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Expert Guide Series

Top reasons every business needs a mobile app

Somewhere between the idea and the app store listing, a lot of businesses lose the plot. They build the app because competitors have one, or because somebody in a meeting said it would be good for engagement, or because they genuinely believe their customers want it. Sometimes they are right. Sometimes they spend six figures finding out they were not.

A well-built app gets you closer to customers in ways a website cannot replicate.

The question of whether a business needs a mobile app is worth taking seriously, and the answer is rarely as simple as yes or no. What a well-built app can do for a brand is real: it gets you closer to your customers, it makes repeat behaviour easier, and it opens communication channels that a website simply cannot replicate. But those benefits only materialise when the app is built for the right reasons, designed with care, and maintained as a long-term investment rather than a one-time production cost.

This article works through the genuine reasons a mobile app adds value, the situations where it does not, and what separates the apps that hold their users from the ones that lose 77% of them within three days of install, according to Andrew Chen. The goal is to give you a clearer picture before the build begins, not after.

Reach: Where Your Customers Already Spend Their Time

Consumers spend roughly 90% of their mobile internet time inside apps, not in browsers. That figure alone explains why brands in beauty, wellness, fashion, and hospitality are investing in mobile experiences rather than treating them as a secondary channel. Your customers are already on their phones. The question is whether they are finding you there.

A mobile app gives a lifestyle brand a persistent presence on a device that most people check dozens of times a day. A website requires the user to remember to visit. An app can sit on the home screen, visible and ready, reducing the friction between a customer's intention and the action you want them to take. For categories driven by habit and repeat purchase, that proximity matters.

That said, proximity on its own is not enough. In the US, smartphone users spend almost 80% of their total app time in their favourite three apps. Getting onto someone's home screen is one thing. Becoming one of the apps they actually use is a different challenge altogether, and it is the one that organisations routinely underestimate when they start the conversation about whether to build.

Convenience and Speed as Competitive Advantages

Speed is one of the clearest ways an app beats a mobile website. Native apps load faster, respond more smoothly, and can store data locally rather than making a round trip to the server every time someone taps a button. For categories like food and drink, fitness, or retail, where the gap between intent and purchase is short, that speed is directly commercial.

Convenience goes beyond loading times. A well-built app remembers preferences, saves addresses, stores payment details with appropriate security, and removes the friction that causes people to abandon a purchase halfway through. The design choices that create convenience are not decorative; they reduce the cognitive effort required to complete a task, and lower effort correlates with higher completion.

Around 53% of users will abandon an app if it takes longer than three seconds to load, according to PCloudy. That is a retention problem, and it compounds quickly. A slow first experience shapes the user's expectation of the whole product. The brands that treat performance as a feature, rather than a post-launch fix, are the ones whose apps survive past the first month.

Before you start designing features, map the journey your user takes to get to your app. Are they stressed, distracted, in a hurry? The emotional state they arrive with shapes every design decision you make inside the first thirty seconds.

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Push Notifications and Direct Communication

Push notifications are one of the most direct communication tools available to a brand. When someone grants notification permission, they are giving you access to their lock screen, which is closer than email and faster than social. Used well, that is a meaningful relationship. Used poorly, it is the fastest route to an uninstall.

Research from eMarketer found that 61% of new app users who received push notifications launched the app within the first month, compared with 28% of those who did not. That gap is significant, and it shows that notifications, at the right frequency and with genuine relevance, genuinely drive re-engagement rather than just adding noise.

Push notifications are the closest thing to a tap on the shoulder a brand can give without being in the room.

The risk sits on the other side of that equation. Over 71% of users uninstall apps due to intrusive notifications, according to Business of Apps. A Klaviyo retention benchmarking report found that users receiving more than six push notifications per week from a single brand were 3.4 times more likely to uninstall within 30 days. The discipline is in sending what is timely and relevant to the person receiving it, and evaluating each notification against whether it helps the user or serves only the brand's short-term interests.

