Mobile Apps

Mobile apps people actually keep on their phone

Cross-platform by default, native where it genuinely earns it — and an honest answer first about whether you need an app at all.

Start with whether you need an app

The most useful thing we can do at the start of a mobile project is question it. An app is a second product to design, ship, review, update and support, on two platforms, forever. That cost is worth paying when the app earns it — and wasted when a good mobile website would have done the same job.

An app earns its place when people come back often, when it needs the phone itself — push, camera, location, code scanning, real offline use — or when the app is the product rather than a shop window for it. If your goal is to be found, explain what you do and collect enquiries, a website is the better spend and we will say so.

When an app is the right call, the next question is how to build it. For most business apps that answer is cross-platform: one codebase for iOS and Android, roughly a third to a half less than building the same thing twice. Native earns its premium in specific cases, and we will tell you when yours is one of them.

How we build

Cross-platform apps (React Native and Flutter)

One codebase, both platforms. For the overwhelming majority of business apps the performance difference against native is small enough that users never notice it, while the saving on build and maintenance is substantial and permanent.

We default to React Native, because it shares skills and often code with a React web stack, which matters more over five years than any benchmark. Flutter is the better choice when the interface itself is the product — heavy animation, a pixel-identical design system across platforms.

  • One codebase for iOS and Android
  • React Native as the default, Flutter where the UI is the product
  • Shared skills with a React web stack
  • One update ships to both platforms

Native iOS and Android

Swift and Kotlin, built per platform. This costs more to build and roughly twice as much to maintain, so it needs a reason beyond preference.

Good reasons exist: graphics-intensive or 3D interfaces, heavy augmented reality or on-device computer vision, needing a platform API on the day it ships, or products where latency is the point — professional camera and audio tools. If you are in one of those, we will say so.

  • Swift for iOS, Kotlin for Android
  • Full access to platform APIs on day one
  • The right call for graphics, AR and latency-critical products
  • Honest about the higher build and maintenance cost

When a web app is the better answer

Native is not the default any more. A progressive web app is found through search, opens from a link, needs no install, avoids store commission and updates the moment you deploy.

It gives up some ground: deep hardware access, background work, and push on iOS remains weaker than on Android. A common good answer is both — a web app for reach, plus a thin native app for the people who use it daily.

  • Discoverable in search, no install step
  • No app store commission or review delay
  • Updates the moment you deploy
  • Often paired with a focused native app

Offline-first and real-time

Phones lose signal. An app that assumes connectivity fails in the exact places field teams work — basements, warehouses, rural sites, in transit. Offline-first means the app stays usable and reconciles when the connection returns.

That reconciliation is the hard part, not the caching: deciding what happens when two people changed the same record offline. We design that rule with you rather than letting the last write silently win.

  • Usable with no connection
  • Sync and conflict rules agreed up front
  • Real-time updates where they matter
  • Push notifications that respect people's attention

Store launch and what happens after

Getting into the App Store and Play Store is a process with its own rules: review guidelines, privacy declarations, data-safety forms, age ratings, test builds for your team.

Then it keeps going. Apple and Google ship OS versions every year and periodically raise the minimum SDK, so an app left untouched will eventually stop being accepted. Mobile maintenance is not optional, and we say what it costs before you commit.

  • App Store and Play Store submission
  • Privacy and data-safety declarations
  • Test builds for your team before release
  • Ongoing OS and SDK updates after launch

Does your business need an app?

The honest version. Plenty of businesses that ask us for an app are better served by something else, and it is cheaper to find that out now.

An app is justified when

  • People use it repeatedly — weekly or daily, not once a year
  • It needs the phone: push, camera, location, scanning, sensors
  • It has to work with no connection and sync later
  • The app is the product, not a window onto it
  • You need a presence on the home screen to hold the habit

A website is the better spend when

  • The goal is being found, explaining and collecting enquiries
  • People would use it once or twice a year
  • The content changes constantly and search matters
  • There is no budget for maintenance after launch
  • You mainly want an app because competitors have one

How we work

Shorter loops than web, because store review sits between you and your users.

  1. 01

    Scoping

    We agree what the app is for, who uses it and what the first version must do. Anything that can wait, waits — a smaller first release reaches real users sooner.

  2. 02

    Design

    Screens and flows validated as a clickable prototype, respecting each platform's conventions rather than forcing one design onto both.

  3. 03

    Build and test

    Regular test builds on your own devices, not just a simulator, so you use the app on the phone you actually carry.

  4. 04

    Launch and maintain

    We handle submission and review, then keep the app current as iOS and Android move under it.

Technology

We pick the stack for the app, not the other way round, and stay with widely-adopted tools so the app remains maintainable by any competent team.

Cross-platform

React NativeFlutterTypeScript

Native

SwiftKotlin

Backend

FirebaseAWS AmplifyREST APIsPush notifications

Where an app usually earns its place

Situations where the phone genuinely adds something a website cannot. These are illustrative of the kind of work we do.

Field teams

Technicians recording jobs, capturing photos and signatures on site, working offline and syncing when they are back in range.

Customer companion app

An app for existing customers to track orders, bookings or deliveries, where push notifications replace a stream of emails.

Booking and loyalty

Businesses people return to often, where a home-screen icon and a reminder are worth more than another browser tab.

Scanning and inventory

Stock, assets or tickets checked with the phone camera, where the alternative is dedicated hardware or paper.

Frequently asked questions

How much does a mobile app cost?

It is driven by scope, not by platform: how many screens, how much backend, how many integrations. Cross-platform typically lands well below building the same app twice natively, which is the main reason we default to it. We scope first and quote a real figure rather than guessing before we understand the app.

Cross-platform or native?

Cross-platform for most business apps — users will not perceive the difference and you halve the long-term maintenance. Native when the app is graphics-intensive, leans on augmented reality or on-device vision, needs brand-new platform APIs immediately, or when latency is the product. We will tell you honestly which side yours falls on.

Do we need an app, or would a website do?

Often a website would do. If people would visit once or twice a year, or the goal is being found and explaining what you do, a good mobile website is a better investment. An app is justified by repeat use, needing the phone's hardware, real offline use, or the app being the product itself.

How long does it take?

A focused first version is typically a few months, plus store review. We deliberately keep the first release small, because real users on real phones will tell you more about what to build next than another month of planning.

Who owns the app and the code?

You do. The code, the data and the store listings belong to your business. We publish under your developer accounts, not ours, so you are never locked out of your own app.

What does it cost to maintain after launch?

Mobile has an unavoidable baseline that web does not: iOS and Android release yearly and periodically raise minimum requirements, so an untouched app eventually stops being accepted. We agree the maintenance arrangement before launch so it is a known cost rather than a surprise.

Related areas

Services that often form part of the same project.

Related reading

What we have written about building mobile apps.

Thinking about an app?

Tell us what it would do and who would use it. You will get a straight answer on whether an app is the right move, and what it would take to build.