What Makes Some App Projects Run Smoothly While Others Struggle?
Why do some app projects finish on time and within budget while others end up costing twice as much and take six months longer than planned? After a decade of building apps for everyone from tiny startups to big companies with thousands of employees, I can tell you that the difference usually comes down to a handful of things that successful projects get right from the very beginning, and these things have nothing to do with the size of the team or the amount of money available (though those things help, naturally).
The projects that run smoothly are rarely the ones with the biggest budgets or the most experienced teams, they're the ones where everyone knows what they're building and why they're building it before a single line of code gets written.
We've worked on projects where everything clicked into place beautifully, where the app launched on schedule and users loved it from day one. But we've also rescued projects that were months behind schedule, where the team had built the wrong thing entirely or where communication had broken down so badly that developers and clients weren't even talking anymore... and these disasters taught us more than the successes ever could.
Clear Goals From Day One
The fact is that most struggling projects never had proper goals in the first place. Someone decides they need an app, maybe because their competitors have one or because they think it'll solve a business problem, but they can't tell you exactly what success looks like or how they'll measure whether the app is working.
I worked with an e-commerce company that wanted to "increase sales through mobile", which sounds like a goal but really isn't. Does that mean they need a shopping app or just a better mobile website? Are they trying to reach new customers or make existing customers buy more often? What counts as success, a 10% increase in mobile revenue or something else entirely?
We spent two weeks with them breaking down that vague goal into specific targets. They needed to increase repeat purchases from existing customers by 25% within six months of launch, which meant the app needed saved payment details, quick reordering, and personalised product suggestions based on previous purchases.
- Define what success looks like with actual numbers (like "reduce customer service calls by 30%" or "get 10,000 active users in three months")
- Work out who will use this app and what problems it solves for them, not just what problems it solves for your business
- Write down the three most important features the app absolutely must have, then separate those from the nice-to-have features that can wait
- Agree on how you'll measure whether the app is working, whether that's through download numbers, daily active users, or revenue generated
Getting The Right Team Together
The projects that struggle usually have gaps in their team that nobody noticed until it was too late. Maybe they've got brilliant developers but no designer, so the app works perfectly but looks like it was built fifteen years ago. Or they've got a designer and developers but nobody who understands the business side, so they build something beautiful that solves the wrong problem.
A healthcare app we built needed developers who understood data security (because patient information is sensitive), a designer who'd worked on medical apps before (because doctors and patients have different needs), and someone from the client's team who actually worked in healthcare and could spot problems we'd miss. When working with healthcare data in mobile apps, understanding compliance requirements from the start can prevent costly rebuilds later.
It takes time to get people. We brought in a specialist who'd built booking systems for hospitals before, which saved us months of work because she knew exactly how appointment scheduling needed to work in a medical setting, including all the complicated rules about cancellations and emergency slots.
| Role | What They Do | When Projects Suffer Without Them |
|---|---|---|
| Project Manager | Keeps everyone on track and talking to each other | Deadlines slip, nobody knows what's happening, team members duplicate work |
| Designer | Makes the app easy and pleasant to use | Users can't work out how to do things, app looks unprofessional |
| Developers | Actually build the app | Nothing gets built (obviously) |
| Quality Tester | Finds problems before users do | App crashes, features don't work, bad reviews pile up |
Set up a quick call at the start where everyone on the team introduces themselves and explains what they're responsible for, because knowing who to ask about what saves weeks of confusion later on.
Planning Before Building
The projects that run into trouble usually skip proper planning because everyone's excited to start building. This feels productive at first... until you're three months in and realise you've built something that doesn't actually work the way users need it to work.
We always spend at least two to four weeks planning before writing any code. This drives some clients a bit mad because they want to see progress, but this planning saves months of wasted work later on. Understanding your role as a client in the development process helps ensure this planning phase is productive for everyone involved.
For a fintech app handling money transfers, we mapped out every single step a user would take, from opening the app for the first time to sending their fifth transfer. We found problems in our original plan that would have been expensive to fix later, like the fact that our verification process would have required users to enter the same information three separate times.
What Good Planning Looks Like
We draw wireframes showing what each screen will look like and how users move between them. We write technical specifications explaining how the app will handle data, where information gets stored, and what happens when something goes wrong (like if someone's internet connection drops halfway through a payment).
Building A Timeline That Makes Sense
We break the whole project into two-week chunks called sprints, and plan exactly what gets built in each sprint. This means everyone knows what's happening next, and if something takes longer than expected, we can adjust the plan before it throws everything off schedule.
