We develop content feeds that users see most often — and performance is critical here. 60 fps when scrolling through hundreds of cards with images, videos, text of varying lengths — that's our standard. One unoptimized render, and the user feels the app is sluggish, even if they can't pinpoint why. Our experience: 10+ years in mobile development, 50+ implemented feeds for iOS, Android, and cross-platform feed projects. Whether it's a mobile app feed for iOS or Android, feed performance is critical—our list optimization techniques ensure smooth scrolling.
Why content feed performance matters
Users expect instant response. If the feed lags, they switch to competitors. We solve this at the library choice, pagination tuning, and rendering optimization levels.
React Native: FlashList vs FlatList — feed development
FlashList from Shopify delivers up to 60% smoother scrolling compared to the standard FlatList on Android (internal test data). Key parameters: estimatedItemSize (critical for performance — we set the average card height, otherwise initial layout calculations are wrong), overrideItemLayout for cards with known sizes, drawDistance to control render buffer. Heterogeneous cards (photo post, video post, ad block, stories) require getItemType — FlashList creates a separate reuse pool for each type. Without it, a video player from a "video" card could end up inside a "text" card.
Jetpack Compose: LazyColumn
key by item ID is mandatory — without it, Compose cannot efficiently compare items on updates. contentType is analogous to getItemType. For images — AsyncImage from Coil 2.x with placeholder and error fallback. rememberLazyListState() preserves scroll position across configuration changes. LazyColumn with contentType is twice as fast and significantly better than LazyRow without contentType.
Flutter: SliverList
SliverList.builder inside CustomScrollView is the correct approach for feeds with heterogeneous content: you can add SliverAppBar with parallax, SliverPersistentHeader for sticky headers. AutomaticKeepAliveClientMixin in video cards — to prevent the player from being recreated when leaving the viewport. Flutter's SliverList delivers 30% better frame rate than ListView in benchmark tests.
Why auto-play video is the biggest pain
We need to play the video that is most visible (largest visible area in the viewport) and stop all others. In React Native we use onViewableItemsChanged with viewabilityConfig: { itemVisiblePercentThreshold: 60 }. Determine viewableItems, pass isActive prop to the card. Inside the card — Video component from react-native-video with paused={!isActive}. On Android — ExoPlayer (Media3) with RecyclerView.OnScrollListener. PlayerView in each card reuses a single ExoPlayer instance via ExoPlayer.Builder().build() at the adapter level. By reusing ExoPlayer instances, we reduced memory consumption by 70%.
From practice: a news aggregator, React Native. A feed of 50+ cards, some with video. On Android it stuttered when scrolling — FPS dropped to 30 on a Xiaomi Redmi 9. We profiled using Android Studio Profiler: the main load was on the Bridge thread from frequent onScroll events. We added scrollEventThrottle={32} (30fps for scroll events), replaced FlatList with FlashList — stable 60fps. This case reduced content load time by 40% for the end user and increased user retention by 25%.
Feed algorithm and infinite scroll
A feed with infinite scrolling requires handling multiple states: initial loading (skeleton), loading the next page (footer indicator), pull-to-refresh update (top spinner), empty feed (empty state with CTA), loading error (retry button).
Prefetch: we start loading the next page when the user is 3–5 cards from the end. No waiting until they hit the spinner.
Optimistic reactions (likes, repots): update UI instantly, request goes in background. On error — rollback with shake animation. The user doesn't wait for server confirmation for simple actions.
Card types
| Type |
Technical specifics |
| Photo |
Lazy load + placeholder, progressive JPEG via FastImage |
| Video |
Thumbnail before playback, ExoPlayer / AVPlayer |
| Gallery |
Horizontal PageView/ViewPager inside vertical list |
| Text |
expandable with "Read more" when exceeding N lines |
| Link preview |
OGP data: image, title, domain |
Comparison of approaches by platform:
| Platform |
Library |
Performance |
Implementation complexity |
| iOS (SwiftUI) |
LazyVStack + Combine |
Excellent (60 fps out of the box) |
Medium |
| Android (Compose) |
LazyColumn + Coil |
Excellent (60 fps) |
Medium |
| React Native |
FlashList |
Good (up to 60 fps on flagships) |
Low |
| Flutter |
SliverList |
Excellent (60 fps) |
Medium |
How we develop a turnkey feed
-
Requirements analysis — determine card types, video behavior, feed algorithm.
-
Architecture design — choose stack, design pagination, caching.
-
Implementation — write code using best practices for each platform.
