Expert Guide Series

How Do I Know When My App Is Ready to Be Built?

I've lost count of how many times someone has contacted me, absolutely buzzing about their app idea, ready to start building tomorrow. And I mean, I get it—when you've got a brilliant concept in your head, you want to see it come to life as quickly as possible. But here's the thing: rushing into development before you're truly ready is one of the most expensive mistakes you can make. I've seen it happen more times than I care to remember, and its always painful to watch.

The question "when is my app ready to be built?" might seem simple, but the answer is anything but. There are so many moving parts to consider—your market research, your budget, your technical requirements, your business model. Miss one of these and you could end up with an app that nobody wants, or worse, an app that people would want but doesn't work properly because the foundations weren't solid enough from the start.

The difference between a successful app and one that fails often comes down to the preparation work done before a single line of code is written.

Think of development readiness as your insurance policy against wasting money and time. Sure, it's not as exciting as designing screens or picking colour schemes, but getting your project preparation right means you'll actually have something worth launching at the end. Over my years building apps for all sorts of businesses—from tiny startups working out of coffee shops to massive corporations with budgets that would make your eyes water—I've developed a pretty clear checklist of what needs to be in place before we start the build phase. And honestly? Most people aren't as ready as they think they are when they first reach out. But that's okay, because recognising what you still need to figure out is half the battle.

Do You Actually Need to Build This App?

Right, lets start with the uncomfortable question that nobody wants to hear—do you actually need to build this app at all? I know, I know, you're here because you want to build an app, not because you want someone to talk you out of it. But here's the thing—after years of building apps for all sorts of clients, I can tell you that some of the best projects I've worked on started with someone asking this exact question and really thinking it through.

Building an app is expensive. Like, properly expensive. Even a relatively simple app can cost anywhere from £20,000 to £100,000 depending on what you're trying to achieve. And that's just the build—you've still got marketing costs, ongoing maintenance, updates, server costs, and all the other bits that add up quickly. Its a serious investment, and treating it like anything less is a recipe for disappointment.

So before you commit to building something, you need to honestly ask yourself whether an app is the right solution. Could you achieve the same goal with a website? Or maybe a web app that works on mobile browsers? Sometimes—and I say this as someone who builds apps for a living—a native app isn't the answer. If your users don't need offline functionality, push notifications, or access to device features like the camera or GPS, then you might be better off with a responsive website that works brilliantly on mobile.

The other thing worth considering is timing. Just because you need an app eventually doesn't mean you need one right now. I've seen plenty of businesses rush into app development before theyve properly validated their idea or built up a user base, and it rarely ends well. Sometimes the smartest move is to start with something simpler—a landing page, a basic web service, even a manual process—and prove theres demand before investing in a full mobile app. Understanding whether your app idea is too early for the market can save you from launching prematurely.

What Problem Does Your App Solve?

This is where things get real—and where I've seen so many projects stumble before they even start. You might have a brilliant idea in your head, but if you cant articulate the specific problem its solving in one or two sentences, you're not ready to build yet. I mean it. The apps that succeed are the ones that solve a clear, defined problem for their users.

Here's the thing - your app doesn't need to solve world hunger or cure diseases (though those would be nice!). It just needs to make something in someone's life easier, faster, better, or more enjoyable. Maybe it saves them time when they're doing their weekly shop. Maybe it helps them remember to take their medication. Maybe it just makes them laugh during their morning commute. All of these are valid problems worth solving.

When you're thinking about your apps problem, you need to be brutally honest with yourself. Are you solving a real problem that people actually have? Or are you solving a problem you think people should have? There's a massive difference between those two things, and its caused more failed apps than I can count. Just because something seems logical doesn't mean people will use it.

How to Define Your Problem Statement

Your problem statement should follow this simple structure:

  • Who has this problem (be specific about your target user)
  • What exactly is the problem they're facing
  • When or where does this problem occur
  • Why existing solutions aren't working for them
  • How your app will solve it differently

If you can fill in all those blanks clearly, you're on the right track. If you're struggling with any of them—especially the "why existing solutions aren't working" bit—you need to go back and do more research before moving forward with development.

Write your problem statement on a piece of paper and stick it somewhere you'll see it every day. If you cant explain it simply to your mum or your mate down the pub, its not clear enough yet.

Who Will Use Your App and Why Should They Care?

Right, so you've got an app idea—thats brilliant. But here's where most people get it wrong; they think about what they want to build instead of who's actually going to use the bloody thing. I mean, I've lost count of how many clients come to me with detailed feature lists but cant tell me who their typical user is. Its a bit mad really.

