Planning guide

How to Plan a Mobile App: A Practical Guide for Non Technical Founders

Knowing how to plan a mobile app matters more than knowing how to build one. The plan decides what the first version includes, how long it takes and what it costs. This guide walks through the planning steps we go through with founders, from the first idea to a launch in the stores.

Thomas Siudut
Thomas SiudutCo-Founder and CEO, Apps Value
October 13, 202612 min read
  • App planning
  • First version
  • Workshop

Short answer

To plan a mobile app, start with the one problem it solves for a specific group of users, not with a list of features. Write down what the first version has to prove, keep onboarding short and ask users only for the data you need. A development team then turns this into a written scope, screen mockups and a price, usually within about two weeks. A first version typically takes two to three months to build, delivered in stages you can test on your own phone.

Key takeaways for founders

  • Value before features. Copying the biggest apps leads to perfectionism. If the core flow works without a feature, it waits for version two.
  • Your knowledge of users is the input. The team designs and builds. The founder brings the industry and the target group.
  • A plan becomes a price before the build. Conversations, a first scope and a workshop, then a final price before the contract.
  • Some tasks stay with you. Legal documents, store accounts and access for the team are on the founder's side and are best started early.

Start from the value, not from the giants

The most common planning mistake we see is a feature list modeled on the biggest apps on the market. A feed from one platform, a chat from another, recommendations from a third. Each item sounds reasonable, and together they bury the one thing the app should do better than anything its users have today.

What follows is usually perfectionism. Every addition pushes the launch further away, and the product still has not met a single real user. A good first version does one job well for one group of people, and the rest waits until users show what they actually need.

A recent example: a founder planned a long onboarding with polished animations, several screens before the user saw anything useful. We could see it would cost sign ups before the app had a chance to prove itself, so we replaced it with two short screens that ask only for what the next step needs.

For everything else on the list, one question does most of the work: does the core flow work without it? If it does, it can wait. In practice this often moves things like chat between users, extra ways to sign in, referral programs or AI features to version two. None of them is a bad idea. They simply work better once you know how real users behave.

It helps to write the core flow down as a short sequence before anything else. For a home workout app with a subscription, it can be as simple as this:

Open the appPick a goalStart a workoutLog itSee the week

Everything that serves this sequence is version one. Everything that does not is a candidate for later. Applied to the same app, the split could look like this:

Version one
  • A short sign up with a goal and a level
  • A weekly plan of workouts
  • Logging a finished workout
  • A simple view of progress
  • A subscription with a free trial
Version two
  • Challenges and a community feed
  • Syncing with smartwatches
  • Nutrition plans
  • An AI coach that adjusts the plan
  • Referral codes and rewards
Sketching the first screens of a mobile app on paper

The more data an app asks for up front, the more people leave before they finish. Ask only for what you need at this moment.

We see it in almost every project. A profile photo, preferences or a delivery address make more sense when the user already understands why the app needs them. Whatever the product, the order often looks like this:

At sign upEmail or phone number, and nothing else
At the first key actionOnly what that action needs, such as an address for a delivery
Later, when it mattersA profile photo, preferences and other optional details

Know your users before anyone designs a screen

For a product in a niche, the most valuable thing a founder brings is industry knowledge and a clear picture of the target group. Who the users are, what they do today without the app, what frustrates them and what would make them switch.

A development team can design the flows, choose the technology and build the product, but it cannot invent the users. When it is unclear who the app is for, even good code ends up solving the wrong problem. Before the first workshop, it helps to have short answers to four questions:

  • Who the users are. One group, or two when the app connects customers with providers.
  • What they use today. A spreadsheet, a messaging app, phone calls or a competitor's product.
  • What the app makes easier. One sentence, written before any list of screens.
  • How the app makes money. Subscription, one time purchase, commission or a business paying for its team.

It is also worth lining up five real users you can talk to in the coming weeks. Not friends being polite, but people who have the problem today. They will give you honest feedback on the mockups and test the first builds on their phones.

Two founders reviewing their product plan on a laptop

Decide how you will know it works

A plan needs a finish line that is not the launch date. Pick one number that shows the app is doing its job, and a target with a date. Without it, every discussion about the next feature turns into a matter of taste.

For a marketplace it could be completed transactions each week by the third month. For a subscription product, how many people are still active after thirty days. For a community app, how many members post or reply each week. One number is enough, and it settles a lot of later debates about what to build next.

Plan the third app: the admin panel

When founders describe a platform, they usually describe two apps: one for customers and, on a marketplace, one for providers. The third part rarely makes it into the first plan, even though the business depends on it from day one.

That part is the admin panel, where your team approves providers, settles disputes, issues refunds and edits content. It has no store listing and no users outside the company, so it is easy to forget, and when it is left for later the same work happens in spreadsheets and email threads.

To plan it, list the tasks your team will handle every week and the decisions you would not leave to an automatic rule. Each of them becomes a screen or an action in the panel. On a platform where providers meet customers in person, verifying each provider before their first job is a typical example.

Is your plan ready for a development team?

A plan does not need to be long to be useful. Before you talk to any team, check whether you can answer these points in a sentence or two each. Gaps are fine, they simply show what to settle first.