Communication Between Everyone
Bad communication kills more projects than technical problems ever will. I've seen apps that were technically perfect but failed because the developers built what they thought the client wanted instead of what the client actually wanted, and nobody noticed until thousands of pounds had been spent.
We had a project where the client kept saying they wanted the app to be "simple", and we thought that meant fewer features... but what they actually meant was that each feature needed to be easy to understand and use, not that they wanted fewer features overall. We only worked this out after we showed them our designs and they looked confused.
The teams that succeed are the ones where everyone feels comfortable saying "I don't understand" or "I think we're building the wrong thing" without worrying about looking silly or causing problems.
Now we have a short call every day where everyone says what they're working on, whether they're stuck on anything, and what they'll do next. These calls take fifteen minutes but they catch problems early, before they turn into disasters. We also show the client what we've built every two weeks, so they can see progress and tell us if we're going in the wrong direction before we've wasted time building the wrong thing.
Testing Throughout Development
The worst projects leave all the testing until the end, which means you find all the problems at once when there's no time left to fix them properly. Then you're choosing between launching an app full of bugs or delaying the launch by months, and neither option is good.
We test as we build, which means that each feature gets checked before we move on to the next one. When we built an education app with video lessons, we tested the video player on twenty different phones to make sure it worked everywhere, and we did this before building the rest of the app... because there's no point building a lesson progress tracker if the videos don't actually play. Planning your budget for user testing from the beginning ensures you can afford proper testing throughout development.
Different Types Of Testing
Developers test their own code to make sure it does what it's meant to do (like checking that a login button actually logs people in). Then a separate tester uses the app the way a real person would, trying to break things by doing unexpected actions (like typing letters into a phone number field or pressing buttons in the wrong order). We also give early versions to a small group of actual users who test it on their own phones and tell us what's confusing or broken.
Finding The Problems That Matter
Not every bug is equally important. An app that crashes when you open it is a disaster that stops everything. A button that's slightly the wrong shade of blue is annoying but it won't stop users from doing what they need to do. We fix the crashes and serious problems first, then worry about the small stuff if there's time.
Managing Changes Without Chaos
Every single project has changes, there's no way around it. Someone has a better idea, or they see a competitor launch a feature, or they learn something new about their users... and suddenly the plan needs to change. The projects that struggle are the ones where every new idea gets added immediately without thinking about the impact.
A client once asked us to add a chat feature halfway through building their shopping app. Sounds simple enough, right? But chat means storing messages, sending notifications, moderating content, handling images, and dealing with all sorts of things we hadn't planned for. Adding it would have pushed the launch back by two months and cost an extra £30k. Learning to handle last-minute changes properly can save your project from scope creep disasters.
We keep a list of requested changes and we talk through each one with the client. Does this change need to happen before launch or can it wait for version two? How much time will it add? What else might get delayed if we build this now? Sometimes the answer is yes, this change is worth it... but often the answer is let's launch first and add this later.
Keep a document that lists every change request with the date, who asked for it, and whether it's been approved or postponed, because six months into a project nobody remembers who wanted what or why.
Budgets And Timelines That Work
Projects go over budget and past their deadlines when the original estimates were unreasonable to begin with. Someone thinks "building an app" costs £20k and takes three months, without considering what type of app or what features it needs or how complex those features are.
A basic app with five screens and no backend systems might cost £15k and take two months. An app that handles payments, stores user data, sends notifications, integrates with other systems, and needs to work perfectly on Android and iOS might cost £80k and take six months. These are completely different projects. Understanding what factors affect development costs helps you set realistic expectations from the start.
How We Estimate Costs
We break the app into pieces and estimate each piece separately. The login system might take one developer three days to build. The payment system might take two developers two weeks plus another week for security testing. We add these up, then add extra time (usually 20%) because something always takes longer than expected or needs redoing.
When Things Cost More Than Expected
Sometimes you discover halfway through that something is more complicated than it looked. The payment system needs to handle seventeen different currencies, not just pounds. The app needs to work offline, which means rebuilding how data gets stored. If you're working within tight constraints, there are ways to achieve smart development on a budget without compromising quality. These discoveries are normal... but they need to be discussed openly rather than hidden until the money runs out.