You need to know your users like you know your best mate. Not just their age and where they live, but what frustrates them daily, what apps they already use, when they have time to try something new. Are they busy parents who barely have five minutes to themselves? Are they professionals who need quick solutions during their commute? Students looking for something to help with their studies? Each group has completely different needs and expectations.

Understanding What Actually Matters to Your Users

Here's the thing—users dont care about your app. They care about their problems getting solved. If you're building a fitness app, your users aren't thinking "I need another fitness app." They're thinking "I want to lose weight but I hate going to the gym" or "I need to track my workouts without it being complicated." See the difference? You're not selling an app; you're selling a solution to something that genuinely bothers them.

And honestly, if you cant explain why someone would choose your app over the dozen others already doing something similar, you've got more thinking to do. What makes yours different? What makes it better for your specific audience? Maybe its faster, maybe its simpler, maybe it focuses on one thing really well instead of trying to do everything. But you need to know this before you start building.

Building Your User Profile

I always tell clients to write down answers to these questions before we start any development work:

  • Who is this person you're building for? Give them a name, an age, a job
  • What does their typical day look like and where does your app fit in?
  • What are they currently doing to solve this problem (even if its a rubbish solution)?
  • Why would they bother downloading your app when they're already managing somehow?
  • What would make them tell their friends about it?
  • How much money do they have to spend on apps or in-app purchases?

You know what? If you cant answer these questions clearly, you're not ready to build yet. And that's completely fine—better to figure this out now than after you've spent thousands on development. The apps that succeed are the ones built for real people with real problems, not theoretical users that only exist in spreadsheets.

Have You Validated Your Idea With Real People?

Right, so you've got this brilliant app idea and you're convinced its going to change everything. I get it—I see this excitement all the time and honestly, its infectious. But here's the thing: your opinion doesn't matter. Mine doesn't either. What matters is whether real people—the ones who'll actually use your app—think its worth their time and phone storage.

Validation isn't just about asking your mates down the pub if they'd use your app (spoiler: they'll probably say yes to be nice). Its about getting in front of people who match your target audience and seeing if they actually have the problem you're trying to solve. And more importantly, would they pay to solve it? Because I've built apps where everyone said "oh yeah, I'd definitely use that" and then when it launched... crickets. Absolutely nothing.

The simplest way to validate? Talk to at least 20-30 people who fit your ideal user profile. Not friends, not family—strangers who have no reason to spare your feelings. Ask them about their current struggles, how they solve the problem now, what they're currently paying for similar solutions. Don't pitch your idea first; just listen. You know what? If they start describing your solution before you've even mentioned it, that's a really good sign.

The difference between a validated idea and wishful thinking is whether people are already trying to solve the problem you've identified, even if their current solution is rubbish

Some founders skip this step because they're afraid someone will steal their idea—and look, I understand that fear but its mostly unfounded. Ideas are cheap; execution is what matters. What you learn from validation will save you tens of thousands of pounds and months of development time. I've seen projects pivot completely based on validation feedback, and those apps ended up being far more successful than the original concept would have been.

What's Your Budget and Timeline Looking Like?

Right, let's talk about money and time—two things that everyone underestimates when it comes to building apps. I mean, I've lost count of how many conversations start with "how much does an app cost?" which is a bit like asking how much a house costs. It depends, doesn't it?

Here's the thing though—you need to have a realistic budget sorted before you start building anything. A simple app with basic features might cost anywhere from £15,000 to £40,000; a more complex app with custom features, backend systems, and integrations can easily run into six figures. And that's just for version one! The mistake I see constantly is people who've budgeted for development but forgotten about everything else—design work, testing, project management, App Store fees, hosting costs, ongoing maintenance. Its all part of the package.

Timeline expectations are usually even more off the mark, honestly. A proper app build typically takes 3-6 months from start to finish, sometimes longer depending on complexity. But here's what people forget: that timeline assumes you've got your requirements ready, your content prepared, and someone available to make decisions quickly when questions come up. If you're trying to figure out what you want while we're building it? Add months to that estimate. This is why it's crucial to verify your app developer's expertise before you hire them, ensuring they can deliver on both timeline and quality expectations.

What Goes Into Your Budget

  • Design and user experience work (wireframes, mockups, user testing)
  • Development for iOS and Android platforms
  • Backend infrastructure and API development
  • Quality assurance and testing across devices
  • Project management and communication
  • App Store submission and setup
  • Post-launch support and bug fixes
  • Ongoing hosting and server costs

And look, I'll be straight with you—if someone quotes you £5,000 for a full custom app, run away. Fast. You're either getting a template with minimal customisation or you're going to end up with something that barely works. Building quality software takes time and expertise, and both of those things cost money. The good news? A properly built app is an investment that can pay off for years; the bad news? Cutting corners at the start usually means spending more money fixing problems later on.

