Mobile app design means deciding what every screen shows, where users tap and where they go next before anyone writes code. In short: map the user flow on paper, sketch plain wireframes, build the real look and a clickable prototype in Figma, test it on a phone, and only then start development.
That order prevents the most expensive mistake in app projects: rebuilding screens that were already coded.
How to design an app: 6 steps
- Goal and main task: What does the app do in one sentence? What does a user want to finish on the first launch?
- User flow: List the steps from opening the app to completing the main task. How many taps does it take?
- Wireframes: Layout only, no colors or decoration. Which screen shows which information and buttons?
- Visual design (UI): Colors, typography, icons, spacing, in a consistent style that fits your brand.
- Prototype: Link the screens together and try the clickable version on your own phone.
- Feedback and fixes: Show it to a real person, note where they hesitate, fix it.
UI vs UX: look or experience?
UX (user experience) is how the app works: how many steps sign-up takes, whether people can find what they need. UI (user interface) is how it looks: buttons, colors, text. Good app UI UX design covers both. A beautiful app that adds three screens to sign-up usually loses to a plainer one that gets out of the way.
Figma app design: why everyone uses it
Figma is a browser-based collaborative design tool. Clients, designers and developers can comment in the same file. Features that matter for app work:
- Components: Define a button style once and reuse it everywhere; change it once and everything updates.
- Prototype mode: Connect screens and test the flow on a phone like a real app.
- Comments: Notes like "make this button bigger" live on the screen itself, not lost in an email chain.
- Dev mode: Measurements, color codes and font sizes are ready to hand to developers.
It is not the only option (Sketch and others exist), but it is the de facto standard.
Core principles for app interface design
- One screen, one purpose. If a screen asks the user to do three things, they will do none.
- Thumb zone: Primary buttons belong in the lower half of the screen where one hand reaches.
- Tap targets: Buttons must be comfortably tappable. Apple and Google publish minimum sizes in their design guidelines; check the official documents.
- Readability: Enough contrast and legible text sizes. If you plan a dark mode, design both themes from the start.
- Platform habits: iPhone and Android users expect different back and menu behavior. Respect that even with one shared codebase.
- Empty and error states: Design the "nothing here yet" screen and the "no internet" message. Most projects forget them.
Common design mistakes
| Mistake | Consequence | Fix |
|---|---|---|
| Drawing screens before mapping the flow | Missing screens show up later | Flow first, then screens |
| Putting everything in version one | Timeline and budget balloon | Only the main task first; see what is an MVP app |
| Only checking on a desktop monitor | Text is too small on phones | Test the prototype on a real phone |
| Coding without sign-off | Double work | Written approval of design first |
Who should do the design?
You can do it yourself, but design is the first impression: sign-ups and purchases are often decided by looking at the screens. If you hire someone, get in writing whether design is included, how many revision rounds you get and whether coding waits for your approval. For where design sits in the overall timeline, see the app development process guide.
What to prepare before you start designing
Answer these questions on paper before opening Figma. A project with clear answers moves much faster with a designer or team:
- Who is the user? Their age, how they use their phone, and when they will open the app (standing at work, on the sofa in the evening).
- Similar apps: Download competitors and apps you admire. Note what you liked and what felt complicated.
- Required screens: Login, sign-up, home, settings, profile; then add only the screens unique to your product.
- Brand material: Gather your logo, colors and fonts, or ask the design team for a style proposal.
- Real content: Actual texts and sample data. Designs built with placeholder text often break when real content arrives.
Who should see the prototype?
Even three people make a difference. Hand the prototype to someone who has never seen the app and do not explain it; just say "try to do this task". Every hesitation or wrong tap is a design question to fix. A small test like this costs far less than finding the same problems after coding. As a final check before approving, make sure every screen has a purpose and every button has an outcome: a button that goes nowhere is one of the gaps nobody spots in a prototype but everybody notices in production.
Frequently asked questions
Do I need to code to design an app?
No. Tools like Figma need no code. You can draw screens and flows without programming knowledge.
Is a wireframe the same as a prototype?
No. A wireframe is a simple layout drawing; a prototype links screens so you can click through them.
How long does app design take?
It depends on the number of screens and revision rounds. A small app may take a few weeks; a larger one with accounts and payments takes longer. A fair estimate comes after the scope is clear.
Can I use a ready-made template?
For a start, yes. But templates rarely match your exact flow, and your brand and key screens will need customizing.
At OdenaVerse, design is its own step: nothing moves to code until you approve the screens. For our own app, Tattoo Artist Books, we drew the screens and tested them with people working in the field first. If your idea is ready, email us.