Design
UI/UX Best Practices for Mobile Apps in 2025
October 26, 2025
6 min read
Abdullah KabliUI/UX Best Practices for Mobile Apps in 2025
October 26, 2025 — This month, I've been reviewing dozens of Saudi app designs, and I'm noticing a pattern: many founders are still designing like it's 2023. The mobile design landscape has shifted dramatically in 2025, and if you're not adapting, you're falling behind.
Here's what's actually working in October 2025, based on real user data from apps we've shipped this quarter.
What Changed in 2025?
1. Gesture-First Navigation
Bottom navigation bars are out. Swipe gestures are in. Users expect:
- Swipe to go back
- Long-press for context menus
- Pull-to-refresh everywhere
2. Dark Mode is Default
70% of users prefer dark mode. Design for dark first, light second.
3. Micro-Interactions Matter
Every tap, swipe, and scroll should have feedback. Subtle animations create delight.
Typography in 2025
Variable fonts are now standard. They allow:
- Smooth weight transitions
- Better Arabic support
- Smaller file sizes
For Arabic apps, use:
- Noto Sans Arabic (free, excellent)
- SaudiWeb (premium, local feel)
- Tajawal (modern, clean)
Color Systems
Move beyond primary/secondary. Build a semantic color system:
```
- Brand colors (identity)
- Semantic colors (success, error, warning)
- Neutral scale (backgrounds, borders)
- Overlay colors (modals, toasts)
```
Spacing & Layout
Use an 8px grid system. Everything should be a multiple of 8:
- Padding: 8px, 16px, 24px, 32px
- Margins: 16px, 24px, 32px, 48px
- Component sizes: 40px, 48px, 56px
Accessibility is Non-Negotiable
Your app must support:
- Screen readers (VoiceOver, TalkBack)
- Dynamic type (text scaling)
- High contrast mode
- Reduced motion preferences
Performance = UX
Users expect:
- App launch < 2 seconds
- Screen transitions < 300ms
- Image loading with placeholders
- Offline-first architecture
The ATK Design Process
1. Research (Week 1): User interviews, competitive analysis
2. Wireframes (Week 2): Low-fi flows, information architecture
3. UI Design (Week 3-4): High-fi screens, design system
4. Prototyping (Week 5): Interactive Figma prototype
5. Testing (Week 6): User testing, iteration
Tools We Use
- Figma: Design and prototyping
- Principle: Advanced animations
- Maze: User testing
- Stark: Accessibility checking
Common Mistakes
1. Too Many Fonts
Stick to 2 fonts maximum. One for headings, one for body.
2. Inconsistent Spacing
Use a design system. Every spacing value should be intentional.
3. Poor Touch Targets
Minimum 44x44px for all interactive elements.
4. Ignoring Empty States
Design for when there's no data. Make it helpful, not boring.
Conclusion
Great UI/UX is invisible. Users don't notice good design—they just enjoy using your app.
Need a design that converts? [Let's talk](https://atkabli.com/contact).
---
ATK — Licensed Freelance Product Studio
Designing apps that users love.
1. Gesture-First Navigation
Bottom navigation bars are out. Swipe gestures are in. Users expect:
- Swipe to go back
- Long-press for context menus
- Pull-to-refresh everywhere
2. Dark Mode is Default
70% of users prefer dark mode. Design for dark first, light second.
3. Micro-Interactions Matter
Every tap, swipe, and scroll should have feedback. Subtle animations create delight.
Typography in 2025
Variable fonts are now standard. They allow:
- Smooth weight transitions
- Better Arabic support
- Smaller file sizes
For Arabic apps, use:
- Noto Sans Arabic (free, excellent)
- SaudiWeb (premium, local feel)
- Tajawal (modern, clean)
Color Systems
Move beyond primary/secondary. Build a semantic color system:
```
- Brand colors (identity)
- Semantic colors (success, error, warning)
- Neutral scale (backgrounds, borders)
- Overlay colors (modals, toasts)
```
Spacing & Layout
Use an 8px grid system. Everything should be a multiple of 8:
- Padding: 8px, 16px, 24px, 32px
- Margins: 16px, 24px, 32px, 48px
- Component sizes: 40px, 48px, 56px
Accessibility is Non-Negotiable
Your app must support:
- Screen readers (VoiceOver, TalkBack)
- Dynamic type (text scaling)
- High contrast mode
- Reduced motion preferences
Performance = UX
Users expect:
- App launch < 2 seconds
- Screen transitions < 300ms
- Image loading with placeholders
- Offline-first architecture
The ATK Design Process
1. Research (Week 1): User interviews, competitive analysis
2. Wireframes (Week 2): Low-fi flows, information architecture
3. UI Design (Week 3-4): High-fi screens, design system
4. Prototyping (Week 5): Interactive Figma prototype
5. Testing (Week 6): User testing, iteration
Tools We Use
- Figma: Design and prototyping
- Principle: Advanced animations
- Maze: User testing
- Stark: Accessibility checking
Common Mistakes
1. Too Many Fonts
Stick to 2 fonts maximum. One for headings, one for body.