Do You Know How You'll Make Money From It?

Right, lets talk about money—because at some point you're going to need to pay for this thing and hopefully make a return on your investment. I've seen so many brilliant app ideas fall apart because nobody thought about monetisation until after launch. And that's a problem.

Here's the thing—there are loads of ways to make money from an app, but not all of them will work for your specific situation. The monetisation strategy you choose needs to align with what your app does and who your users are. If you're building a meditation app, for example, a freemium model with premium content makes sense; if you're building an ecommerce app, you'll probably take a commission on sales or charge subscription fees for sellers.

Some people think they can just "add ads later" but honestly? That rarely works out well. Ad revenue only makes sense if you've got massive user numbers—and I mean really massive. Most apps don't reach the scale where ad revenue alone can sustain them, and even when they do the user experience usually suffers.

Common Monetisation Models

The most common approaches I see working well are: subscription models (monthly or yearly recurring revenue), freemium models (basic features free, advanced features paid), one-time purchase prices, in-app purchases for content or features, and transaction fees if you're facilitating any kind of commerce. Each has its pros and cons.

Subscription models have become popular because they create predictable revenue streams. Users get ongoing value and you get ongoing income—it works if you're delivering continuous updates and value. But you need to justify why someone should pay every month rather than just once.

What Actually Works in Practice

From my experience building apps across different industries, the apps that succeed financially are the ones where monetisation was baked into the product strategy from day one. Not bolted on afterwards. Your entire user experience, your feature roadmap, your marketing approach—they all need to support how you plan to make money.

Write down three different ways you could monetise your app, then ask potential users which they'd prefer. Their answer might surprise you and it'll save you from building the wrong payment model.

One thing that often gets overlooked is the cost of payment processing. If you're charging users, you'll pay fees to Apple and Google (usually 15-30% of transactions), plus potentially payment processor fees. Factor these into your pricing from the start so you're not shocked when you realise your £10 subscription only nets you £7.

Also think about regional pricing—what works in the UK might not work in other markets. I've worked on apps where we had to adjust pricing strategies completely for different countries because purchasing power varies so much. Its something to plan for if you want international reach.

The other consideration is whether you'll offer a free trial or money-back guarantee. These can increase conversions but they also add complexity to your development. You need systems in place to handle trial periods, automatic conversions to paid, cancellations—all of that needs building.

Bottom line? If you cant clearly explain how your app will generate revenue and why users will actually pay for it (or why advertisers would want to reach your users), you're not ready to build yet. Spend more time on this bit because its the difference between a hobby project and an actual business.

What Happens After Launch?

Here's the thing—and I really wish more people understood this—launching your app is actually just the beginning. I mean, you've spent weeks or months building it, you're exhausted, and then you hit that publish button in the App Store or Google Play. But that's when the real work starts, honestly.

Most founders think launch day is the finish line. Its not. Its more like... well, its like opening a shop and then wondering why customers aren't flooding in just because you unlocked the door. You need a plan for what comes next, and that plan should've been sorted before you even wrote your first line of code. One crucial part of this plan is building an email list before your app launches so you have people ready to download and use it from day one.

The First 90 Days Are Make or Break

The app stores look at how your app performs in those early days—downloads, retention rates, how often people actually use it, whether it crashes. If your app gets downloaded 100 times but 95 people delete it within a week? The algorithms notice that. They'll stop showing your app to new people because, from their perspective, its clearly not worth recommending.

You need to be monitoring everything: how many people complete your onboarding, where they drop off, which features they use most, when they stop coming back. And you need to respond fast. If you notice people abandoning the app at a specific screen, you fix it. Like, properly fix it—not just make a note for version 2.0. Understanding whether your app design is actually working through user behaviour analytics is essential during this critical period.

Your Post-Launch Priorities

Based on what I've seen work (and what definitely doesn't), here's what you should focus on after launch:

  • Getting your first 100 users and actually talking to them about their experience
  • Fixing any bugs or performance issues immediately—crashes kill apps faster than anything
  • Setting up your analytics properly so you know what's actually happening inside your app
  • Building a system for collecting user feedback and acting on it
  • Starting your user acquisition efforts—organic growth is lovely but rare
  • Planning your first update based on real user behaviour, not assumptions

The apps that succeed are the ones that treat launch as day one of a long journey, not the destination itself. You'll be updating, improving, and adapting your app for as long as it exists. That's just how mobile works now. Plus, you should consider whether you need a website for your mobile app to support your marketing efforts and provide customer support beyond the app store listings.

