← All articles

Mobile Apps

Mobile app design: 10 best practices, with good and bad examples

Orange cover with the title Mobile app design: 10 best practices, with good and bad examples

Good mobile app design helps people finish one task quickly, with one thumb, in a distracting place. The best practices that matter most are one main action per screen, controls within easy reach, tap targets big enough to hit, readable text, short onboarding, clear error messages and testing with real users. None of them need a big budget.

This guide covers ten mobile app design best practices for founders, with side-by-side examples of what to avoid and what to do instead. They apply whether you design the app yourself or brief a designer.

1. Mobile app design starts with one main action per screen

Each screen in a mobile app should have one obvious next step. When several buttons look equally important, people stop and think, and some give up. Make the main action the most prominent button, and show secondary options as quieter links or in a menu.

Mobile app design example to avoid: a booking screen with three equally prominent black buttons, Book now, See prices and Share.
Avoid: three buttons of equal weight. Nobody knows what to tap first.
Better mobile app design: the same booking screen with one orange Book now button and See prices as a text link.
Better: one main button, with other options as quieter links.

2. Put key controls within thumb reach

Many people use their phone with one hand, so mobile app design should keep frequent actions in the lower part of the screen. In a 2013 study of 1,333 people using phones in public, Steven Hoober found 49% of those touching the screen used one hand. Phones have grown since, which makes the top corners even harder to reach.

An app with its main sections hidden in a menu icon in the top-left corner, the hardest place to reach with one thumb.
Avoid: hiding the main sections in a top-corner menu. It's hard to reach and easy to miss.
Better mobile ux: the same app with a bottom tab bar showing Home, Bookings and Account, inside the shaded area a thumb reaches easily.
Better: a bottom tab bar for the main sections, where a thumb naturally rests.

3. Make tap targets big enough

Buttons, links and icons need to be large enough to tap without hitting their neighbours. Google recommends touch targets of at least 48 by 48 dp on Android, which it says is about 9 mm. Apple recommends at least 44 by 44 points on iPhone. The visible icon can be smaller, as long as the area that responds to a tap isn't.

4. Make text easy to read

Text in a mobile app should be readable in bright light, at arm's length and at the size the user has chosen in their phone's settings. Use high contrast: the WCAG guidelines ask for at least 4.5:1 for normal text. Avoid thin fonts and pale grey text, and test the app with the phone's largest text setting switched on.

5. Keep onboarding short: mobile app onboarding best practices

The best onboarding gets people to the app's main benefit as fast as possible. Skip long intro slides, let people try something before asking them to sign up where you can, and ask for permissions like notifications at the moment they make sense, with a line explaining why.

Onboarding that shows four intro slides, then a sign-up wall, then asks for notification and location permissions before the user has seen the app.
Avoid: slides, a sign-up wall and permission requests before people have seen anything useful.
Onboarding that shows available dog walkers straight away, asks for an account only when booking, and asks for notifications after booking to send a message when the walker arrives.
Better: show value first, then ask for an account and permissions at the moment each one helps.

6. Write error messages that say what to do

An error message should say what went wrong in plain words and what the person can do next. Codes and jargon leave people stuck. Keep what they've already typed, point to the field that needs fixing, and offer the quickest way forward.

A payment screen showing 'Error 402: transaction failed' with an OK button and no way forward.
Avoid: a code nobody understands and a dead end.
A payment screen saying 'Your card was declined. Your booking is saved. Try another card or pay with Apple Pay', with both options as buttons.
Better: what happened, reassurance that nothing is lost, and two ways forward.

7. Always show what's happening

People should never wonder whether a tap worked. Show a pressed state on buttons, a progress indicator for anything that takes more than a moment, and a clear confirmation when something is done, such as "Booking confirmed for Tuesday at 2pm". Silence feels like a crash.

8. Follow the mobile app design patterns people already know

Mobile app design works best when it behaves like the rest of the phone. Use familiar patterns for navigation, back gestures, search and settings, so people don't have to learn your app before they can use it. Save originality for the parts that make your product different.

9. Design with real content and empty screens

Design screens with realistic names, prices and photos, not neat placeholder text, because long names and missing photos break layouts. Also design the empty state: what a new user sees before they have any bookings, messages or data. A helpful empty screen tells them how to get started.

10. Test your mobile app design with real users, then measure

You can't judge your own app's design objectively, so test it. Give five people a task on a clickable prototype and watch where they hesitate; Jakob Nielsen recommended several small rounds like this rather than one big study. After launch, analytics show where people drop out of each task.

We set up Mixpanel on every app by default for exactly this, and our UI/UX design service includes clickable prototypes and unlimited revisions. For the difference between the two sides of design, read UX vs UI, and for the build itself, see how to create an app.

Sources

  1. Steven Hoober, How do users really hold mobile devices?, UXmatters, 18 February 2013.
  2. Google, Touch target size. Checked 15 September 2026.
  3. Apple, Human Interface Guidelines: Accessibility.
  4. W3C, Understanding Success Criterion 1.4.3: Contrast (Minimum). Checked 15 September 2026.
  5. Nielsen Norman Group, Why you only need to test with 5 users, March 2000.

Keep reading

More from the blog

Have a project in mind?

Let’s talk.

Tell us about your project, whether it’s a mobile app, a web app or a brand-new idea.

Quick response.

If you’re ready to create and collaborate, we’d love to hear from you.

Clear next steps.

Within 48 hours of our first call, you’ll get a free breakdown of your project’s timeline and cost.

© 2026 ingenious app studios®