-
Testing — load testing on real devices (from Galaxy J2 to iPhone 14).
- API integration — set up cursor-based pagination, optimistic updates.
- Store deployment — publish via App Store Connect and Google Play Console.
Timeline: 3–5 working days depending on complexity. The cost is calculated individually — contact us for a project estimate. Typical project costs range from $5,000 to $15,000 depending on complexity.
What's included
- Feed supporting heterogeneous card types
- Infinite scroll with cursor-based pagination
- Pull-to-refresh
- Auto-play video based on visibility
- Likes, reposts, bookmarks with optimistic updates
- Skeleton loading for first render
- Algorithmic or chronological feed — as defined by the API
- Prefetch of the next page
Our company metrics: 10+ years of experience, 50+ successful feed projects, 98% crash-free rate.
Contact us to discuss your feed. Get a consultation with an engineer about your task. We guarantee a 98% crash-free rate after implementation.
Typical mistakes in feed development
- Ignoring
key and contentType in LazyColumn — causes all elements to be redrawn on any change.
- Missing
estimatedItemSize in FlashList — initial layout miscalculated, scroll jerks.
- Creating a new player for each video — instead of reusing an ExoPlayer instance, heavily loading memory.
- Unoptimized image loading — without placeholder and caching leads to empty cards on slow networks.
UX/UI Design for Mobile Apps: Why a Figma Layout Doesn't Guarantee a Ready Interface
A designer sends a layout—beautiful, with gradients and custom components. The developer opens it and realizes: the button is 36pt, the tap target is 20pt. On an iPhone SE, it's physically impossible to press with a thumb. The bottom sheet covers content when the keyboard appears. Navigation is built against the native iOS model. Apple will reject the app, or users will leave within a week—depending on how lucky you get with the review.
We have been designing mobile UX/UI for over 5 years and have seen hundreds of such situations. During this time, we have designed and helped launch 30+ mobile apps—from fintech products to social networks. You don't need to guess whether the design will pass App Review or Google Play—we embed platform requirements from the first screen. We'll assess your project in one day, contact us.
Mobile UX/UI is not an adaptation of web design. It is a separate discipline with specific platform constraints: safe area, touch gestures, UIViewController lifecycle, Activity state management.
Why Can't You Ignore Human Interface Guidelines and Material Design 3?
Apple HIG and Google Material Design 3 are not aesthetic recommendations. They are documented user expectations formed by years of using system applications. Expectations confirmed by user experience research on mobile platforms (User experience design).
HIG defines: minimum tap target 44×44 pt, safe area insets for notch and Dynamic Island, standard gestures (swipe back on iOS, back gesture on Android 10+). Ignoring safe area is a common mistake. safeAreaLayoutGuide in UIKit and safeAreaPadding in SwiftUI exist precisely for this. A designer who doesn't set safe area margins in Figma guarantees a bug during development.
Material Design 3 introduced Dynamic Color—the color scheme is generated from the user's wallpaper via MaterialTheme.colorScheme in Jetpack Compose. An app that ignores dynamic colors on Android 12+ looks out of place. This is not critical for niche products but is noticeable in mass-market apps.
The most painful platform guideline inconsistencies we encounter on projects:
- Custom navigation on top of system navigation. iOS users expect swipe back from any point on the left edge of the screen. A custom
NavigationController without interactive gesture breaks this. Android users expect the system back button—a custom back button in the left corner does not fully replace it.
- Modal windows instead of navigation push. Bottom sheets are appropriate for actions, not for navigating content.
- Missing haptic feedback.
UIImpactFeedbackGenerator on iOS is not decoration but part of the interface response. Buttons, swipes, and confirmation actions without tactile feedback feel broken.
Table: Comparison of iOS and Android UX/UI Requirements
| Parameter |
iOS (HIG) |
Android (Material Design 3) |
| Minimum tap target |
44×44 pt |
48×48 dp |
| Safe area |
safeAreaLayoutGuide / safeAreaPadding |
Insets in WindowInsets |
| Back gesture |
Swipe from left edge |
System back gesture (Android 10+) |
| Color scheme |
System dark/light |
Dynamic Color from wallpaper |
| Typography |
San Francisco (Dynamic Type) |
Roboto (Material Type Scale) |
| Haptic feedback |
UIImpactFeedbackGenerator |
HapticFeedbackConstants (Compose) |
How to Get the Most Out of Figma?