2. Inconsistent Spacing
Use a design system. Every spacing value should be intentional.
3. Poor Touch Targets
Minimum 44x44px for all interactive elements.
4. Ignoring Empty States
Design for when there's no data. Make it helpful, not boring.
Conclusion
Great UI/UX is invisible. Users don't notice good design—they just enjoy using your app.
Need a design that converts? [Let's talk](https://atkabli.com/contact).
---
ATK — Licensed Freelance Product Studio
Designing apps that users love.
70% of users prefer dark mode. Design for dark first, light second.
3. Micro-Interactions Matter
Every tap, swipe, and scroll should have feedback. Subtle animations create delight.
Typography in 2025
Variable fonts are now standard. They allow:
- Smooth weight transitions
- Better Arabic support
- Smaller file sizes
For Arabic apps, use:
- Noto Sans Arabic (free, excellent)
- SaudiWeb (premium, local feel)
- Tajawal (modern, clean)
Color Systems
Move beyond primary/secondary. Build a semantic color system:
```
- Brand colors (identity)
- Semantic colors (success, error, warning)
- Neutral scale (backgrounds, borders)
- Overlay colors (modals, toasts)
```
Spacing & Layout
Use an 8px grid system. Everything should be a multiple of 8:
- Padding: 8px, 16px, 24px, 32px
- Margins: 16px, 24px, 32px, 48px
- Component sizes: 40px, 48px, 56px
Accessibility is Non-Negotiable
Your app must support:
- Screen readers (VoiceOver, TalkBack)
- Dynamic type (text scaling)
- High contrast mode
- Reduced motion preferences
Performance = UX
Users expect:
- App launch < 2 seconds
- Screen transitions < 300ms
- Image loading with placeholders
- Offline-first architecture
The ATK Design Process
1. Research (Week 1): User interviews, competitive analysis
2. Wireframes (Week 2): Low-fi flows, information architecture
3. UI Design (Week 3-4): High-fi screens, design system
4. Prototyping (Week 5): Interactive Figma prototype
5. Testing (Week 6): User testing, iteration
Tools We Use
- Figma: Design and prototyping
- Principle: Advanced animations
- Maze: User testing
- Stark: Accessibility checking
Common Mistakes
1. Too Many Fonts
Stick to 2 fonts maximum. One for headings, one for body.
2. Inconsistent Spacing
Use a design system. Every spacing value should be intentional.
3. Poor Touch Targets
Minimum 44x44px for all interactive elements.
4. Ignoring Empty States
Design for when there's no data. Make it helpful, not boring.
Conclusion
Great UI/UX is invisible. Users don't notice good design—they just enjoy using your app.
Need a design that converts? [Let's talk](https://atkabli.com/contact).
---
ATK — Licensed Freelance Product Studio
Designing apps that users love.
Variable fonts are now standard. They allow:
- Smooth weight transitions
- Better Arabic support
- Smaller file sizes
For Arabic apps, use:
- Noto Sans Arabic (free, excellent)
- SaudiWeb (premium, local feel)
- Tajawal (modern, clean)
Color Systems
Move beyond primary/secondary. Build a semantic color system:
```
- Brand colors (identity)
- Semantic colors (success, error, warning)
- Neutral scale (backgrounds, borders)
- Overlay colors (modals, toasts)
```
Spacing & Layout
Use an 8px grid system. Everything should be a multiple of 8:
- Padding: 8px, 16px, 24px, 32px
- Margins: 16px, 24px, 32px, 48px
- Component sizes: 40px, 48px, 56px
Accessibility is Non-Negotiable
Your app must support:
- Screen readers (VoiceOver, TalkBack)
- Dynamic type (text scaling)
- High contrast mode
- Reduced motion preferences
Performance = UX
Users expect:
- App launch < 2 seconds
- Screen transitions < 300ms
- Image loading with placeholders
- Offline-first architecture
The ATK Design Process
1. Research (Week 1): User interviews, competitive analysis
2. Wireframes (Week 2): Low-fi flows, information architecture
3. UI Design (Week 3-4): High-fi screens, design system
4. Prototyping (Week 5): Interactive Figma prototype
5. Testing (Week 6): User testing, iteration
Tools We Use
- Figma: Design and prototyping
- Principle: Advanced animations
- Maze: User testing
- Stark: Accessibility checking
Common Mistakes
1. Too Many Fonts
Stick to 2 fonts maximum. One for headings, one for body.
2. Inconsistent Spacing
Use a design system. Every spacing value should be intentional.
3. Poor Touch Targets
Minimum 44x44px for all interactive elements.
4. Ignoring Empty States
Design for when there's no data. Make it helpful, not boring.
