How to make an app for your business with a contractor: brief, prototype, sprint development, UAT and go-live. How long each stage takes and where you decide.

Two different people type "how to make an app" into a search engine. The first wants to build it themselves — often for free, in a no-code builder, over a weekend. The second runs a business, has a process that has outgrown a spreadsheet, and intends to have a contractor build it. Both see the same results, but need very different answers.
If you're in the first group, the honest answer is short. A simple internal tool — a form, a list of service requests, a basic panel — can be built today on a low code or no code platform, without writing any code. That works for as long as you fit the platform's rules: its database, screens and per-user price. We cover where that line sits in our article on low code and no code.
The rest of this article is for the second group. It shows how an app project with a contractor runs, and one thing that is rarely said out loud: you don't "make" an app so much as settle it in order — first what should happen, then how it should look, only then the code. Each stage makes it costlier to change a decision from the one before. You decide at three points: the brief, the prototype and sign-off. Be present for those — not every meeting.
Six stages, three decisions — and what it costs to change your mind
Our own analysis — the order of decisions described in this article
The most common early sticking point is the belief that you need documentation before talking to a contractor — a lengthy functional spec, wireframes, a choice of technology. You don't. Five fields are enough. Here is an example brief for a service-request app, in full:
field | what to write | example |
|---|---|---|
Goal | the one problem the app should solve | automate the intake of service requests and simplify communication with the office |
User | who sits down at this screen | B2B customers and in-house staff |
Features | what each of them has to be able to do | the customer reports a fault with a photo and checks its status; the employee assigns the request to an engineer and closes it |
Main screen | what's visible on the main screen | a list of requests with date, status and a filter by customer |
Priority | a condition that can't be skipped | works on a smartphone |
That's it. This brief fits on one page and is enough to get a sensible quote, because it says what should happen, not how to build it. Settling the architecture before you've spoken to a contractor usually means settling it twice.
The easiest way to fill in the "features" row is the format most development teams already use: the user story, a single sentence in three parts — who, what they want to do, and why. "As a customer, I want to report a fault with a photo, so the engineer knows what to bring." "As a manager, I want to see requests with no engineer assigned, so nothing waits longer than a day."
This format has two advantages you'll appreciate at quoting time. First, it forces you to name the user — different roles mean different screens, permissions and cost. Second, the "so that" part lets the contractor suggest a simpler solution to the same problem. Three to five sentences per role are enough for a first conversation.
The checklist below covers everything a contractor will ask anyway — use it to check whether you're ready for that conversation.
Tick what you already have. You don't need everything — but every unticked item is a question you'll answer during the project, usually at a higher price.
You don't need a finished graphic design — a logo and colours are enough if you have them, and a first version can be built without them if you don't. You don't need technical knowledge either: choosing the programming language, database and hosting is the contractor's job; yours is to check that they can justify the choice. Nor do you need a detailed specification — that's produced in the first stage, together with the contractor. We cover what a good brief does and doesn't contain in our article on a website brief — the same rules apply here.
The first stage is a conversation about your business, not features. The contractor wants to understand how work happens today, who will use the app, where information gets lost, and which tasks are manual and repetitive. This usually takes the form of a workshop — one or more sessions in which processes, user roles and a feature map are laid out.
A well-run analysis produces specific things you can check:
This is the first of the three points at which you decide. If the feature description doesn't match how your business works, this is the last moment a correction costs a conversation rather than a redesign.
Many clients hear "design" and think of colours. But designing an app starts with logic: the screens, what's on them, how a user moves between them. Appearance comes last.
Three terms come up at this stage that are worth telling apart, because each carries a different cost:
More on these three in our article on wireframes, mockups and prototypes, and on the difference between UX and UI in our article on UX and UI.
The prototype is the second point at which you decide, and the cheapest point in the whole project to change your mind. Show it to the people who'll actually use the app, not just management. Look for three things, because they're what most often breaks an app that otherwise works correctly:
A web app design isn't a single file of pictures. After this stage you should get three things you can check: a screen map — a list of every view and the transitions between them; a clickable prototype of the key journeys, and a set of components — buttons, fields, tables, messages — that all the screens are built from. That last point sounds technical, but has a simple effect: when a new feature is added in six months' time, it gets assembled from existing components, not designed from scratch. If all you get is a handful of nice main screens, ask about the rest before development starts.
Once the design is signed off, development starts — and here is the first myth to bust: that for months "something is happening" and you see the finished product only at the end. In a well-run project, work happens in sprints — one- to two-week blocks — and after each one you see a working piece of the app.
Without the jargon, development has three layers. Frontend is what the user sees: the screens and interactions from the prototype. Backend is the logic and data: who can do what, where requests are stored, what happens on a click. Integrations connect the app to systems you already use, and each of them is a separate line in the schedule, as we'll see below.
Working pieces are reviewed in a test environment (staging) — a copy of the app that doesn't touch real data. Ask for access from the first sprint: it's the only way to catch a misunderstanding after two weeks, not two months.
At the end of every sprint, the team shows what it built. This short meeting matters more than weekly status reports, because it shows working code, not a description of progress. Come with one question: does this match the user stories from stage one? If not, a correction here costs one sprint. Raise scope changes there, not in a mid-sprint email: a well-run team adds them to the next sprint and tells you what gets pushed back in return.