Loyalty, Retention, and Repeat Behaviour

An app creates the conditions for habit. For a skincare brand with a daily routine product, or a fitness brand with a training programme, or a supplement company with a monthly subscription, the app becomes part of the behaviour it supports. That integration is harder to achieve through a website, and considerably harder through social media.

Engaged users demonstrate notably higher loyalty rates according to multiple retention studies, and it follows logically: an app that becomes part of someone's daily or weekly rhythm generates repeat purchase without the brand needing to work as hard for each transaction. The relationship becomes self-reinforcing, provided the experience continues to deliver.

Retention is also where the economics of app-building make most sense. Building a consumer app is a long-term investment. Founders who expect to recover development costs within weeks through app revenue are applying the wrong mental model. Consumer app revenue builds over time through volume, compounding engagement, and the kind of loyalty that comes from an experience people genuinely want to return to. A 5% increase in app retention can drive profits up by as much as 95%, according to Bain and Company, which is why retention deserves as much budget attention as acquisition.

Evaluate every loyalty feature against whether it serves the user's goals or only the brand's metrics. Points systems and streaks work when they reflect genuine value to the user, not when they exist purely to inflate session time.

Data, Personalisation, and Understanding Your Users

A mobile app generates a depth of behavioural data that a website rarely matches. Which screens users visit, how long they stay, where they drop off, which features they return to and which they ignore, all of this is available in real time and can shape product decisions in ways that guesswork cannot. For brands trying to understand what their customers actually do, rather than what they say they do, that data is genuinely valuable.

Personalisation is the practical output of that data. An app can surface the right content, product recommendations, or reminders at the right moment, based on what it knows about the individual user's behaviour. In categories like food and drink, wellness, or home and interiors, that relevance is the difference between an app that feels useful and one that feels generic.

The discipline here is in knowing what to do with the data and what to leave alone. Understanding what leads up to somebody using a product, and what emotional state they arrive in, is foundational to good experience design. A user opening a wellness app first thing in the morning is in a different frame of mind from one opening it after a stressful afternoon, and the experience can be built to reflect that, provided the team has thought carefully about the full journey rather than just the in-app flow.

When a Mobile App Is Not the Right Answer

Not every problem a business wants to solve requires a native app. Some touchpoints are simple enough, and infrequent enough, that asking a user to download and install something creates more friction than it removes. When we worked on a surveying app for performance coaches, we recommended against requiring the audience to download a native app at all. The touchpoint was too simple, and the barrier of an app store download was too high for what the interaction actually needed to be.

Instead, we proposed a QR code approach: the presenter creates a survey in the native app, a QR code appears on screen, and audience members scan it to reach a fully branded, mobile-responsive web page. It gave the feel of a native experience without the download barrier, and the result was significantly higher survey completion rates. The lesson is that the goal is the right user experience, not the prestige of having an app.

A mobile-optimised website, a progressive web app, or a single well-designed landing page will sometimes serve the user better than a full native build. The test is honest: does the behaviour you are trying to support actually benefit from the features a native app provides, offline access, push notifications, hardware integration, home screen presence? If the answer is no, the budget is better spent elsewhere.

Situation Native App Mobile Web / PWA
Daily or weekly habit behaviour Strong fit Weaker fit
One-off or infrequent interaction High friction Better fit
Push notification dependency Required Limited
Offline access needed Strong fit Possible, constrained
Simple, transactional touchpoint Often overkill Usually sufficient

Why Building the App Is Only Half the Work

The build gets most of the attention and most of the budget. What happens after launch tends to get far less of both, which is why apps so often plateau or decline within six months of going live. Building the app is the start of the investment, not the end of it.

After launch, the work is in monitoring retention and engagement, acting on what the data shows, iterating on features that are not working, and maintaining the technical performance that keeps users from leaving. An app that does not receive meaningful updates communicates to its users that the team behind it has moved on, and users respond accordingly.