We tell clients immediately when we find something that'll affect the budget or timeline. Then we work out what to do, whether that means spending more money, cutting other features, or finding a simpler way to build what they need. When businesses need to integrate apps with existing systems, these complexities often become apparent during development rather than planning.
When Problems Show Up
Every project has problems, the successful ones just handle them better. Maybe a developer gets ill right before a deadline, or Apple changes their rules about what apps can do, or user testing reveals that everyone finds a feature confusing and it needs rebuilding.
We had a project where, two weeks before launch, we discovered that a key feature wasn't going to be approved by Apple's review team because it violated a rule we hadn't noticed. We could either delay the launch by a month while we rebuilt that feature, or launch without it and add it later once we'd worked out a compliant version.
The client chose to launch without that feature, and it turned out users didn't miss it as much as we'd thought they would, which taught us that sometimes the features we think are necessary really aren't.
When problems happen, we gather the team and work out the options. We explain what went wrong, why it went wrong, and what we can do about it... then we let the client decide what matters most to them (speed, cost, or having every feature they wanted). This is often when businesses start thinking about hiring professional development teams if they've been trying to manage everything in-house.
Keeping Calm When Things Go Wrong
Panicking makes everything worse, and blame doesn't fix anything. We focus on solutions rather than whose fault it is. The developer who made a mistake that caused problems usually feels terrible already, and making them feel worse doesn't help anyone... what helps is working together to fix the issue and working out how to prevent similar problems next time.
Conclusion
The difference between smooth projects and struggling ones isn't about having unlimited money or the perfect team, it's about getting the basics right from day one. Start with clear goals that everyone understands. Put together a team that has all the skills you need. Plan properly before you build anything. Keep everyone talking throughout the project. Test constantly rather than leaving it all to the end. Manage changes thoughtfully instead of saying yes to everything. Be realistic about budgets and timelines. Deal with problems openly when they appear.
These things sound obvious when you write them down like this, but you'd be surprised how many projects skip one or more of these steps because they're rushing to get started or because they don't seem important at the time... and those projects are the ones that end up costing twice what they should and taking months longer than planned.
After building apps for ten years, I can spot a project that's going to struggle within the first week, usually because the client can't tell me exactly what they're trying to achieve or because they want to start coding before we've planned anything. And I can spot the projects that'll succeed just as easily, because everyone knows what they're building, why they're building it, and how they'll know if it works.
If you're planning an app project and want someone to help you get these basics right from the start, get in touch with us and we can talk through what you're trying to build and how to set it up for success rather than struggle.
Frequently Asked Questions
We typically spend two to four weeks on proper planning before writing any code, depending on the complexity of your app. This might feel slow when you're eager to see progress, but it prevents months of costly rebuilds later when you discover fundamental problems with the original approach.
Changes are completely normal in every project, but we manage them carefully by evaluating each request's impact on timeline and budget before implementing it. We keep a documented list of all change requests and discuss whether each one needs to happen before launch or can wait for version two, so you can make informed decisions about what's worth the extra cost and delay.
We break your app into individual components and estimate each piece separately, then add a 20% buffer because something always takes longer than expected. When we discover unexpected complexity during development, we discuss it with you immediately rather than absorbing the cost, so you can decide whether to spend more, cut other features, or find a simpler solution.
Testing each feature as we build it means we catch problems early when they're cheap and easy to fix, rather than discovering everything at once when there's no time left. If we waited until the end to test a video player and found it didn't work on most phones, we'd have to delay launch by weeks while rebuilding it and everything connected to it.
We document everything thoroughly and ensure multiple team members understand each part of the project, so no single person becomes irreplaceable. When problems like illness happen, we assess the impact immediately and discuss options with you, whether that means bringing in additional resources, adjusting timelines, or temporarily reducing scope to stay on schedule.
A £20k app might have basic screens and simple functionality with no backend systems, while an £80k app typically handles payments, stores user data securely, sends notifications, integrates with existing business systems, and requires extensive testing across multiple devices. The complexity of features and security requirements drives most of the cost difference, not just the number of screens.
We have brief daily calls within our development team and show you progress every two weeks, but you can contact us anytime with questions or concerns. Regular communication prevents small misunderstandings from becoming expensive mistakes, and seeing progress frequently helps ensure we're building exactly what you need rather than what we think you want.
We'll help you evaluate whether their feature is something users actually want versus just marketing noise, and whether adding it is worth delaying your launch. Often the best approach is to launch your original plan first, then add competitive features in version two once you have real user feedback about what matters most to your audience.
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