Stop 14 · Build Your UI/UX PortfolioProjects · 4/7

Mobile App Case Study

Part of the UI/UX Design Roadmap

In short

Phone users are on the move, using one thumb, on patchy internet. A dedicated mobile case study shows you can design for those real conditions.

A dedicated mobile-first project applying Phase 9's responsive and platform-specific design skills, distinct from your other case studies to show range across form factors.

The jaadu sits in an auto-rickshaw, holding a phone in one hand and the rail with the other.

Think of it like this

Using a phone in an auto-rickshaw

In a bumpy auto, you hold the rail with one hand and your phone with the other. Tiny buttons get missed, long forms are impossible and the network drops near the flyover. Design your mobile app for that ride, not for your desk.

Watch it happen

The mobile build plan

Context
Core flow
Thumb reach
Platform
Edge cases
Device test

1/6Learn where and when people use it: walking, on a bus, at night, with bad signal.

The big ideas

What you need to know

One-handed first

Main actions near the bottom, easy to reach with a thumb. Rare actions can go higher.

Big tap targets

Apple suggests at least 44 by 44 points, Material at least 48 by 48 dp.

Bad network states

Show what happens when the network drops. Save drafts so users don't lose work.

Respect the platform

Users expect their phone's usual patterns. Fighting them makes your app feel strange.

See it in code

Walk through the code

text
1Mobile spec: Book bus seat screen2Frame: 360 x 800 (common Android size)3Tap targets: min 48 x 48 dp, 8 dp apart4Primary action: sticky bottom bar, thumb zone5Text: body 16 sp min, supports system font scaling6States: loading, no seats, offline, payment failed7Gestures: none required, every action has a button

1/3Real screen size and Material's minimum tap target size.

A short mobile spec you can add to your case study. It shows you thought about hands, platforms and failure states, not just how it looks.

Save yourself the pain

Common mistakes

Oops

Shrinking a desktop design down to a phone frame.

Do this instead

Start mobile-first: rethink layout, navigation and content for a small screen and one thumb.

Oops

Only reviewing the design on a big monitor.

Do this instead

Use Figma's mobile app or mirror it to your phone. Check text size and reach in your own hand.

Your mission

Milestone 1: the core flow on a phone

~40 min

Quick check

Where should the main action button usually go on a phone screen?

Go deeper

  1. 1Choose a mobile-specific problem (e.g. on-the-go usage) that genuinely benefits from a mobile-first approach.
  2. 2Apply platform conventions (iOS or Android) deliberately and explain your choices.
  3. 3Include a prototype demonstrating gestures and mobile-specific interactions from Phase 6.

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