged, sound is checked and the anchor rehearses every cue with our show caller.
You getA walk-through before guests arrive
Our crew runs the floor, the stage and the guests. When it is over, we clear the venue and send you the photos.
You getA calm host — you — and the memories
Most rebuilds are not caused by weak code. They are caused by a screen nobody argued about in time. Design is the phase where disagreement is cheap, and its entire purpose is to bring those arguments forward, while they still cost a meeting instead of a month of engineering.
Before drawing anything, write down the job a person opens your product to finish. Book a slot. Check an order. Approve a leave request. Then note what they already know, what they will not know, and what interrupts them: an incoming call, a queue waiting behind them, a lift with no signal. Screens designed against one real task stay short. Screens designed against a feature list grow a menu, then a second menu.
Write that task list down and circulate it before the first drawing. It is the shortest document in the project and the one people keep coming back to, because it describes the product without a single screen in it. Anything requested later can be measured against it: does this help somebody finish the task, or is it here because a competitor happens to have it?
Wireframes are deliberately dull so the conversation stays on structure. Show a coloured mockup too early and the feedback arrives about a shade of blue while the navigation is still wrong. With grey boxes, people talk about what should come first, which fields can disappear, and what the page shows when a list is empty. It feels slow for a week and saves a month afterwards. Apply the visual layer later, once the layout has stopped moving.
Every design artefact answers some questions and stays completely silent on others. Knowing which is which stops a team from over-trusting a good-looking prototype.
| Stage | The argument it can end | The argument it cannot end |
|---|---|---|
| Flow map | How many steps stand between wanting and doing | Whether anyone will understand a single step |
| Wireframe | What belongs on a screen, and what it ranks below | Whether the screen feels trustworthy |
| Clickable prototype | Whether a stranger can finish the task unaided | How it behaves on a weak mobile network |
| Visual design | Tone, brand fit and how crowded a screen reads | Whether the content on it is correct |
| Copy pass | What every label, error and empty state should say | Whether the rule behind the message makes sense |
| Usability session | Where real people hesitate, guess or give up | Whether enough people want this at all |
Fix the number of review rounds, and who sits in each one, before work starts. A round that helps has these four parts:
Circulating a link to a dozen colleagues and asking for thoughts is not a review; it is a method for collecting contradictions. Building and shipping the product itself is handled by our mobile app development service, which takes in scoping, the build, store submission and support after launch; this page stops at the prototype everyone has signed off.
A handful of people who resemble your real users will teach you more than a room full of colleagues. Hand over the prototype without explaining it, give one task, then stay quiet and watch where the finger hovers. In Pune this is easy to arrange: a service business in Kharadi can sit with a few of its own customers over one lunch hour. Write down the hesitation, not the compliments. People are polite about design and honest with their hands.
Decide one more thing early: what this eventually becomes. The same paths can ship as an installed app or as a mobile web page, and the answer changes what we draw. Our website team can tell you whether a browser version does the job. Either way, keep the prototype. It becomes the reference the build is checked against, and later the quickest way to brief a developer who joins halfway.
Can't find yours? Call or WhatsApp — a planner answers.
UI and UX design cost is driven by how many distinct screens and paths a product has, not by how decorative it looks. Something with one main task and a short sign-up is a far smaller job than a marketplace with buyer, seller and admin sides. Review rounds, usability sessions and whether a reusable system is required also move the effort. Share your task list for a scope.
UX decides how something works; UI decides how it looks and feels while working. UX covers the paths, the order of steps, what each screen must contain and what happens when things go wrong. UI covers type, colour, spacing, icons and motion. Products need both, and doing the surface first is the usual reason a redesign becomes necessary soon after launch.
Yes, you get a link that opens on your own phone and can be shared with anyone. It behaves like the finished product along the main paths: taps move between screens, forms accept typing, and a task can be completed from start to finish. That is what makes it worth testing with customers and handing to developers instead of a long document.
The design stage usually runs a few weeks, and its pace is set by how quickly reviews come back. Mapping and wireframes move quickly once the task list is agreed. The delay is nearly always the gap between sending a round out and receiving one clear answer. If a launch date exists, tell us early and we will work the rounds backwards from it.
Yes, and a live product is easier to improve because the evidence is already sitting there. Support complaints, drop-off points, usage data and your team's own workarounds show where people struggle. We map what exists, mark the friction, then redraw only the paths that deserve it rather than starting from zero. Partial redesigns are also simpler to release in stages.
Yes, as long as the handover contains more than pictures. We provide spacing and size values, component states, empty and error screens, and written notes on behaviour, such as what a long list does. Where a developer is already engaged, we invite them into the wireframe review, since one early comment about feasibility saves an entire redraw later.
Yes, wherever the project allows for it. A short session with people who resemble your genuine users uncovers problems no internal meeting ever will. We set one task, stay silent and watch what gets tapped. Even a few sessions can change a path noticeably. When users are hard to reach, we test with staff who have never seen the screens.
Pune · PCMC
Design · Development · E-commerce
Pune · PCMCMap it before you build it
Tell us the one task your product must make easy, and we will suggest which design stages you actually need.