One hand. Bad light. Ten seconds.
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.
- Your desktop product
- Your users' phones
- Our senior designers
- Mobile-first flows
- Offline and slow states
- App store assets
- Tested on real devices
Numbers we'll stand behind on the call.
- +41%30-day retention

- Best AppDesign Award for RAWW, 2023
- 150+products shipped since 2015
- 4.9on Clutch, from verified reviews
What we find
Desktop is ahead. It usually is, and it shows.
- The app store reviews are about usability, not features.
- Keyboards, safe areas and tap targets keep turning into bugs.
- Your team designs at 1440 and checks a phone last.
What you get
Designed at 390, tested in a hand.
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.
- Decide what earns a place on a phone, and cut the rest
- Design mobile-first flows instead of desktop reductions
- Handle keyboards, safe areas, reach and tap targets properly
- Design the offline and slow-connection states
- Produce app store assets and screenshots
- Test on real devices before anything ships
Cut
What belongs on a phone.
Draw at 390
Every screen reviewed at the real width from day one.
Handle the mess
Interruptions, notches, offline, one-handed reach.
Put it in a hand
Real devices, real conditions, before release.












