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Mobile App

Cleaner

A freemium phone-cleaner app where users feel value before they're asked to pay.

A utility app for people aged 20+ whose storage is overloaded with photos, screenshots, videos and screen recordings. Designed to compete in one of the App Store's most saturated categories — where the winners are players with deep pockets and aggressive paywalls. My answer: out-design them on monetization model, not on feature count.

RoleLead Product DesignerSole designer
Team1 Product Owner
1 iOS Engineer
Timeline1.5 months · 20264th collaboration
StatusIn development iOS & Android · Utility
01 — Context

A fourth project with a trusted Product Owner.

This was my fourth project with the same Product Owner — after Night Clock, Sleep Sounds, and LumiNap. Same playbook: ship lean MVPs into adjacent verticals, measure traction, double down on winners.

The brief was a utility app for people whose storage is constantly full. Photos, screenshots, videos, screen recordings — the things modern phones accumulate without anyone managing them. My job wasn't to design another cleaner. It was to design a cleaner people would actually choose over the dominant players already on the charts.

Context mockup
02 — Challenge

Winning in a category dominated by paywalls.

A saturated niche full of clones. Aggressive monetization as the default. Users trained to expect a paywall before any real action.

01

A saturated category

Phone cleaners are one of the App Store's most crowded utility niches. Dozens of clones, near-identical feature sets, and a few well-funded incumbents with locked-down market share. Competing on features alone was a losing strategy.

02

The paywall problem

The dominant cleaners all share the same monetization pattern: no action without a subscription. Users open the app, see what they could clean, and immediately hit a paywall. Reviews are full of frustration. This was the opening.

03

Trust at the moment of deletion

Cleaning storage means deleting things users care about — photos, memories, files. The UX had to make people feel safe pressing the button. One bad accidental deletion in early reviews would tank the app.

04

Two platforms, one design system

iOS primary, Android secondary. The design system had to stay coherent across both platforms while respecting each platform's native patterns where it mattered. No "iOS app ported to Android" feel.

03 — Process

Strategy first, pixels second.

Discovery & competitive teardown

I audited the top 12 cleaner apps in App Store and Play Store. The pattern was uniform: stunning marketing screenshots, then a paywall on screen two. App Store reviews consistently flagged this as the #1 frustration.

That frustration was the wedge. If everyone gates value behind a subscription, the differentiator is generosity.

Monetization model design

Before any UI, I worked out the full monetization flow on paper with the Product Owner: where users get value for free, where the soft paywall lands, what the reward-ads alternative looks like, and how each path generates revenue. Design decisions downstream were locked to this model.

Visual identity & UI

Built around iOS 26's new visual language — subtle glassmorphism, ambient depth, motion as a quality signal. The visual surface had to feel premium and modern, because in a category full of cheap-looking clones, looking trustworthy is half the conversion.

Design system & cross-platform handover

Lightweight component library in Figma, with platform-specific overrides for Android (Material patterns where iOS conventions don't translate). Frequent syncs with the engineer to lock decisions before they shipped.

Process diagram

Competitive audit revealed near-universal "paywall on screen two" pattern — the design wedge.

Process mockup
04 — Key Decisions

Three calls that shaped the product.

Decision 01

Lean into iOS 26's glass — selectively

iOS 26 was rolling out new glass effects, but early builds had rendering inconsistencies on older devices. The easy choice was either "go all in on glass" (risk bugs) or "skip it entirely" (lose modernity).

I made a third call: use glass selectively — on key surfaces only, with solid fallbacks where rendering was unreliable. The app feels contemporary without introducing visible glitches, and the visual quality reads as trustworthy at the exact moment users decide whether to delete their photos.

In a utility category, looking modern isn't vanity. It's a conversion lever.
UI screen 1
UI screen 2
Decision 02

Free value before the paywall, not after it

The dominant cleaners all gate the first meaningful action behind a subscription. Users see what could be cleaned, then hit a wall. Reviews are full of "this is just a paywall, not an app."

I designed the flow inverted: users get a real, working cleanup before they're asked to pay. AI scans for duplicates, screenshots, large files — and the app actually clears a small batch. The user feels the app working for them, builds trust, and only then meets the paywall for full access. Generosity becomes the differentiator.

Motion showcase

The freemium loop: feel value first, pay second.

Decision 03

Rewarded ads as a second monetization path

Most users compare 2–3 cleaners before settling. The ones who don't subscribe after the first scan would normally be lost — wasted acquisition cost.

I borrowed a pattern from Tinder's reward-ads loop: after the free cleanup, users can watch ads to unlock additional manual cleanups. Limits stay tight enough that heavy users find subscribing easier, but generous enough that ad-watchers feel rewarded. The business wins either way — subscription revenue from one path, ad revenue from the other.

Don't fight the users who won't pay. Give them a second path that still funds the business.
Story builder screen
Character selection
Decisions mockup
05 — Outcome

Designed, validated, awaiting launch.

  • Full design system and developer-ready specs shipped in 1.5 months — across iOS and Android, including the freemium monetization flow.
  • Positive feedback from the Product Owner and engineer on the monetization hypothesis — a noticeably different model from the category's defaults.
  • Discussion of a fifth collaboration opened during the project, reflecting continued trust in the partnership.
  • Quantitative results pending launch. Once the app ships, we'll track free-to-paid conversion, rewarded-ads engagement, and retention against category benchmarks.
Notify me at launch
06 — Lessons Learned

What I'm taking forward.

01

In saturated categories, monetization is the design.

When every competitor has the same features, the differentiator isn't what the product does — it's how it asks for money. Designing the monetization flow is design work, not just a business-side decision.

02

Generosity is a competitive advantage.

Letting users feel real value before the paywall costs the business nothing in marginal cost — but it converts users who would otherwise churn within the first 60 seconds. Free value isn't a giveaway. It's the funnel.

03

Two revenue paths beat one.

Users who won't subscribe aren't worthless. A rewarded-ads loop turns the "no" segment into revenue, while keeping subscription friction high enough that motivated users still pay. Don't choose between paywall and ads — design a path for both.

Takeaway

Beating saturated categories with a smarter funnel.

Cleaner taught me that in commodity categories, the design that matters most isn't visual — it's the shape of the monetization flow. Out-designing competitors on freemium logic, not feature lists, is how a small team competes with whales. I'm watching this one closely once it ships.

Cleaner — Phone Storage Optimizer | Vladyslav Kovalchuk