The mental model we find useful is to think of the app as a product that is always in progress. No launch version is the final version. The brands that treat it as a channel to be managed, rather than a project to be completed, are the ones whose apps compound in value over time rather than depreciating from the moment they go live. That requires budget, internal resource, and a willingness to make decisions based on what users actually do rather than what the original brief assumed they would.

Set up retention tracking before you launch, not after. If you do not know what your day-one, day-seven, and day-thirty drop-off rates are from the start, you have no baseline to measure improvement against.

Quality Over Features: Why Doing Less Well Beats Doing More Poorly

The instinct to pack a first release with features is understandable, and almost always wrong. Each additional feature is another surface for bugs, another thing that could load slowly, another path through the product that needs testing and maintaining. The result is often an app that does many things adequately and nothing particularly well.

A bad experience gives users every reason not to return, which is why technical quality and usability cannot be treated as secondary concerns. That figure shapes our position on feature scope: it is far better to do a limited number of things extremely well than to deliver a broader set of features at lower quality. We apply this reasoning specifically to decisions around offline functionality. For a travel app, offline access to tickets and boarding passes is essential. Delivering that badly, because the budget was spread across too many features, is worse than not offering it at all.

We have seen travel apps fail users at exactly this moment, blocking access to static itinerary information that should never require connectivity in the first place. Those failures drive one-star app store reviews and the kind of permanent user loss that compounds over time. There is a very strong correlation between offline functionality failures in travel apps and long-term brand damage, which is why the decision about what to build offline support for deserves more care than it usually gets.

The App Store as Your First Impression

Most of the effort in launching an app goes into the product itself. The app store listing often gets the last hour of a tired team's attention, which is a significant mistake. The listing is where acquisition decisions are made. A user who cannot tell within thirty seconds what the app does, who it is for, and why they should download it will not download it.

We worked on a gifting and wishlist platform where the client was reluctant to invest in App Store Optimisation, believing that word-of-mouth referral would carry the product because of its social, group-oriented nature. Our view was that ASO remains essential regardless of referral mechanics. The icon, copy, category, and screenshots all need to communicate clearly enough that users can self-select before they download. The goal is to make sure that the people who do download are already pre-sold on what the product is, minimising the churn that comes from users who download and then realise it is not right for them.

By 2025, around 90% of users do not scroll past the third screenshot when evaluating an app. That means your first three images carry the entire visual argument for the download. They are the product pitch, and they deserve the same rigour as any other part of the design.

  1. Lead with the single clearest benefit the app provides
  2. Show the interface in context, not as abstract screens on a blank background
  3. Use the third screenshot to address the most common hesitation or question
  4. Test different screenshot sets the same way you would test any other conversion element

Silent Abandonment: Why Absence of Complaints Is Not a Signal of Success

Historically, rating prompts were surfaced at the moment a user uninstalled an app. By that point, the user had either lost interest entirely or already had a bad enough experience to leave, which meant the feedback collected was skewed and unrepresentative of the broader user base. The structural flaw was baked into the mechanism itself.

The modern equivalent of that flaw is assuming that the absence of complaints means users are satisfied. With mobile apps, it is quite the opposite. Users abandon apps without submitting support tickets, without cancellation reasons, and without one-star reviews. They simply stop opening it, and their silence is invisible unless you are proactively tracking what is happening to retention and engagement over time.

By the end of day one, 25% of users have already left an app for good. Most of those people will never explain why. Without the data to show where in the experience the drop-off is happening, teams cannot address it, and the pattern repeats with every new cohort of users. Building a feedback mechanism into the app itself, timed to moments of genuine satisfaction rather than moments of departure, is part of what allows a team to learn from the users they still have rather than chasing the ones they have already lost.

Grounding the Decision in User Behaviour, Not Assumption

The most common starting point for an app build is a set of assumptions about what users want and how they will behave. Those assumptions are sometimes accurate and frequently not. The gap between what a team believes users will do and what users actually do is where most of the expensive mistakes live.

