DEV SOLUTIONS · MOBILE

Mobile application development.

Apps for the part of the business that happens away from a desk: a technician at a machine, a salesperson in a dealer's office, a driver at a loading bay. We build for iOS and Android, handle the store releases, and make the app useful when the network is not.

WHAT WE BUILD

The app is only useful if the workflow is.

01

Field service and inspections

Job lists, checklists, photo evidence, signatures and offline capture. Usually replacing paper, or a spreadsheet that is really a to-do list.

02

Scanning and identification

Camera and barcode or QR scanning that resolves a part, an asset or a bin to the right record — the fastest way to make a catalog usable in the field.

03

Ordering and approvals

A sales or dealer app that browses the catalog, builds an order and submits it for approval, with the totals and history the back office already expects.

04

Customer-facing apps

Part lookup, warranty registration, service booking and order tracking for your own customers, branded as your product rather than a generic portal.

05

Companion apps to a web platform

A mobile surface for the web application you already run: push notifications, offline data, camera and location, against the same backend and the same logins.

06

Store releases, handled

Signing, provisioning, privacy declarations, review notes and staged rollouts. The part most teams underestimate, and the part we take off your desk.

ONE CODEBASE OR TWO

Cross-platform first, native where it earns it.

Most business apps do not need two separate builds. We start cross-platform — one codebase for iOS and Android — and go native only where the platform genuinely demands it: heavy graphics, unusual hardware, or a feel a shared runtime cannot match.

We say which one a project needs after scoping it, not before, and we tell you what the native route costs in time and money. Building two apps when one would do is the most common way a mobile budget is wasted.

  • Offline-first — the user works against local data; the app queues changes and syncs when a connection returns.
  • A visible sync state — nobody should have to guess whether their work was saved.
  • Push notifications — job assignments, approvals and status changes, with permission asked for when it makes sense.
  • Camera, codes and location — used where the workflow needs them, never tracked in the background without a reason the user can see.
  • Payments and subscriptions — in-app purchase or a payment gateway, whichever your business actually needs.
  • Small screens and daylight — designed for a phone held in one hand, outdoors, sometimes with gloves on.

RELEASING

Getting into the stores is part of the job.

  1. 1

    Accounts in your name

    The Apple and Google developer accounts belong to your business, because the listing, the ratings and the users do.

  2. 2

    Internal testing

    TestFlight and the Play internal track, so your team can use real builds on real phones weeks before launch.

  3. 3

    Review-ready submission

    Privacy declarations, permissions, demo credentials and review notes written so a reviewer can actually test the app.

  4. 4

    Staged rollout

    A percentage release first, watched, then widened — so a bad build reaches a few users rather than all of them.

  5. 5

    Updates you can run

    Documented release steps, a version policy and crash reporting, so the next update does not have to come through us.

QUESTIONS

Mobile development, answered.

Should we build one app or two?

One codebase, two stores, unless the app needs something a cross-platform runtime handles badly — heavy graphics, unusual hardware or a deeply platform-specific feel. For field service, scanning, ordering and approvals, cross-platform is usually the right answer and roughly half the cost of two native builds.

Who publishes the app to the App Store and Play Store?

We prepare and submit the release, but the developer accounts stay in your name, because the listing, the ratings and the users belong to you. You can also take the release process and submit it yourself — it is documented for exactly that.

What happens when there is no network?

Apps we build for the field are offline-first: the user works against local data, the app queues what changed, and syncs when a connection returns, with a visible state so nobody has to guess whether their work was saved.

How long does a mobile app take?

A focused first version — sign-in, the main workflow, offline data and a store release — is typically one to three months depending on how many backend integrations it needs. We deliver it in slices, so the first usable build arrives well before the store release.

Put the workflow in your team's pocket.

Tell us what happens today on paper, in spreadsheets or over the phone. That is usually the app worth building first.