We develop adaptive mobile app layouts for foldable devices. Picture this: a user unfolds a Samsung Galaxy Z Fold6. The app must instantly reconfigure from a compact vertical interface to a wide two-panel layout. Without adaptation, the app behaves like an "enlarged window"—a narrow strip of content centered on the screen. This not only frustrates users but also lowers app store ratings. With over 5 years of experience and 10+ successful projects for Samsung Z Fold, Z Flip, and Google Pixel Fold, we guarantee seamless UX in any form factor. The cost of adaptation starts from $1,500 for an app with a ready-made design, saving up to 50% compared to a full redesign.
Three Form Factors, Not One
Foldable devices are not a single scenario. There are at least three, each requiring a separate layout solution:
-
Folded mode — The device looks and works like a regular smartphone. Samsung Z Fold6 in folded mode: 968×2424px, ~23:9 ratio. Very tall and narrow. Content that looks fine on 20:9 may be uncomfortable for one-handed navigation on 23:9.
-
Unfolded mode — Large screen. Z Fold6: 2160×1856px when unfolded, aspect ratio ~7.6:8 — nearly square. This is a fundamentally different form factor: wide horizontal content works well, narrow vertical does not. Apps that simply stretch to fill the screen without layout adaptation look like tablet apps in letterbox mode.
-
Flip mode (Table Top) — Characteristic of Z Flip. The device is folded horizontally; the top half is the screen, the bottom is the keyboard or closed. Media players, video calls, camera — in this mode the app must adapt the interface to "half screen." Google calls this Table Top mode.
Plus, devices with a Cover Screen (external screen). Z Fold6 has a 6.3" external screen. This requires a separate scenario: what to display when the device is folded and the cover screen is active. Our adaptive design for foldable devices leverages WindowSizeClass and FoldingFeature to ensure seamless UX across all modes.
Why Foldable Devices Require Distinct Design
Ignoring physical constraints leads to poor UX. Hinge and crease — in unfolded mode, there is a physical crease in the middle of the screen. Content should not be placed directly on it: important interactive zones, text, images should be offset from the center. Jetpack Compose provides WindowInfoTracker and FoldingFeature to determine the fold position and its state (FLAT / HALF_OPENED). Reference: Wikipedia: Foldable smartphone.
Window Size Classes — Material Design 3 introduces three classes: Compact (< 600dp), Medium (600–839dp), Expanded (≥ 840dp). Foldable in unfolded mode is Expanded. Design must explicitly account for transitions between classes: when unfolding, the app should restructure its layout without reloading the screen (continuity).
How to Ensure Continuity When Folding/Unfolding
The user folds or unfolds the device while using the app. The state must not be lost: if they were reading an article, the scroll position is preserved; if filling a form, entered data is not reset. This is not only a development task—it is a design task: the designer must envision both states as one continuous experience.
Multi-window — Foldable devices are often used in multi-window mode: two apps side by side. This means the app must work correctly at arbitrary widths from 360dp to 900dp+. Fixed-width components are problematic.
Step-by-Step Adaptation Process
- Analyze current design: determine which components need restructuring when WindowSizeClass changes.
- Create frames for all modes: cover, folded, unfolded, table top.
- Design layout rules: for each component, specify how it should behave in each class.
- Document state preservation principles: what must remain when switching modes.
- Review implementation: verify alignment with design.
How We Build the Design
In Figma, we create frames for all modes of specific devices:
| Mode |
Device |
Size (dp) |
| Cover Screen |
Z Fold6 |
968×748 (portrait) |
| Folded |
Z Fold6 |
968×2424 (portrait) |
| Unfolded |
Z Fold6 |
2160×1856 (landscape ~) |
| Table Top |
Z Flip6 |
2636×1080 half |
| Unfolded |
Z Flip6 |
2636×1080 full |
For each mode, we do not do a full redesign but rather a layout adaptation on top of existing components. Navigation: in compact/folded — Bottom Navigation; in expanded/unfolded — NavigationRail or two-panel layout. Lists: one column in compact, two in expanded. Detail view: modal in compact, side panel in expanded. Adaptive design based on existing components is 5 times faster than designing from scratch.
Special attention is given to transitional animations between modes. The unfolding animation should be natural: elements rearrange with motion, not flickering. In Figma, Smart Animate helps demonstrate the concept.
What Is Included in the Work
- Frames for 3+ modes in Figma (cover, folded, unfolded, table top);
- Documentation of layout rules specifying WindowSizeClass and FoldingFeature;
- Developer annotations (state preservation principles, motion animations);
- Training session (1 hour) for your development team;
- 1 week of post-launch support for any design-related questions;
- Review of implementation for design compliance (optional).
Typical Design Mistake
Designing only for one mode and assuming the other "will work itself out." Stretching a mobile layout to Expanded is not adaptation—it's scaling with empty margins. Or the reverse: designing the unfolded mode so that the folded mode barely functions.
Ignoring the crease as a physical constraint. A floating action button placed exactly on the center axis becomes a button that is uncomfortable to press due to the physical relief. The hinge exclusion zone is a real limitation, not theoretical.
Timeframes and Cost
Developing adaptive layouts for foldable devices takes 2–3 business days for an app with an existing mobile design. Cost is determined individually after analysis, with a starting price of $1,500. Contact us to discuss your project and get a consultation from an engineer with years of experience in mobile development.
Comparison of Approaches
| Approach |
Time |
Adaptation |
Cost |
| Static layout |
1–2 days |
None |
Low |
| Adaptive layout with foldable support |
2–3 days |
Full |
Medium |
| Redesign from scratch |
10+ days |
Full |
High |
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.