When we built the anonymous messaging app that required upfront registration, the consequence was immediate: we could not drip-feed value inside the app because users had to commit before they had experienced anything. That meant all the messaging that would normally unfold through use had to be front-loaded into the App Store presence instead. We invested heavily in out-of-app content, the listing, the screenshots, the category copy, to communicate everything the product would deliver before a single user had opened it. The lesson was not that upfront registration was wrong, but that the decision had downstream consequences for the entire acquisition and onboarding strategy that we had to design around deliberately.

The discipline is in testing assumptions before they become architecture. User research, prototype testing, and behavioural analysis before the build begins are reserved for brands with the discipline to prioritise them. They are the difference between a product built on evidence and one built on internal consensus, which is a less reliable foundation than it tends to feel in the room where the decisions are made.

Ask your team to describe, in one sentence, the specific moment in a user's day when they will open the app and what they will be feeling when they do. If different people give different answers, the product definition needs more work before the design does.

Conclusion

A mobile app is one of the most direct relationships a brand can build with its customers, and one of the easiest to damage. The case for building one is real: persistent presence, behavioural data, push communication, and the conditions for genuine habit formation are things a website struggles to replicate. But those advantages only materialise when the build is grounded in what users actually do, when the scope is disciplined enough to allow quality, and when the team is prepared to treat the launch as the beginning rather than the end.

The brands that get this right tend to share a few things. They do fewer things well rather than more things adequately. They track retention from day one and act on what the data shows. They treat the app store listing as part of the product, not an afterthought. And they resist the assumption that silence from users means the experience is working.

The decision to build is worth making carefully. So is the decision not to. Some touchpoints genuinely do not need an app, and recognising that early saves considerable time, money, and user goodwill. What matters is that the decision comes from an honest reading of user behaviour rather than competitive pressure or internal enthusiasm.

If you are working through whether a mobile app is the right move for your brand, and what it would take to build something users actually come back to, let's talk about your product.

Frequently Asked Questions

Does every business actually need a mobile app?

Not necessarily. The value of a mobile app depends on whether it is built for the right reasons, designed with care, and maintained as a long-term investment. Businesses that build apps simply because competitors have one, or on a vague sense that it will boost engagement, often find the results disappointing.

Why do so many users abandon apps so quickly after downloading them?

Research suggests that 77% of users stop using an app within three days of installing it. This typically happens when an app fails to deliver genuine value, is poorly designed, or does not give users a compelling reason to return.

How does a mobile app help a business stay closer to its customers?

A mobile app can sit on a customer's home screen, visible every time they pick up their phone, whereas a website requires them to actively remember to visit. This persistent presence reduces the friction between a customer's intention and the action a business wants them to take, which matters especially for habit-driven or repeat-purchase categories.

Is a mobile app actually faster than a mobile website?

Yes, in most cases. Native apps load faster, respond more smoothly, and can store data locally rather than fetching it from a server on every interaction. For categories like food and drink, fitness, or retail, that speed difference can have a direct impact on whether a customer completes a purchase.

What makes an app convenient to use, beyond just loading quickly?

A well-built app remembers user preferences, saves delivery addresses, and stores payment details securely, all of which remove the small friction points that cause people to abandon a purchase. These design choices are not cosmetic. They directly influence whether a customer follows through or gives up.

How much of people's mobile time is actually spent inside apps rather than browsers?

Consumers spend roughly 90% of their mobile internet time inside apps rather than in browsers. This explains why brands in sectors such as beauty, wellness, fashion, and hospitality are treating mobile apps as a primary channel rather than a secondary one.

Getting an app on someone's home screen sounds valuable, but is that enough?

Not on its own. Smartphone users spend almost 80% of their total app time in their favourite three apps, meaning simply being installed on a device does not guarantee regular use. Becoming one of the apps a person genuinely reaches for is a separate and much harder challenge, and one that many businesses underestimate before they start building.

When is the best time to think carefully about whether to build an app?

Before the build begins, not after. Spending six figures on development only to discover that customers did not want or need the app is a costly and avoidable outcome. Taking time to properly assess the reasons for building, and whether those reasons are genuinely grounded in customer behaviour, is the more prudent approach.