Mobile App Development

Native and cross-platform applications for iOS and Android, with UX and interface work held to the same standard as the engineering.

The problem

Most apps are a website in a frame

They open on a search box, deliver exactly what the browser delivered, and ask for nothing the browser could not have asked. They are installed once, opened twice, and deleted in the spring cleaning.

An app is a different contract. It is allowed to know who you are, to remember where you left off, to speak first, and to work when the network does not. An app that earns none of those four permissions had no reason to exist.

What we build

Designed for the thumb, built for the platform

One system, two platforms
Tokens and components are shared, but the app is not identical on both: it uses the sheet, the back gesture and the haptics each platform's users already know.
Reach
Every primary action inside the thumb arc. Navigation and the commit live at the bottom of the screen, because that is where the hand is.
Offline
The things a traveller or a customer needs when the signal goes are cached on the device and readable with the radio off.
Release discipline
Feature flags, staged rollouts, and crash and performance monitoring from the first build — so shipping weekly is routine rather than an event.

The result

Retention, not installs

An install is a vanity number; the question is whether the app is opened in week six. We build for the returning user — the saved details, the one-tap repeat, the notification worth allowing — because that is the only thing that makes the second year cheaper than the first.

Back to the discipline

Core Engineering

All of 01

Initiate the blueprint

Tell us what you are building.

The stack, the timeline, the thing that is currently in the way. We reply to every briefing within two working days.