Mobile App Information Architecture Design

TRUETECH is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.

Development and support of all types of mobile applications:

Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Mobile App Information Architecture Design
Medium
from 1 day to 3 days
Frequently Asked Questions

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Development stages

Latest works

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Mobile App Information Architecture Design

We design mobile application information architecture so users find any function in three taps. A weak IA, designed without real scenario analysis, is the main reason for audience loss after the first launch. Our team with 5 years of mobile development experience has delivered over 50 projects with well-crafted architecture. Assess your project — contact us for a free consultation.

Why is mobile app information architecture critical?

Without thoughtful IA, users waste time searching, get frustrated, and delete the app. According to UX Salon, 70% of users leave an app if they cannot find the required feature in three taps. In mobile apps with deep hierarchies (4–5 levels), this metric doubles. Card sorting and tree testing at the IA stage reduce rework risk by 40%, saving up to two weeks of development.

Where does IA break most often? — Information Architecture Design

Deep hierarchies are the most common mistake. An app with 4–5 nested screen levels without a quick return to the top is almost a guaranteed onboarding failure. On iOS, the standard UINavigationController handles it, but the user does not.

Another typical situation: duplicating content in multiple sections. The product team adds “Favorites”, “History”, “My Purchases” as separate sections, although from the user’s mental model it’s all one object — “My”. As a result, the app has three different ways to get to the same thing, and none is obvious.

Errors in taxonomy — when categories overlap or do not cover all content — are discovered later. Card sorting with 15–20 real users at the IA stage eliminates most of them before they enter wireframes.

How we design the architecture

We start with a content and function inventory. Every screen, every action, every data type — into a table. Typically we end up with 40–120 entities for an average complexity app. After that — affinity mapping: grouping without regard to existing design.

Next — tree testing. A tool like Optimal Workshop Treejack or similar allows you to test the hierarchy without a single pixel of design. A test of 10–15 tasks, 20+ participants — and you already see where users get lost. This is incomparably cheaper than reworking a finished prototype.

For mobile apps, we separately work out:

  • Primary navigation — Tab Bar (iOS) / Bottom Navigation (Android) vs. Drawer. Rule: if there are more than 5 sections and they are not comparable in usage frequency, think differently.
  • Secondary navigation — how the user moves within a section, where to use push, modal, or contextual actions.
  • Global entry points — search, notifications, profile. Their placement affects the rest of the hierarchy.
  • Edge cases — empty states, errors, onboarding. They often fall out of IA and are added chaotically later.

Output — a structured diagram in Figma (FigJam) or Miro: a visual tree with transition types and section priority. Not just a sketch, but a document from which a designer takes wireframes and a developer takes routing structure.

Example: for a food delivery app, we reduced the number of sections from 5 to 3 by merging “Orders”, “Delivery”, and “History” into one block. Tree testing showed a 34% increase in search success. This saved the client two weeks in rework.

How to evaluate information architecture quality?

The best method is tree testing. Formulate 10–15 typical user tasks and check if test participants can find the desired section. If success rate is below 80%, the architecture should be reconsidered. Additionally, use card sorting to verify category grouping.

Full IA design cycle
  • Content and function inventory
  • Card sorting with 15–20 users
  • Hierarchical diagram creation
  • Tree testing with 20+ participants
  • Documentation with rationale

Artifacts and applicability

Artifact Tool For whom
Content inventory Notion / Google Sheets PM, designer
Hierarchical diagram (sitemap) FigJam / Miro Designer, developer
Card sorting results Optimal Workshop UX researcher, PM
Tree test report Treejack PM, designer
IA document with rationale Confluence / Notion Entire team

An IA document outlives its initial purpose. A good document is used when adding new features 6–12 months later, after the original team has changed.

Comparison of IA validation methods

Method Goal Participants Resources
Card sorting Determine category grouping 15–20 2–3 hours, sheets or service
Tree testing Test navigation in hierarchy 20+ 1–2 hours, service (Treejack)

Timelines and stages

For a simple app (10–20 screens), the full cycle — 1 day: inventory + diagram + basic validation. For a medium app (30–60 screens) with card sorting and tree testing — 2–3 days. Complex enterprise apps or rebranding an existing product with accumulated content — a separate story, timelines discussed after audit.

Cost is calculated individually after analysis of requirements and existing materials.

What’s included in the work

  • Content and function inventory (40–120 entities)
  • Card sorting with 15–20 users
  • Hierarchical diagram in FigJam/Miro
  • Tree testing with 20+ participants
  • Documentation with rationale (Confluence/Notion)
  • Consultations on implementation and adaptation for new features

Get a consultation on your project — contact us. Order turnkey information architecture design. We’ll complete the full cycle — from inventory to documentation. We’ll assess your project in 1 business day.

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.