Skip to content
Ajgori Technologies
All posts

Mobile apps 9 min read

How to plan the first version of a mobile app

How to plan the first version of a mobile app around one user journey, so you launch sooner and learn what to build next.

On this page
  1. Defining the one main user journey for your mobile app MVP
  2. Features to leave out at first
  3. Sketching screens before design
  4. Planning the backend and admin
  5. Testing with real users
  6. Summary

To plan a mobile app MVP, pick the one journey your users most need to complete, cut every feature that does not support it, sketch the screens before any design work, plan the backend and admin tools that make the journey work, and test with real people before launch. The aim is not a smaller version of your full idea. It is the simplest app that proves people want it and teaches you what to build next.

MVP stands for minimum viable product: the smallest version of a product that real users can use and get value from. For a mobile app, that means something people can download, use for a real task and give feedback on. If you are planning an app, our mobile app service page explains how we build them.

Defining the one main user journey for your mobile app MVP

A user journey is the path a person takes through your app to complete a task, such as booking an appointment, ordering a product or logging a job. Most successful first versions do one journey very well.

  1. Write down who the app is for. Be specific: "clinic patients booking follow-up appointments" is more useful than "patients".
  2. Name the problem the app solves for them. What do they do today, and what is frustrating about it?
  3. Choose the one journey that solves it. For example: open the app, choose a service, pick a time, confirm and receive a reminder.
  4. Write the journey as steps. List each step from opening the app to finishing the task. Keep it short.
  5. Define success for the journey. Decide what would show the app is working, such as people completing bookings without calling your office.
  6. Check the journey with real users. Describe it to a few people from your audience and ask whether they would use it. Listen more than you explain.

If you have several groups of users, such as customers and staff, choose the group whose journey matters most for the first version. The others can often use a simple web admin panel at first.

An example journey

Here is how a fitness studio might describe the main journey for a class booking app:

  1. Open the app and sign in, or create an account with an email address.
  2. See this week's classes, with times, instructor and spaces left.
  3. Tap a class and book a place.
  4. Receive a confirmation and a reminder before the class.
  5. Cancel a booking if plans change, within the studio's cancellation rules.

Everything outside this list, such as memberships, payments in the app, instructor profiles or a community feed, is a candidate for a later version. The studio might take payments at the front desk at first and still learn whether members book through the app.

If the journey does not need device features, a web app may be enough, and our comparison of progressive web apps and native apps explains when.

Features to leave out at first

Every feature adds design, development, testing and maintenance. Cutting features is the most effective way to launch sooner and spend less.

  1. List every feature you have in mind. Include everything, even ideas you are unsure about.
  2. Mark the ones the main journey needs. If a feature is not needed to complete the journey, it is a candidate for later.
  3. Question the usual extras. Social sharing, in-app chat, loyalty points, complex profiles, dark mode and multiple languages are common features that can often wait.
  4. Look for manual alternatives. A task you handle by hand behind the scenes, such as confirming bookings by phone at first, can replace a complex feature for a while.
  5. Keep what builds trust. Clear error messages, a way to contact you, privacy information and reliable notifications are not extras. Keep them.
  6. Record the rest. Keep the cut features in a list for later versions. Real user feedback will tell you which ones matter.

A useful test is to ask: "Would a user fail to complete the main journey without this?" If the answer is no, it can probably wait.

Launching on one platform first is another way to reduce scope, and our comparison of native and cross-platform apps explains the options.

Sketching screens before design

Sketches, sometimes called wireframes, are simple drawings of each screen showing what goes where, without colours or styling. They are quick to make and quick to change, which makes them the cheapest place to find problems.

  1. Sketch one screen per step of the journey. Paper and pen are fine. So are simple digital tools.
  2. Show the key content and buttons only. What does the user need to see and tap on this screen?
  3. Connect the screens. Draw arrows to show where each button leads, including the back path.
  4. Include empty and error states. What does the screen show when there is no data yet, when there is no internet connection, or when something fails?
  5. Walk through the sketches with users. Ask someone to "tap" through the paper screens to complete the task. Watch where they hesitate.
  6. Only then move to visual design. Once the flow works on paper, a designer can turn it into polished screens with confidence.

Changing a sketch takes minutes. Changing a finished, coded screen takes far longer.

Planning the backend and admin

The app on the phone is only the front. Behind it sits the backend: the server, database and APIs (the structured way the app exchanges data with the server) that store accounts, bookings or orders and apply your business rules. Most apps also need an admin panel, a website where your team manages content, users and activity.

  1. List the data the journey needs. For example users, services, available times and bookings.
  2. List the actions the server must handle. Creating an account, checking availability, confirming a booking, sending a notification.
  3. Plan the admin tasks. What must your team be able to do? Add services, change prices, view and cancel bookings, answer customers.
  4. Decide what happens without a connection. Some apps must work offline for part of the journey. This adds effort, so decide early whether you need it.
  5. Plan notifications. Push notifications are messages that appear on the phone even when the app is closed. Decide which ones the journey needs, such as confirmations and reminders.
  6. Think about accounts. Decide whether users must sign up before using the app, or only at the step where it is truly needed. Fewer steps before the first useful action usually helps.

The backend and admin panel are often a large share of the work. Include them in any plan and estimate, so there are no surprises later. Our guide to what it costs to build a mobile app explains how these parts affect the budget.

Our guide on preparing to hire a mobile app developer explains how to brief a developer with this plan.

Testing with real users

Testing with real people shows what no internal review can: whether strangers understand the app and complete the journey without help.

  1. Test early prototypes. Clickable prototypes made from the designs can be tested before any code is written.
  2. Use the official beta testing tools. Apple's TestFlight lets you invite testers to try builds before release, and Google Play offers internal, closed and open testing tracks for pre-release versions. On Apple's side, builds for external testers first need approval by App Review for TestFlight.
  3. Recruit testers from your audience. A few people who match your target users give better feedback than many friends who do not.
  4. Give a task, not a tour. Ask testers to complete the main journey, then watch or ask them to describe what happened. Avoid explaining the app first.
  5. Collect crash reports and simple analytics. Know when the app crashes and where users stop in the journey.
  6. Fix, then test again. Prioritise problems that stop people finishing the journey.

After launch, keep the same habit. Watch how people use the app, talk to them, and let their behaviour decide which cut features come back first.

What to measure after launch

Decide before launch which signals will tell you whether the first version works. A few clear measures are more useful than a large dashboard.

  • Journey completion. How many people who start the main journey finish it, and at which step others stop.
  • Return use. Whether people come back and use the app again, which shows it solves a real need.
  • Crashes and errors. How often the app crashes or shows errors, and on which devices.
  • Support contacts. What people ask about, which usually points to unclear screens or missing information.
  • Direct feedback. Short in-app questions or conversations with users about what they would change.

Review these regularly and use them to plan the next version. If people do not complete the main journey, fix that before adding anything new.

Allow time for store review before launch, as our guide to the app store submission process explains.

Summary

  • Choose one user group and one main journey, and define what success looks like.
  • Cut every feature the journey does not need, but keep what builds trust.
  • Sketch every screen, including empty and error states, and test the sketches with users.
  • Plan the backend, admin panel, notifications and accounts as part of the first version.
  • Test with real users through prototypes and the official beta testing tools before launch.

A focused first version is faster to launch and far easier to improve with real feedback. If you're planning a mobile app, you can tell us about your idea here.

Mobile apps

Related posts

Mobile apps

What it costs to build a mobile app

The parts of an app that drive its cost, including the backend and admin panel many quotes leave out, plus running costs.

7 min read

Working on something?

Get in touch and tell us about it.