---
title: "Mobile experiences built for phones and tablets first"
description: "Mobile-first builds start with how someone uses a phone or tablet: touch, a smaller screen, on the move. Delivery options and what changes when mobile leads."
canonical: https://peopletechrevolution.com/fast-builds/mobile-experiences
---

<!-- Machine-readable copy of https://peopletechrevolution.com/fast-builds/mobile-experiences. The HTML at that URL is the
     canonical document; this file is the same words without the markup. -->

[Fast Builds](https://peopletechrevolution.com/fast-builds)

# Mobile experiences

A build that starts from the phone already in your people’s pockets: touch, a small screen, and use on the move.

A digital twin site for phones.

The moment

## One thumb free, on a floor that does not stop

A floor supervisor at a distribution centre has a new starter beside her, a forklift reversing behind them, and the induction on a laptop in an office she will not see until the break. The phone in her hand is the training room. What she needs is one screen, one choice and one next step, usable while standing up.

Your staff run the induction across the floor checkpoints on the phone they already carry.

Your build survives the interruption: the forklift passes, the task is where they left it.

Your controls sit where a thumb reaches, tested beside the designer before they ship.

The timeline

## From a working prototype in days to PTR’s own surface on a phone

Mobile follows the Fast Builds timeline used for Web, Games, AI and XR: [rapid prototypes](https://peopletechrevolution.com/fast-builds/rapid-custom-builds) from 2 business days, with full builds up to 8 working weeks. PTR delivers custom-built training experiences on desktop, mobile, VR headsets and tablets, and runs its own surfaces the same way: a tablet check-in in the waiting room, a phone build passed across the table.

Your visitors check in on a tablet in the waiting room, on PTR’s own surface.

Your controls are sized for real thumbs, tested beside a tester before launch.

Your app package is signed and released with a checked key, not a shared password.

Need a mobile or AR build for your own team?

[Open the contact form](https://peopletechrevolution.com/fast-builds/mobile-experiences#contact)
Ask our CEO Simon Lowe’s Digital Twin a question

Why the phone

## The whole build has to come out of the device already in the pocket

One screen, two thumbs, and whatever attention the room has left over. The model, the choice and the next step all rise out of that and stay usable by someone who is standing up. It is the format that reaches the people who are never at a desk, which is most of the people these builds are for.

Your small world rises out of the phone, so the model is where the learner is.

Your reviewers swipe through portrait cards the way your users will, before sign-off.

Your media tiles load on the network your staff have, not the one in the studio.

Where it fits

## What a mobile-first build is good for, and what it is not

A mobile-first build works away from a desk: on a factory floor, in a classroom, at an [event](https://peopletechrevolution.com/fast-builds/event-experiences-activations) or wherever someone already carries a phone. It trades some of the depth of a desktop or headset build for that convenience, which makes it right for an early prototype or a companion to a larger experience. Choose it when use on the move matters more than a larger screen or a headset’s presence.

Your event visitors glance at the phone companion beside the main experience.

Your engineers test a gesture beside the equipment, on the phone, not in a lab.

Your designers check the hull shape on a tablet at the bench where it is being built.

Through the headset

## The same cards, inside a headset

When the headset is already part of the job, the same build runs inside it: the portrait cards stacked in front of the user, a swipe on a card the size of a door, a move between checkpoints. Same content, same choices, a bigger room.

Your users stand beside the stacked portrait cards and pick one.

Your users swipe a card the size of a door and feel the choice.

Your users move between checkpoints inside the headset, as they would on the floor.

Need a mobile or AR build for your own team?

[Open the contact form](https://peopletechrevolution.com/fast-builds/mobile-experiences#contact)
Ask our CEO Simon Lowe’s Digital Twin a question

Related PTR work

- [Fast Builds overview](https://peopletechrevolution.com/fast-builds)

- [Web experiences](https://peopletechrevolution.com/fast-builds/web-experiences)

- [Games & interactive experiences](https://peopletechrevolution.com/fast-builds/games-interactive)

- [Event experiences & activations](https://peopletechrevolution.com/fast-builds/event-experiences-activations)

- [Our approach](https://peopletechrevolution.com/about/approach)