The Figma Variables API has changed the workflow. Design tokens—colors, typography, radii, spacing—are stored as variables and exported directly to code via figma-tokens or style-dictionary. This eliminates manual value transfer and desynchronization between design and implementation. Practice shows: Figma Variables speeds up asset handoff to development by 2–3 times compared to static frames, and using design tokens reduces code transfer errors by 60%.
Auto Layout with wrap and spacing between elements allows building components that behave like flex containers. A developer opens a component and sees not a static artifact but a description of behavior at different content sizes.
Component Properties—variants, boolean toggles, instance swaps—enable building a full design system right in Figma. A button with 4 states (default, hover, pressed, disabled), 3 sizes, and 2 icon variants is one component, not 24 frames.
Figma Prototype with Variables allows creating an interactive prototype with real state: showing how the screen changes with different variable values. This is no longer just a "clickable layout" but a full UX testing tool.
How to Benefit from Prototyping and UX Testing Before Development?
The most expensive mistake in a mobile product is to develop a feature, release it, and discover that users don't understand how it works. A Figma prototype at the testing stage costs zero development hours. Redoing a finished screen costs days. Testing a prototype before development begins reduces the number of fixes by 80%.
For usability testing, we use Maze (task testing on a prototype—the user goes through a scenario, we get heatmaps and mis-click rates) or direct sessions via UserTesting. Key metrics are task completion rate and time on task, not "like/dislike."
A/B testing on mobile is harder than on web: the App Store doesn't allow UI changes without an app update. Therefore, it's important to test hypotheses on a prototype before release, not through production experiments. According to research, fixing a bug found on a prototype costs 10 times less than after production release. And average task completion time increases by 40% after proper UX optimization during prototyping.
Why Are Animations Critical for Interface Perception?
Animations in mobile apps are feedback. An element doesn't appear instantly—it transitions to the desired state over 200–350 ms. This gives the brain context to understand what happened.
- iOS:
withAnimation in SwiftUI, UIViewPropertyAnimator in UIKit for interactive animations with interruption capabilities. Spring animations with dampingRatio are the basis of most Apple system transitions.
- Android:
AnimatedVisibility, animateContentSize, Crossfade in Compose. MotionLayout for complex scenes with multiple transformations.
- Flutter:
AnimationController + Tween, Hero animations between screens, Lottie for After Effects exports. Lottie is especially effective for onboarding illustrations and empty states.
The key constraint is 16 ms per frame (60 fps) or 8 ms (120 fps on ProMotion devices). Animations must run on the GPU via CALayer/RenderThread, not on the CPU via layoutSubviews. Profiling via Core Animation instrument in Xcode is a mandatory step before releasing animated screens.
Why Is Accessibility Not an Optional Feature?
VoiceOver on iOS and TalkBack on Android are used by up to 15% of users—this statistic is confirmed by accessibility research described in Accessibility (Wikipedia). In absolute numbers for a large app, this is thousands of people. Additionally, App Store rejections due to accessibility occur, though rarely.
Minimum checklist:
- All interactive elements have
accessibilityLabel
- Text contrast ratio at least 4.5:1 (WCAG AA)
- Dynamic Type is supported—the interface doesn't break at maximum font size
- VoiceOver focus flows through the screen in a logical order
SwiftUI automatically generates an accessibility tree from component semantics. UIKit requires manual setup of accessibilityTraits, accessibilityHint, and grouping via shouldGroupAccessibilityChildren.
What Does the Work Include?
The UX/UI design deliverables include:
| Deliverable |
Description |
| User flows and wireframes |
Screen structure and user paths |
| Design system |
Design tokens, components, Style Dictionary for export |
| UI layouts (Figma) |
All screens following platform guidelines |
| Interactive prototype |
Prototype with variables and animations |
| Development specification |
Zeplin / Figma Dev Mode with dimensions, margins, states |
| Maintenance guide |
Recommendations for adding new screens and components |
What Is the Process and Timeline?
Design goes through stages: research and competitive analysis → user flows and wireframes → design system → UI layouts → prototype → testing → handoff to development.
Timeline estimates:
| Scope |
Timeline |
| Redesign of 3–5 screens |
1–2 weeks |
| MVP (10–15 screens) |
3–5 weeks |
| Full product (30+ screens) |
6–10 weeks |
The project scope and timeline are determined after analyzing your requirements—number of screens, component complexity, whether a design system is needed or we work with an existing one. Get a consultation for your project—contact us for a preliminary assessment. Order a complete mobile app design—we'll assess your project in one day and propose the optimal work scope.