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How to design a mobile app: a step-by-step guide for beginners

Mobile app design from scratch: the user flow, navigation, sizes and safe areas, screen states and a prototype on your phone. With Apple and Android guidelines.

  • Start from one flow and skip 40 unnecessary screens
  • Know the key Apple and Android rules: 44 pt, 48 dp, safe areas
  • Test a clickable prototype on a real phone
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Five steps to your first mobile app

  1. 1

    Step 1

    One main flow instead of a feature list

  2. 2

    Step 2

    Navigation that follows the platform

  3. 3

    Step 3

    Sizes, text and safe areas

  4. 4

    Step 4

    Screen states and awkward cases

  5. 5

    Step 5

    A prototype on a real phone

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This guide is for you if you

  • Have an app idea

    You want to show it to a developer or friends but don't know which screen to start with.

  • Have only designed websites

    You're used to a wide screen and a mouse; now you have to think about fingers, gestures and screen cut-outs.

  • Are building a portfolio

    You need a mobile case study that looks like a real product, not a set of pretty screens.

In short

  • Start not with screens but with one main flow: what the person wants to do and in how many steps.
  • Read the platform guidelines: Apple's Human Interface Guidelines and Google's Material Design. They answer most of the questions a beginner would otherwise solve from scratch.
  • Main sections belong in visible, labeled navigation, not in a hamburger menu.
  • Buttons sized for fingers: Apple recommends 44 by 44 pt, Android at least 48 by 48 dp.
  • Every screen has states: loading, empty, error, offline. Check everything on a real phone.

Five steps to your first mobile app

  1. 1

    Step 1

    One main flow instead of a feature list

    A typical beginner mistake is drawing dozens of screens “about everything” straight away. Start with one person and one task. For example, a practice project: an app for ordering ahead at the café next door, or a habit tracker. Describe the flow in words, step by step, from opening the app to the result:

    • who the person is and in what situation they open the app (in a queue, on a bus, one-handed);
    • what they want to get, in one sentence;
    • which steps they go through and what data they enter at each;
    • where things can go wrong: no connection, a failed payment, an empty list.

    💡 Draw the flow as a chain of rectangles on paper: one rectangle is one screen. If the chain feels too long, look for what you can merge or remove.

  2. 2

    Step 2

    Navigation that follows the platform

    Mobile apps don't invent navigation from scratch: Apple has the Human Interface Guidelines, Google has Material Design. Start with their navigation sections. For example, Apple advises using a tab bar to move between sections, not to trigger actions, labeling every tab, ideally with one word, and remembering that fewer tabs are generally easier to navigate. If tabs don't fit, iOS moves the extra ones into a More tab, where they're harder to reach.

    • list the few sections people visit most: those are your tab candidates;
    • actions on the screen's content (add, share, filter) go in a toolbar or buttons, not in tabs;
    • don't hide main sections in a hamburger menu: according to NN/g research, people use hidden navigation less often than visible navigation and take longer to complete tasks, on phones as well as on desktop;
    • the Back button and the title at the top should tell people where they are.

    Show your app before release

    Fresh eyes will quickly spot a tab without a label or a button under the screen cut-out. Drop your prototype link in the community and ask people to run your flow on their phones.

    Share your app design

    Free. 1,504 designers are already in the community.

  3. 3

    Step 3

    Sizes, text and safe areas

    In Figma, create a frame from the ready-made phone sizes and keep the safe area in mind from the start: Apple defines it as the area not covered by hardware features or system bars, such as the Dynamic Island, the status bar or the tab bar. Important content and buttons go only inside it. Then a few numbers worth knowing:

    • Apple recommends a control size of 44 by 44 pt on iPhone (minimum 28 by 28 pt);
    • Android's accessibility documentation says touch targets should be at least 48 by 48 dp;
    • on iOS the default body text size is 17 pt and the minimum is 11 pt;
    • leave room between buttons placed side by side: Apple stresses that spacing between controls matters as much as their size.

    💡 Your app will be opened by people who use a large system font. Check your screen with enlarged text: where a heading doesn't fit, you need a line break, not a smaller font.

  4. 4

    Step 4

    Screen states and awkward cases

    A beautiful screen with perfect data is only one of the possibilities. For every screen in your flow, add the states the app actually ends up in:

    • loading: what people see while the data hasn't arrived yet;
    • empty: first launch, no entries yet. Explain what will be here and offer a button for the first action;
    • error and offline: what happened and what the person can do;
    • long names, large amounts, a translation into another language: text should wrap, not get cut off mid-word;
    • camera, location or notification access: Android's documentation advises asking for a permission in context, when the person starts using the feature that needs it, not on the first screen.
    App not hanging together? Show your flow to the community →
  5. 5

    Step 5

    A prototype on a real phone

    A mobile layout on a big monitor lies: buttons look bigger and text looks more readable. Link the screens into a clickable prototype in Figma and open it on a phone: the Figma mobile app lets you view and test prototypes and mirror selected frames from your computer to your phone. Then hand the phone to a few people with a task from your flow and watch in silence.

    • where the person stopped and started searching: that's a navigation or labeling problem;
    • where they tapped and nothing happened;
    • whether they could reach the buttons with one hand.

    💡 How to build a prototype with transitions and overlays is covered in Prototyping in Figma. And show the finished flow in the community: people who haven't seen your drafts notice more.

You're not alone with these questions

We counted what people ask about most in our community. Learning, portfolios and Figma are the top three. A mobile app makes a handy first case study: one flow, a few screens and a test on a phone.

You're not alone with these questions
Learning and courses938
Portfolio and case studies705
Figma647
AI tools380
Jobs and vacancies314
UX research131

Messages by topic in Spaceberry Community, July 2024 — November 2026. Keyword search.

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Questions and answers

Didn't find your answer? Ask it in the community.

Should I design separately for iPhone and Android?

For a practice project one platform is enough: pick the one you use yourself. In real projects teams often build a shared base and adapt navigation, system elements and gestures to each platform's rules: the Human Interface Guidelines for Apple and Material Design for Android.

Which tool should I design the app in?

Usually Figma: it has frames for phone sizes, components, auto layout and prototypes, and the Figma mobile app lets you check a prototype on your phone. The free plan is enough for practice layouts. To avoid drawing system elements from scratch, add the platforms' ready-made UI kits, so bars, keyboards and switches look real.

Do I need to know how to code?

No, you don't need code to design apps. But it helps to understand how the platform's standard components work: then your design is easier to build and the developer won't have to rework it “to fit the system”. Start with the component sections of the Human Interface Guidelines and Material Design, and ask a developer what constraints your platform has.

How many screens should a portfolio case study show?

A finished flow matters more than the number of screens: the problem, the steps, the key screens, error and empty states, and what you learned from testing with people. For a practice app, one flow across a few key screens plus their states is usually enough. How to turn that into a case study: [Designer portfolio](/en/guides/designer-portfolio).

Is the Spaceberry community paid?

No, Spaceberry Community is completely free. It's supported by Spaceberry Foundation, a non-profit public organization. All you need to join is a Telegram account: tap the button on this page, introduce yourself and ask your first question. The community has 1,504 designers who share their work, give feedback and take part in design games with the same brief for everyone. Conversations are in Ukrainian.