A quick readiness check

  • You can describe your users and the problem they have today in one sentence
  • You know what they use instead of your app right now
  • You can write the core flow in four or five steps
  • You have split your ideas into version one and version two
  • You know how the app makes money and who pays whom
  • You know which tasks your team will handle in the admin panel
  • You have picked one number that will show the app is working

From the first call to a signed contract in about two weeks

Once the idea is on paper, planning with a team follows a simple path.

ConversationsFirst scopeEstimateWorkshopFinal priceContract

After a few conversations we write an initial scope and an estimate. If it works for the founder, we move to a workshop to settle the details, and only then name the final price. That way the number in the contract reflects decisions already made, not guesses.

A product team discussing the scope in front of a whiteboard

What the planning workshop gives you

The workshop usually takes one full working day, or two to three for more complex products. Our technical team and a UI and UX designer sit down with the founder, and with the founder's own technical team if there is one.

ScopeA clearly defined scope in a product requirements document
DesignMockups of the screens in the first version
PrototypeFor some projects, a clickable prototype to test the flow

A good workshop is mostly questions, and the useful ones are rarely about technology. Expect to hear things like:

  • What happens when a user cancels or asks for a refund? These rules shape the payment flow, the notifications and the admin panel.
  • Who can do what? Users, your team and, on a platform, providers usually need different permissions from the start.
  • What does the user see when something goes wrong? A failed payment, something that is no longer available, no internet connection.
  • Which screen can wait? Every screen removed from version one makes the rest of the plan more reliable.

The workshop is also where the line between version one and version two is drawn for good. Ideas that come up later are not lost, they become the next stage. More on how we approach first versions is on our page about MVP development for startups.

How long a first version takes, and what makes it longer

A typical first version takes two to three months from the signed contract to publication in the stores. Two things stretch that time more than anything else:

  • Complex business logic. Several user groups, bookings that move through many states and rules that depend on each other. Domedo, a platform where physiotherapists visit patients at home, is a good example.
  • Advanced payments. Commissions for the platform, payouts to providers and refunds add work in the app, in the backend and in the admin panel.

Budget follows the same logic. We keep figures out of articles, but our pricing page explains how first versions are priced.

Building in stages you can test on your phone

Every project is split into stages, and each one ends with a demo of working features rather than slides or status reports.

Between demos, test builds go straight to the founder's phone through Firebase App Distribution on Android and TestFlight on iPhone. So instead of waiting months, you tap through the first part of the app yourself early in the project.

First stageSign up and the core flowDemo and a test build
Next stagesPayments, the admin panel and the remaining screensDemo after each stage
LaunchStore review and publicationFixes under warranty

What stays on the founder's side

A few tasks stay with the founder whoever builds the app. None of them is technical, but each can hold up the launch if it waits until the last week.

On your side during the build

  • Legal matters around the product, including the privacy policy and the terms of use
  • A D-U-N-S number for your company, which Apple and Google ask for when you enroll as an organization. It can take several days, so request it first
  • Developer accounts on Google Play and the App Store, registered to your company, together with the documents both stores ask for
  • A public page with the privacy policy, plus a support email and website address, all shown on the store listing
  • A bank account connected to the payment provider, if the app takes payments or pays out to providers
  • Access for the team to the services the app uses, for example Google Cloud Console
  • A test account for store reviewers if the app needs a login, so the review is not stopped on the first screen

Starting them while design and development are underway keeps them off the critical path.

A person using a mobile app on a smartphone

Launch and the first weeks after it

Leave a buffer for publication. Store review sometimes takes longer than expected, and no development team can speed it up, so a launch date with a few spare days saves a stressful final week.

After launch, fixes are covered by our warranty, and ongoing work such as updates for new system versions and monitoring runs under a separate service level agreement. Our page on mobile app maintenance services has the details.

FAQ

How long does it take to plan a mobile app?

With us, about two weeks from the first conversation to a signed contract. That includes a few conversations, a first scope and estimate, and a planning workshop of one to three days.

Do I need technical knowledge to plan an app?

No. The founder brings knowledge of the users and the market, and the team handles the technology. What matters most is a clear picture of who the app is for and what it should make easier.

What do I get after the planning stage?

A clearly defined scope in a product requirements document, mockups of the screens and, for some projects, a clickable prototype. Together they are the basis for the final price.

What should I prepare before the planning workshop?

A clear picture of your users and how they handle the problem today, the one task the app should make easier, how it will make money, and examples of apps or screens you like. Real content and the rules of your business help too.

What if I want to change something during the build?

New ideas are normal once you see the app working. We plan them together with you as a next stage, with its own scope and price, so the current stage stays on track. The clearer the first scope, the fewer of these come up halfway through.

How long does it take to build the first version?

Typically two to three months from the signed contract to publication. Complex business logic and advanced payments, such as commissions and payouts, extend that time.

Thomas Siudut

Written by

Thomas Siudut

Co-Founder and CEO, Apps Value

Thomas sets the company's long term strategy and direction, identifies market opportunities, and owns business development and client acquisition. He builds strategic partnerships that last beyond a single project. He works with clients from the first strategy conversation, so their business goals, not just their feature list, drive every decision.

Next step

Turn your idea into a plan a team can build

Send us your idea or book a short call. From the first conversation you get:

A scope in plain language, not technical jargonHonest advice on what can wait for version twoA clear price before the build startsAccounts and code in your company's name
Two people sketching app screens on a whiteboardQ4 Workshops Slots Available