Custom UI Kit Development for Mobile Apps

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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Custom UI Kit Development for Mobile Apps
Medium
~3-5 days
Frequently Asked Questions

Our competencies:

Development stages

Latest works

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The Problem of Inconsistent Design in Mobile Apps

Let's face it: when in a project buttons are copy-pasted from old mockups and colors vary between screens by eye — that's a symptom of a missing UI kit. This situation leads to each new screen requiring manual alignment, style copying, and constant revisions. By our estimates, this eats up to 70% of a designer's time during the interface creation phase. Instead of standardized components, the team spends time polishing scattered artifacts. The solution is a single source of truth in Figma: a component library with Auto Layout and Variants, from which all screens are assembled. This approach reduces the time to create a new screen from a full day to 2–4 hours.

Compare: without a UI kit, color and spacing consistency relies on checklists and the designer's memory. With a UI kit, the designer simply drags a ready component and configures it via the properties panel. Time savings — up to 70% in the design phase, and spacing errors drop by 5 times. This can save up to 40% of the budget on mobile screen design.

Our projects confirm: implementing a UI kit reduces screen development time by 3–4 times and cuts the number of revisions during handoff to development. Below we break down the composition and process of creating an effective UI kit.

How to Build a UI Kit That Saves Hours of Development?

Step 1. Analysis and Token Formation

We start with an audit of the existing design: collecting all used colors, fonts, spacings, and shadows. We form design tokens — unified variables for color, typography, spacing, and border-radius. This is the foundation from which all components derive.

Step 2. Creating Atomic Components

We build basic elements: buttons, input fields, icons. Each component uses Auto Layout at all levels. This ensures components stretch to content and have no fixed sizes. For example, an input field with short and long helper text is one component, not two.

Step 3. Configuring Variants and Component Properties

We combine button variants (Primary, Secondary, Tertiary, Destructive) and states (Default, Hover, Pressed, Disabled, Loading) into a single master component using Figma Variants. The designer selects the desired combination via the Properties panel. A button with 4 types × 3 sizes × 5 states = 60 variants in one component.

Step 4. Documentation and Handoff

Each component is accompanied by documentation: when to use, anatomy, behavior rules. This accelerates onboarding of new designers and developers. Standard practice is described in Design system.

What Does a Mobile App UI Kit Include?

Base Layer — Design Tokens

Colors (primary, secondary, surface, error, on-surface, etc. per Material Design 3 or a custom system), typography (fonts, sizes, line-height, letter-spacing for each style), shadows, border-radius, spacing grid (4pt or 8pt base step). These tokens are the foundation of the entire system.

Atomic Components

  • Buttons — Primary, Secondary, Tertiary, Destructive; sizes Large/Medium/Small; states Default/Hover/Pressed/Disabled/Loading
  • Input fields — with label, placeholder, helper text, error state, success state; with icons left/right; single-line and multiline
  • Navigation — Tab Bar (iOS style and Material Bottom Nav), Top App Bar with variants (with search, with action icons), Drawer
  • Cards — basic card with multiple layout variants (horizontal, vertical, with media)
  • Lists / List Items — with icon, with avatar, with trailing element, divider variants
  • Badges and Tags — status, numeric, text
  • Bottom Sheet / Modal — basic container with handle
  • Toasts and Snackbars — success, error, warning, info
  • Empty States — with illustration and CTA
  • Loading States — skeleton screens for cards, lists, text

Main Components and Their States

Component States
Button Default, Hover, Pressed, Disabled, Loading
Input field Default, Focused, Error, Success, Disabled

How We Build Components in Figma

Each component uses Auto Layout at all levels. This is critical: components must stretch to content, not have fixed sizes. An input field with short and long helper text is one component, not two.

Variants and Component Properties — for managing states and configurations without duplication. A button with 4 types × 3 sizes × 5 states = 60 variants in one master component. The designer selects the needed configuration via the Properties panel, not by copying components.

Naming — strict: ComponentName/Variant=Value, State=Value. This matters not only for order but also for Figma Variables binding and for developers reading the spec.

Dark theme — if planned in the project — is implemented via Figma Variables (Mode switching). One set of components, two color schemes. No file duplication.

Documentation Inside the Kit

Each component has a separate frame with a documentation layer: when to use, when not to use, anatomy. This is not "nice to have", it's functional: a new designer on the team or a developer opens the kit and understands the rules without a call.

How Does the UI Kit Sync with Code?

The Figma UI kit is the source of truth for code. For React Native — kit components correspond to components in StyleSheet or Styled Components / NativeWind. For Flutter — widgets in ThemeData and a custom widget library.

Tokens from Figma can be exported via Tokens Studio (plugin) to JSON and synced with the codebase via Style Dictionary. This eliminates manual synchronization of colors and typography between design and code.

Comparison: With and Without a UI Kit

Criterion Without UI Kit With UI Kit
Time to create a screen 1–2 days 2–4 hours
Color consistency Low High
Time to onboard a new designer Weeks Days
Spacing errors Frequent Rare
Full list of components
  • Buttons of all types and sizes
  • Input fields with validation
  • Navigation elements
  • Cards and lists
  • Badges and tags
  • Modals and snackbars
  • Empty states and skeletons

Timeline and Cost

A basic UI kit for a mobile app (without a design token pipeline) — 3–5 working days. Depends on the number of components, complexity of variants, and presence of a dark theme.

Cost is calculated individually after scope assessment. We'll assess your project for free — contact us for a consultation. Order a UI kit development and speed up screen creation.

Our experience: over 10 years in mobile development, dozens of implemented UI kits for iOS, Android, and cross-platform. We guarantee your kit will be synced with the codebase and reduce the time to ship new screens.

Get a consultation and order a turnkey UI kit development.

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.