Channeling
Weeknote, w/c 16 February 2026
One of the designers in the team has been on holiday for the past two weeks so I’ve stepped in to cover. This meant getting to grips with designing and prototyping for Android. This has been, shall we say, a learning experience.
Figuring out how to use Android’s programming language and interface framework (Kotlin and Jetpack Compose, respectively) is one thing – they aren’t so different to their equivalents for iOS, with which I’m moderately familiar. The syntax and vocabulary are similar enough that it hasn’t taken too long to figure out how to do comparable things. To my eye, Kotlin looks a little messier as words on a screen while being simultaneously easier to understand. I am still pretty bad at writing Kotlin code but having Copilot on hand to test out ideas or query a method has vastly sped up the process of getting good enough to make shitty but functional prototypes (surprising precisely no one, at this point in the AI hype cycle).
The bigger issue has been trying to understand the design ethos of Android and Material Design. It is a visual paradigm that I haven’t had to really design for, given that the NHS App doesn’t currently use Google’s design system. To get my head in the game, I’ve been reading documentation and trying to hunt down useful reference applications, but it is one thing to understand the gist of the system and something else entirely to be able to use it well. Is there an Android-y way to design the NHS App and should that be distinct from how things might work on iOS or the web? What would that consist of? These have been my research questions for the past two weeks.
Asking those questions presupposes that it is acceptable for the NHS App to have to have different design expressions on these three platforms. This hypothesis is foundational to the work we are pursuing right now. It follows on from the idea that we should align how we design to platform conventions and has some interesting implications. For Android and the current incarnation of its design system, Material 3 Expressive, just how expressive should the NHS App be? We are talking about an official digital channel of the state, after all. Material 3, as shown in the documentation, is rather jaunty and very colourful. Is that really the best way for the NHS App to feel? Probably not, but a certain amount of visual and interaction alignment to Material 3 seems important for signalling “this thing works like your other apps”, which we already know lowers the barrier to use. On iOS, this is a relatively straightforward thing to work out because the ecosystem is fairly homogenous. On Android, there is precious little consistency in how apps use the design system, making our challenge significant.
To compound this challenge even further, Material 3 isn’t the only design system we need to contend with. We also need to use as much of the NHS design system as we can. Not literally of course, but if we are going to create a new set of mobile apps that matches user expectations and maintains trust in the organisation, we need to provide some degree of continuity with other NHS services.
Finding a middle ground isn’t a simple task. The current version of Material Design seems to be optimised for obviousness. It is extremely bold and makes liberal use of intense colour. In the abstract, those aren’t bad things – I welcome the drive toward making interface elements obvious! However, very few apps seem to use Material 3 to its full extent, which isn’t a huge surprise given how easily it might overwhelm a company’s branding. Articles by Google give many examples of how to make the system work, but pretty much all of them are entirely too vibrant for an NHS product and they don’t fit well with our colour palette. We risk falling into a strange netherworld where the app feels neither like standard NHS services nor like obviously Android-y apps. Little by little, I think we’re starting to get the hang of it, but were aren’t there yet.
In the last round of user research, we explored how much branding and customisation we could remove before our prototypes performed worse than the web app. The research clearly showed that there are limits to how much we can strip back the design to platform defaults. Below a certain threshold, users start to react negatively. The information architecture and task flows all work fine – in fact, they still work better than the web app – but users don’t like the experience as much and they don’t trust what they’re looking at. An ultra-reductionist summary would be “the NHS App needs to have a decent amount of blue in it”, but this misses a lot of nuance. NHS services have a certain way of organising content and tasks that users have become familiar with. If we are going to make users comfortable and maintain trust in the app, we need to find a way to utilise NHS design patterns and represent the brand in way that feels natural on the Android platform. We need to channel the spirit of NHS services via the medium of Material Design.
Eventually, if we arrive where I think we are headed, we will have three aspects of one design system, each tuned for a particular platform. The NHS App may very well look and work differently on each. I think that is fine, so long as it produces the same outcomes in each place. The task now is to find the Android-y and iOS-y expression of the NHS brand and design ethos.