Mobile isn't the desktop product at a smaller size. It's a different person, standing up, with a fraction of the attention. Most software fails on a phone because it was drawn at 1440 and checked at the end.
We decide what belongs on a phone before drawing anything, because most of the desktop product doesn't. Then every screen gets reviewed at a real 390 pixel render on a real device rather than a scaled preview in a design tool, which is exactly where the problems hide.
What belongs on a phone. Usually about half of what's there.
Every screen reviewed at the real width from day one.
Interruptions, notches, offline, one-handed reach.
Real devices, real conditions, before release.
We design at 390 first. Everything else is the scaled-up version.
Do it the other way round and the phone gets whatever survived the compromise, which is how most apps end up.
Pick the screen that's costing you the most. We redesign it in five working days, free, no contract. You keep the file whether or not we carry on.
You send the screen and tell us what it's supposed to do.
We redesign it in five working days, and walk you through why every change is there.
You keep the file. If it lands, we talk about a pod. If it doesn't, you're still one screen better off.
One screen per company. We take three of these a month, so tell us early if your date is tight.
Twenty minutes with the founders. Show us the app and we'll tell you what breaks in a hand.