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Mobile Development/Mobile UI/UX Design
Mobile UI/UX Design

Apps that feel right, on every platform.

When an app feels off, people delete it. Your app is designed to Apple's Human Interface Guidelines and Material Design 3, so every swipe, tap, and transition behaves the way each platform's users already expect. On a phone, the way your app feels is the product.

  • Designed to iOS HIG and Material Design 3, one platform at a time
  • Smooth 60fps animations and the small interactions that make an app feel polished
  • A clear path from wireframes through prototype to dev-ready Figma
  • WCAG 2.1 AA accessibility on iOS and Android
Get a quoteWhy this matters

The tools we design mobile apps in.

FigmaAppleAndroidFlutterReact Native
Why

Mobile design isn't shrunk-down web design.

People use phones with their thumbs, decide whether to keep an app within seconds, and expect the conventions of whichever platform they're on. iOS users expect iOS patterns. Android users expect Android ones. A single design that papers over the difference ends up feeling wrong on both.

The app looks fine but feels wrong

Android users reach for back navigation in a particular place. iOS users expect to swipe from the edge to go back. When those habits aren't met, the whole app feels slightly foreign even if nobody can say exactly why.

Animations that stutter or skip

The design called for smooth transitions, but the build only manages 45fps on a mid-range Android. People feel it, and the App Store reviews start mentioning a laggy interface.

One design file stretched across both platforms

When the same Figma file is used for iOS and Android, one of them is bound to be wrong. Usually it's the platform that got less attention, and that's the one collecting the worst reviews.

Accessibility tacked on after launch

Screen reader support was never tested. Bumping up the text size breaks the layout on screen after screen. A real group of users simply can't get through the app.

The Process

How the work actually runs.

Each step has a clear deliverable and a written handoff, and we get your sign-off before moving to the next one.

01

Platform research and journey mapping

We map the core user journeys for each platform and write down the patterns iOS and Android users will expect. That groundwork happens before anyone opens a design tool.

02

Wireframes and prototype

We start with low-fidelity wireframes for both platforms, then build an interactive prototype. You can tap through the core flow before we invest in high-fidelity screens, which is when feedback is cheapest to act on.

03

High-fidelity design for iOS

Full screens built to Apple's Human Interface Guidelines. That covers system fonts, safe areas, the standard navigation patterns, haptic feedback specs, and dark mode.

04

High-fidelity design for Android

Full screens built to Material Design 3, including dynamic colour, edge-to-edge layout, the predictive back gesture, and layouts that adapt across device sizes.

05

Handoff your developers can build from

Annotated Figma with platform-specific specs, component variants, interaction notes, and animation timing. iOS and Android get their own handoff so nothing is left to guesswork.

The Result

What you walk away with.

Real deliverables you can point to and outcomes you can measure. Not a slide deck.

60fpsanimation target

Interactions that are specified, not improvised

Animation timing, easing, and transitions are written into the Figma file rather than left for a developer to interpret. What ships matches what was designed.

Per-platformdesign system

Screens that feel at home on each OS

iOS follows the Human Interface Guidelines and Android follows Material Design 3, so users on either platform get an app that fits the phone in their hand.

3×revision rounds

A design your team is happy to submit

Three full revision rounds per platform. The app doesn't go near the stores until the design is genuinely right.

Accessibility your users can actually rely on

We test screen reader support, dynamic type, and colour contrast on real devices with assistive technology turned on, not just through an automated checker.

FAQ

Common questions.

Do we get separate designs for iOS and Android, or just one?

Separate. The two platforms use different navigation patterns, typography, and interaction conventions. A single design that tries to serve both usually comes up short on one of them, so we deliver platform-specific screens for each.

How do you handle screen sizes from iPhone mini up to iPad?

We set up a responsive layout system at the start and test it across the breakpoints that matter. The important screens are designed for small, regular, and large phones, and we add tablet layouts when the app actually calls for them.

What's the difference between the wireframe and prototype stages?

Wireframes are static. They show layout and flow with no visual polish. The prototype is a clickable version your team taps through to check that the structure makes sense before we put time into high-fidelity design. Each stage has its own sign-off before we continue.

How do you make an app actually feel native on each platform?

We follow the patterns each platform's users already know: iOS gets edge-swipe back, system fonts, sheet presentations, and haptics, while Android gets Material Design 3 components, the back gesture, and dynamic colour. The goal is that an iOS user never notices it was designed for two platforms, and neither does an Android user.

Do you build a reusable design system, or just screens?

We build a component-based design system in Figma with tokens for colour, type, spacing, and elevation, plus reusable components with variants. That keeps the app consistent, makes future screens faster to design, and gives your developers a clear mapping from Figma components to code components.

How do you handle accessibility in the design?

We design to WCAG 2.1 AA from the start: minimum contrast ratios, tap targets of at least 44pt on iOS and 48dp on Android, and labels for screen readers. We also design how the app behaves with dynamic type and larger text, then verify with VoiceOver and TalkBack on real devices rather than relying on an automated checker.

How do you design gestures and micro-interactions?

We specify each gesture (swipe, long-press, pull-to-refresh, edge-swipe back) per platform so it matches what users expect there. Micro-interactions like button states, loading transitions, and haptic feedback are documented with timing and easing in Figma, so the build reproduces what was designed rather than improvising.

How many revision rounds are included, and how does feedback work?

Three full revision rounds per platform are included. Feedback is collected per stage (wireframe, prototype, high-fidelity) with a sign-off before we move on, so changes happen when they are cheap to make rather than after high-fidelity screens are done.

Who owns the design files when the project is finished?

You do. You receive the full Figma files, the design system, and the source assets with no lock-in. If you bring on another team later, or want to extend the app yourself, everything you need to keep working is yours to keep.

Can you work from our existing brand or design system?

Yes. If you have brand guidelines, a logo, colour palette, or an existing design system, we build on top of it and adapt it to mobile conventions for each platform. If you do not have one yet, we create the foundations as part of the work.

Contact Us

Have a project in mind? Let's build it.

Tell us where the project stands right now. Within one working day we'll come back with a straight read on scope, timeline, and cost. There's no commitment in asking.

Email

[email protected]

Office

Surabaya, Indonesia

Starting price

From USD 4,000

Typical projects: USD 4,000–25,000

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We'll reply within one business day, and we won't put you through a sales pitch.

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