02 Mobile & web apps
App Development
Mobile and web applications built for the way people actually use them.
What this service covers
We take an idea through discovery, design and build to a released product, then keep improving it from real usage rather than assumptions.
The platform decision — native, cross-platform or a progressive web app — comes out of what the product needs from the device, not from what we happen to prefer. Whichever way it goes, you get the reasoning on paper.
Release mechanics are part of the build, not an afterthought: store listings, review submissions, staged rollouts and crash reporting are all in place before the first version reaches anyone outside the team.
What’s included
- iOS
- Android
- Cross-platform
- Progressive web apps
- App store release
- Release management
A look at the work
A few builds where this ran as the leading discipline.
Six stages, every engagement
The same delivery sequence runs across all ten services — only what happens inside each stage changes.
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Discover
What the app is for, who opens it, and the one job the first release has to do well.
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Define
The feature list cut back to something releasable, and the platform decision made and recorded with its reasons.
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Design
Flows and screens worked at real device sizes, with offline states and error states designed rather than discovered.
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Build
Built in short cycles, each one ending in an installable build you can hold in your hand.
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Launch
Store listings, review submission, staged rollout and crash reporting wired up before release day.
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Scale
Real usage decides what comes next, and releases continue on a cadence your team can plan around.
Questions we get asked
Native or cross-platform: how do you decide?
It depends on how much the app leans on the device. Heavy camera, sensor, background or offline work usually argues for native, built to Apple and Google platform standards. A product that is mostly screens and data over a network is often better served by a shared codebase, for one release cycle and one set of fixes. We recommend, explain the trade-off in writing, and you decide.
Do we need an app at all, or would a website do?
Plenty of products do not need a store presence. If people reach you through search and use the product occasionally, a fast responsive site usually serves them better, and an installable progressive web app can still give app-like speed and offline resilience without a review queue. Apps earn their place when there is a reason to return, or a device capability the browser cannot reach.
Will the app work when there is no connection?
That is decided in design rather than discovered in testing. Field and delivery apps are the clear case: a technician records the job, the checklist, the photos and the status on site, the app holds it locally, and it syncs when signal returns. So we settle up front what can be edited offline, which side wins when two edits collide, and what the screen shows while the device is behind. Consumer apps need less of this, but they still get proper empty, slow and failed states instead of a spinner.
Which devices and OS versions will it support?
Agreed early and written into the plan, because it sets what we can build with and what we have to test. Android is the harder side: screen sizes, manufacturer variations and older releases get tested on real hardware, not only an emulator. On iOS we track Apple’s platform requirements, which move with each release and are enforced at review. We also agree a minimum OS version and revisit it, so the product is not held back by a handset almost nobody still carries.
Can the app take payments, handle bookings and send notifications?
Yes, and each of those is more than its feature name. Booking means availability, confirmation, reminders and the payment at the end, not just a date picker. Commerce means catalogue, cart, checkout and order tracking, plus the store rules about how digital goods have to be paid for. Notifications are wired to something worth interrupting someone for, with permission asked in context and preferences the user can change. Loyalty, points and offers run on the same account as your website rather than living only inside the app.
Do you build apps for our own teams, not just for customers?
Yes. Employee and field apps are a large part of this work: approvals, internal tools, HR self-service, job dispatch and status reported from site. They get judged differently from consumer apps, because the person opening one has no choice about it, so speed on modest hardware and short task paths matter more than novelty. Distribution can run through the public stores or through your own device management, and access follows your existing sign-in rather than another password for people to forget.
Do you handle App Store and Play Store submission?
Yes, end to end: listing copy and assets, the privacy and data declarations both stores now require, submission through Apple and Google review, and answers to whatever review comes back with. Releases go out staged rather than to everyone at once, with crash reporting live before the first users arrive. Apps are published under your developer accounts, so the listing, its ratings and its history belong to you.
Can you take over an app another team built?
Often, but not blindly. We start with a review of the code, the dependencies, the build pipeline and whatever store access exists, then tell you honestly whether continuing on that base or rebuilding parts of it is the better use of your money. An ageing app is frequently worth a UX and technical refresh that keeps the product value it already has, rather than a rewrite that throws that away. Sometimes the answer is the one that wins us less work.
How are updates handled once the app is live?
Through a release cadence agreed with you, with crash and error reporting feeding the backlog. Urgent fixes go out on their own; everything else is batched, so your users are not being asked to update constantly. Maintenance also covers the unglamorous part: new OS releases, dependency and SDK upgrades, and store policy changes that would otherwise block a submission at the worst possible moment.
Talk to us about App Development
Tell us what you are trying to ship and who it is for. We come back with a callback slot and the handful of questions we need answered to be useful on the call.