Conclusion
Great UI/UX is invisible. Users don't notice good design—they just enjoy using your app.
Need a design that converts? [Let's talk](https://atkabli.com/contact).
---
ATK — Licensed Freelance Product Studio
Designing apps that users love.
Use an 8px grid system. Everything should be a multiple of 8:
- Padding: 8px, 16px, 24px, 32px
- Margins: 16px, 24px, 32px, 48px
- Component sizes: 40px, 48px, 56px
Accessibility is Non-Negotiable
Your app must support:
- Screen readers (VoiceOver, TalkBack)
- Dynamic type (text scaling)
- High contrast mode
- Reduced motion preferences
Performance = UX
Users expect:
- App launch < 2 seconds
- Screen transitions < 300ms
- Image loading with placeholders
- Offline-first architecture
The ATK Design Process
1. Research (Week 1): User interviews, competitive analysis
2. Wireframes (Week 2): Low-fi flows, information architecture
3. UI Design (Week 3-4): High-fi screens, design system
4. Prototyping (Week 5): Interactive Figma prototype
5. Testing (Week 6): User testing, iteration
Tools We Use
- Figma: Design and prototyping
- Principle: Advanced animations
- Maze: User testing
- Stark: Accessibility checking
Common Mistakes
1. Too Many Fonts
Stick to 2 fonts maximum. One for headings, one for body.
2. Inconsistent Spacing
Use a design system. Every spacing value should be intentional.
3. Poor Touch Targets
Minimum 44x44px for all interactive elements.
4. Ignoring Empty States
Design for when there's no data. Make it helpful, not boring.
Conclusion
Great UI/UX is invisible. Users don't notice good design—they just enjoy using your app.
Need a design that converts? [Let's talk](https://atkabli.com/contact).
---
ATK — Licensed Freelance Product Studio
Designing apps that users love.
Users expect:
- App launch < 2 seconds
- Screen transitions < 300ms
- Image loading with placeholders
- Offline-first architecture
The ATK Design Process
1. Research (Week 1): User interviews, competitive analysis
2. Wireframes (Week 2): Low-fi flows, information architecture
3. UI Design (Week 3-4): High-fi screens, design system
4. Prototyping (Week 5): Interactive Figma prototype
5. Testing (Week 6): User testing, iteration
Tools We Use
- Figma: Design and prototyping
- Principle: Advanced animations
- Maze: User testing
- Stark: Accessibility checking
Common Mistakes
1. Too Many Fonts
Stick to 2 fonts maximum. One for headings, one for body.
2. Inconsistent Spacing
Use a design system. Every spacing value should be intentional.
3. Poor Touch Targets
Minimum 44x44px for all interactive elements.
4. Ignoring Empty States
Design for when there's no data. Make it helpful, not boring.
Conclusion
Great UI/UX is invisible. Users don't notice good design—they just enjoy using your app.
Need a design that converts? [Let's talk](https://atkabli.com/contact).
---
ATK — Licensed Freelance Product Studio
Designing apps that users love.
- Figma: Design and prototyping
- Principle: Advanced animations
- Maze: User testing
- Stark: Accessibility checking
Common Mistakes
1. Too Many Fonts
Stick to 2 fonts maximum. One for headings, one for body.
2. Inconsistent Spacing
Use a design system. Every spacing value should be intentional.
3. Poor Touch Targets
Minimum 44x44px for all interactive elements.
4. Ignoring Empty States
Design for when there's no data. Make it helpful, not boring.
Conclusion
Great UI/UX is invisible. Users don't notice good design—they just enjoy using your app.
Need a design that converts? [Let's talk](https://atkabli.com/contact).
---
ATK — Licensed Freelance Product Studio
Designing apps that users love.
Stick to 2 fonts maximum. One for headings, one for body.
2. Inconsistent Spacing
Use a design system. Every spacing value should be intentional.
3. Poor Touch Targets
Minimum 44x44px for all interactive elements.
4. Ignoring Empty States
Design for when there's no data. Make it helpful, not boring.
Conclusion
Great UI/UX is invisible. Users don't notice good design—they just enjoy using your app.
Need a design that converts? [Let's talk](https://atkabli.com/contact).
---
ATK — Licensed Freelance Product Studio
Designing apps that users love.
Minimum 44x44px for all interactive elements.
4. Ignoring Empty States
Design for when there's no data. Make it helpful, not boring.
Conclusion
Great UI/UX is invisible. Users don't notice good design—they just enjoy using your app.
Need a design that converts? [Let's talk](https://atkabli.com/contact).
---
ATK — Licensed Freelance Product Studio
Designing apps that users love.
Great UI/UX is invisible. Users don't notice good design—they just enjoy using your app.
Need a design that converts? [Let's talk](https://atkabli.com/contact).
---
ATK — Licensed Freelance Product Studio
Designing apps that users love.