Getting Your Requirements and Documentation Sorted

Right, so you've made it this far and you're feeling pretty confident about your app idea. Good. But here's where most people trip up—they skip the boring bits and jump straight to building. I mean, I get it. Writing documentation isn't exactly thrilling stuff, is it? But trust me on this one: the apps that succeed are the ones that took the time to get their requirements properly sorted before a single line of code was written.

What does "getting your requirements sorted" actually mean? Basically, its about writing down exactly what your app needs to do, how it should work, and what it should look like. And no, a few scribbles on a napkin don't count—though I've seen plenty of those over the years! You need proper documentation that covers user journeys, features lists, technical requirements, and design specifications. Think of it as your apps blueprint; you wouldn't build a house without one, would you?

The time you spend documenting your requirements will save you weeks of confusion and thousands of pounds in changes later on

Start with your user stories. Write down things like "As a user, I want to log in using my email so I can access my saved preferences." This keeps everything focused on what people actually need to do in your app. Then map out each screen and what happens when someone taps a button or swipes. Where do they go next? What information do they see? Its tedious work, honestly, but this is where you catch problems before they become expensive mistakes. A good requirements document should be detailed enough that a developer can read it and know exactly what to build—without having to guess what you meant or make assumptions that might be completely wrong. Once you've found the right team, consider structuring a developer trial period to ensure they can deliver according to your specifications before committing to the full project.

Look, I'm not going to pretend theres some magic moment where a lightbulb goes off and you suddenly know your app is ready to be built. It doesn't work like that. But if you've worked through everything we've covered—if you've honestly answered the hard questions about your market, your users, your budget, and your post-launch plans—then you're already in a better position than most people who approach us.

Here's what I tell clients: being ready to build isn't about having all the answers. Its about having done the work to understand what you don't know yet and having a plan to figure those things out. The apps that succeed aren't always the ones with the biggest budgets or the flashiest features; they're the ones built by people who genuinely understand their users and are willing to adapt based on real feedback.

You should feel a mix of excitement and healthy nervousness right now—that's normal. Building an app is a big investment of time, money, and energy. But if you can clearly articulate why your app needs to exist, who will use it, how you'll reach them, and what success looks like for your business? Then you're ready. Or at least as ready as anyone ever is when they start this journey.

The mobile space moves fast and user expectations keep rising, but the fundamentals haven't changed. Build something people actually need, make sure it works properly, and treat your users with respect. Start with an MVP that proves your core concept works, then iterate based on what you learn. Don't try to build everything at once—I've seen that approach fail more times than I can count. Start focused, stay flexible, and be prepared to learn as you go. That's really all there is to it.

Frequently Asked Questions

How much does it actually cost to build a mobile app?

A simple app with basic features typically costs £15,000 to £40,000, while more complex apps with custom features and backend systems can easily run into six figures. Remember, this is just for development - you'll also need to budget for design work, testing, App Store fees, hosting costs, and ongoing maintenance.

How long does it take to build an app from start to finish?

A proper app build typically takes 3-6 months from start to finish, assuming you've got your requirements ready and can make decisions quickly. If you're still figuring out what you want during development, add several more months to that timeline.

Do I need to build a native app or could a website work just as well?

If your users don't need offline functionality, push notifications, or access to device features like camera or GPS, a responsive website might be a better choice. Native apps are expensive, so make sure you actually need the specific capabilities they offer before committing to the investment.

How do I know if people will actually use my app?

Talk to at least 20-30 people who match your target audience - not friends or family who might be polite. Ask them about their current struggles and how they solve problems now, without pitching your idea first. If they start describing your solution before you mention it, that's a very good sign.

What should I focus on immediately after launching my app?

The first 90 days are critical - focus on getting your first 100 users, fixing any bugs immediately, and monitoring how people actually use your app. The app stores judge your app based on early performance, so quick responses to user feedback and technical issues are essential.

When should I start thinking about how to make money from my app?

Before you build anything - monetisation should be baked into your product strategy from day one, not added afterwards. Write down three different ways you could make money from your app and ask potential users which they'd prefer, as their answer might surprise you.

How do I know if my app idea is properly validated?

Look for people who are already trying to solve the problem you've identified, even if their current solution is rubbish. If strangers who fit your target audience can clearly articulate the problem and show frustration with existing solutions, you're on the right track.

What documentation do I need before starting development?

You need proper requirements covering user journeys, feature lists, technical requirements, and design specifications - detailed enough that a developer knows exactly what to build without guessing. Start with user stories like "As a user, I want to log in using email so I can access my saved preferences" and map out every screen and interaction.

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