Product
  • # IOS
  • # ANDROID
  • # UI KIT
  • # HUMAN INTERFACE GUIDELINES
  • # MATERIAL DESIGN
  • # PROTOTYPING
  • # NATIVE PATTERNS
  • # ONBOARDING

Honestly we sat on rebranding for almost a year because every agency we talked to just wanted to hand us a logo file and disappear. Elysium actually asked why we were called Quper in the first place. That question changed the whole direction.
Ayan Chakraborty, Founder of Quper
Ayan Chakraborty
Founder, Quper
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Mobile Design

Apps that respect the thumb, the interruption, and the one free hand

Native iOS and Android interfaces built around how people actually hold and use their phones, not a desktop layout squeezed into a smaller frame.

Mobile Design service preview
Designed mobile experiences for teams like

Service Overview

We design for the platform your users are already on, not a generic layout ported across both. iOS gets Apple's Human Interface Guidelines, Android gets Material Design, and every screen is built around real navigation patterns, gestures, and system behavior instead of a one-size-fits-all component set.

Our Approach

Mobile use is interrupted, one-handed, and low on attention. We design for that reality: thumb-reachable actions, forgiving tap targets, and flows that survive a phone call or a dropped signal, instead of a polished mockup that only works in a demo.

Our Process

Platform & Flow Research
/001

We map your core user flows and study how iOS and Android each solve similar problems, before any screen gets designed.

Wireframing
/002

Low-fidelity structure first, so navigation and information hierarchy are settled before visual polish begins.

Native UI Design
/003

Full visual design for each platform, built on real components and states, not a single generic mockup stretched two ways.

Prototype & Handoff
/004

An interactive prototype for user testing, plus developer-ready specs so engineering can build without guesswork.

What's Included

A mobile app is judged screen by screen, tap by tap. We deliver a complete, native-feeling system your team can build from directly.

Full mobile UI kit
A complete set of screens, components, and states built for real app flows.
iOS and Android variants
Each platform designed on its own conventions, not one layout stretched over both.
Interactive prototype
A clickable prototype ready for real user testing before development starts.
Onboarding flow design
First-run screens and permission prompts designed to get users to value fast.
Developer-ready specs
Spacing, type, and asset exports handed off in a format engineering can build from directly.
Platform-specific component states
Loading, empty, error, and edge-case states designed for both operating systems.

Selected Work

Product design work built for a real launch, not a portfolio piece.

Jether brand identity case study
Jether

We built the brand identity and web experience for Jether, a SaaS cybersecurity platform, designed to translate seamlessly across dashboard, mobile, and product touchpoints.

Read the case study →

Sprint Options

Two sprint paths, depending on how much of the app needs designing. Both are one-time project engagements, not monthly retainers.

/01
Foundational
Ascent

A focused sprint to design one core flow well, ideal for a first release or a single feature launch.

What's included:
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    1 platform and flow research session
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    Onboarding flow plus one core feature designed
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    Single platform design, iOS or Android
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    Core component set and basic states
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    Clickable prototype for user testing
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    Source files, exports, and handoff notes
/02
Signature
Apex

A full app design system across iOS and Android, for teams building out the whole product, not just one flow.

What's included:
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    2 deeper platform and flow research workshops
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    Full app design across every core flow
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    Native iOS and Android variants for every screen
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    Complete component library and design system
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    Full onboarding flow and edge-case states
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    Interactive prototype for full-flow user testing
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    Source files, exports, and full developer documentation

Why Elysium

We design for thumbs, not mice.

An app isn't a smaller website. It gets held, tapped, interrupted, and used with one hand more often than not, and that's what we design for from the first wireframe.

Designed for thumbs, not mice
Tap targets, reach zones, and gestures designed around how phones are actually held.
Platform conventions respected, not ignored
iOS gets Apple's Human Interface Guidelines, Android gets Material Design, not one layout stretched across both.
Tested on real devices
Prototypes get held and used on actual phones before anything ships to engineering.
iOS and Android from one system
A shared design language that still feels native on each platform, not a compromise on either.

Mobile Design Showcase

Want more examples? A running showcase of mobile design work, updated as new projects ship.

Mobile app design showcase Mobile UI/UX showcase Mobile product design showcase Mobile design process showcase Mobile design process showcase Mobile design process showcase Mobile design process showcase

Tools and Workflow

The tools change. The standard doesn't. We use whatever helps us move faster, prototype better, and deliver a system your engineering team can build from directly.

Design
Figma
Sketch
ProtoPie
Principle
AI Research + Assets Creation
Claude
ChatGPT
Gemini
Motion and Prototyping
Rive
After Effects
Blender
Collaboration
Slack
Notion
Loom
Google Meet

What Usually Comes Next

Need the app designed further, built, or made to move? We keep the same team close to the work.

Questions About Mobile Design

CTA Author Image
Shiva Bajpai
Founder & CEO, Elysium
Serving clients worldwide

Ready to collaborate? Tell us what you’re building, we’ll take it from there.