Functional testing — whether every feature works as described — is the contractor's job. Acceptance testing — UAT, short for user acceptance testing — is yours. The ISTQB Glossary, the standard reference for testing terminology, defines it as "a test level that focuses on determining whether to accept the system" (ISTQB Glossary). The question isn't "are there bugs", but "is this what we ordered".
UAT is the third point at which you decide, and the only one you can't delegate. A few rules that make it easier:
Go-live moves the app from the test environment to production — the environment real users work on with real data. Technically, that covers the server, domain, certificate, backups and monitoring — the contractor's job. Three things, though, need a decision from you:
Publishing to the App Store or Google Play adds developer accounts, testing and a review for every release — a separate subject, covered in our article on how to make a mobile app.
Launch doesn't end the project. After a few weeks, needs turn up that nobody predicted, the systems it's integrated with change, and browsers and phones get new versions. An app needs ongoing care — fixes, updates, monitoring — and that's a running cost, not a one-off.
We won't give you a percentage of project value that "should go towards maintenance" — the figures that circulate have no primary source. We break down what the bill after launch is actually made of, and what you can price in advance, in our article on app development cost.
There's no single market answer to this, so we'll show you ours: the rules our brief wizard uses to estimate project time. These are the planning assumptions behind our own projects, not a market measurement — but they show proportions that get lost most often in conversations about deadlines.
Where the time in an app project goes — our planning assumptions
Estimation rules from the Digital Vantage brief wizard, read 29 September 2026
Base time is 12 to 24 weeks for a portal or web platform, 16 to 32 for a SaaS-style app. That range isn't uncertainty, it's scope: the same label covers a panel for twenty employees and a product for thousands of customers.
The split matters more than the total. In our assumptions, development is 40% of project time — less than half. UX and UI design together are 35%, testing another 15%. Planning a schedule as if an app were mainly code usually means saving on the stages that decide whether anyone will actually use it.
In weeks, a 16-week portal breaks down to just over 3 weeks for UX, 2.4 for UI design, 6.4 for development, under a week each for content and launch, and 2.4 for testing. A schedule that allows only a few days for testing at the end isn't saving time — it's shifting those weeks to after launch, when users find the bugs instead.
Some elements extend the base time. In our rules, a customer area with login adds 2 to 4 weeks; CRM integration, 1 to 3; ERP integration, 2 to 5; an API for a mobile app, 3 to 6. Each of them is worth seeing as a separate line in the schedule your contractor gives you. To price your own scope, our web application cost calculator shows the gap between a first version and a full product; our study of web application pricing in Poland is useful background, though it describes the Polish market, not a Swiss benchmark.
A portfolio shows what a contractor has built. It doesn't show what working with you for months will be like — and that decides whether the project delivers what you ordered. Five questions that test the process, not the pitch:
You'll find a full checklist for comparing several contractors in our agency selection checklist.
In our planning assumptions, a portal or web platform takes 12–24 weeks, a SaaS-style app 16–32 weeks. Every integration and every login-protected area adds further weeks. Development takes the most time, 40%, but UX, UI design and testing together make up more than half the project.
A simple app — a form, a list of service requests, a basic panel — can be built without programming, on a low code or no code platform, often on a free plan. You pay later: for users, for limits, and because the app lives on someone else's platform. We cover when that's enough, and when it stops being enough, in our article on low code and no code.
UAT, or acceptance testing, is the stage where you check whether the app is what you ordered. The ISTQB Glossary defines it as a test level that focuses on determining whether to accept the system. It's carried out by future users, not the contractor, against criteria set in advance.
A user story is a single sentence describing a feature from the user's point of view: who, what they want, and why. For example: "As a customer, I want to report a fault with a photo, so the engineer knows what to bring." This helps a contractor quote the feature and suggest a simpler solution to the same problem.
No. A one-page brief is enough for the first conversation: the goal, the users, the key features, what's visible on the main screen, and a condition that can't be skipped. A detailed specification is produced in the first stage, together with the contractor.
Got a brief — or half of one?
We'll go through it together in one conversation. We'll tell you what goes into the first version, what can wait, and how long each stage will actually take.
Guides on building apps for businesses: what a web app is, how the project runs, what it costs, how to plan an MVP, and PWA vs mobile apps.
What is an MVP (minimum viable product), how it differs from a proof of concept and a prototype, and how to scope it with the MoSCoW method.
What a PWA is, how the manifest and service worker work, installing it on Android and iPhone, push notifications since iOS 16.4, and what a PWA still cannot do.
Why nobody can give you a Swiss price for app development, what the one published rate reference actually covers, our own prices, and cost after launch.
How to make a mobile app for a business: Android vs iOS in Switzerland, native or cross-platform, a DUNS number, closed testing and app review.
A web application is not just a bigger website. The real difference, the types of web application, what they cost and when they are worth building.
Your Business Partner, CEO
Experienced technology leader and entrepreneur with over 20 years of experience in the IT industry. Specializes in digital transformation, software product development and building engineering teams. For nearly 15 years, he led B2B teams at a global technology corporation, managing a 40-person team of developers and engineers, multi-million dollar budgets and products deployed at the scale of tens of millions of licenses in EMEA and global markets. Today, as the founder of his own consulting firm, he helps small and medium-sized businesses make smart technology decisions - from website and online store development, to process automation, to comprehensive IT consulting. He combines strategic thinking with a hands-on technical background in web development, DevOps and software architecture. He focuses on a collaborative culture, agile methodologies and solutions that realistically support business growth.
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