Top ten design blindspots for Mobile app developers. Mostly based on my first experiences with Mobile design, as a developer.
Original deck presented at XConf 2011, ThoughtWorks, Pune.
Images used in the keynote are for illustrative purposes only.
This document discusses guidelines for designing user interfaces for iPhone applications. It covers topics such as choosing an application style, following human interface principles, handling common tasks, and creating custom icons and images. The guidelines emphasize simplicity, focus on the primary task, effective communication, and supporting standard gestures and controls to provide a consistent user experience. Application elements like the status bar, navigation bar, tab bar, and toolbars are described. Standard views, controls, alerts and modal views are also covered.
iOS Human Interface Guidlines for iOS-PlatformsMartin Ebner
The document provides guidelines for designing iOS apps according to Apple's Human Interface Guidelines. It discusses key iOS design principles like deference to content, clarity, and using depth and layers to communicate hierarchy. It also summarizes guidelines for many specific iOS features and technologies like navigation bars, tab bars, notifications, widgets, extensions, HomeKit, Apple Pay, and accessibility. Developers are advised to follow platform conventions, prioritize usability, and test designs extensively.
A research on i pad device & experience designVinny Wu
This document summarizes research on the iPad device and experience design. It discusses what the iPad is, how it differs from other devices like the iPhone and PC, and how people use the iPad in different environments and situations. It also covers opportunities and challenges for designing iPad apps, new UI elements like split view and popovers, and guidelines for iPad user experience design. Finally, it proposes a "CARS" strategy for a shopping app experience and includes an appendix of iPad development resources.
The document outlines guidelines for designing user interfaces and experiences for iOS applications. It discusses key concepts like metaphors, gestures and touch interfaces. It provides best practices for aesthetics, functionality, usefulness and sharing across apps. It also details technical specifications for iOS screens, buttons, tabs and more. The most important guidelines emphasize instant load times, orientation support, minimal elements and preparing apps to stop at any time.
iPhone / iPad - Human Interface GuidelinesMartin Ebner
The document discusses guidelines for designing iPhone and iPad applications. It covers topics like choosing an application style, designing for the device, following human interface principles, focusing on the primary task, using technology features like iCloud and notifications appropriately, and more. The overall message is that applications need to provide a simple, easy to use experience tailored specifically for the mobile platform.
The document discusses guidelines for designing user interfaces for iOS platforms, including iPhone and iPad applications. It covers topics such as choosing an application style, designing for different iOS devices, interaction principles, and adapting iPhone apps for the iPad. The guidelines emphasize tailoring the design to the mobile platform through simplicity, focus on the main task, and use of standard iOS interface paradigms.
Designing better user interfaces sets out to teach interface design by talking through concrete examples: what works, what doesn’t work. A good interface consists of a thousand details done right. This presentation is all about those details.
The document discusses the debate around whether mobile websites using HTML5 or native apps will dominate. It notes that mobile is becoming the dominant platform and screens the user experience differently than desktop. Both apps and the mobile web have advantages and disadvantages. The document concludes that rather than choosing one over the other, both have important roles to play and that hybrid apps that combine the mobile web and native features may be the best approach.
The document discusses 6 ways to create a better user experience for iPhone and iPad apps. It discusses 1) being welcoming to users through getting started information, interface annotations, and optional demos; 2) knowing individual users through personalization; 3) letting the app's content be the primary focus; 4) making selections fast and error-free with defaults, lists, suggestions and stored history; 5) providing feedback through animations, transitions and alerts; and 6) minimizing problems through explanations, maintaining the current state, autosaving and keeping users informed. Examples are provided for each tip.
The Next Generation of Flash User ExperienceKevin Suttle
Kevin Suttle is a Flash Platform UX Architect who has been working with Flash for over 5 years. In his presentation, he discusses the current "battle for platform supremacy" between Flash and HTML5. However, he argues that users just want great content and experiences, and both Flash and HTML5 are capable of providing that. He outlines many new user experience focused APIs in Flash Player 10.1 for touch, gestures, accessibility and more. He advocates for an approach of "mobilizing, not minimizing" applications to provide adaptive experiences across devices using Flash technologies like AIR.
This document provides information about designing mobile apps, including:
1. It discusses tools that can be used to create mock-up designs for mobile apps, such as paper, pen, and digital mock-up tools.
2. It outlines several key differences between designing for mobile versus desktop, such as smaller screens, touch interfaces, and varying operating systems and devices.
3. It emphasizes the importance of usability testing and designing for the specific affordances and guidelines of each mobile operating system. Tailoring designs for different platforms rather than using a "one size fits all" approach is recommended.
1) According to surveys, the average app user downloads about 10 apps per month but rarely uses any single app for more than 20 launches before abandoning it. Less than 15% of apps receive significant use in a week and only 1/3 are used at all 2 months after being downloaded.
2) Nearly 50% of apps are downloaded based on a friend's recommendation, indicating the importance of social influences on app adoption.
3) Users interact with their phones in limited, fragmented sessions where they pay only partial attention to apps. They may see a different experience than what designers intended due to limited attention and use contexts like crowded public spaces.
1) The document analyzes marketing strategies for iPhone applications based on a case study of two public transportation apps called RATP Lite and RATP Premium. It identifies patterns in downloads, sales, pricing, and rankings on the App Store.
2) Key findings include that price reductions can significantly increase sales, free versions help promote paid versions, and concentrated advertising periods over 4 days yield better results than spreading ads over weeks.
3) The document proposes that App Store rankings are based on the previous 4 days of sales, with current day sales being most influential, and that sales can be forecasted with 10% accuracy based on previous sales patterns.
Today’s 'smart devices' are a product of the technology and mental models of our past. From a connected lightbulb to a robot vacuum, using most of these devices requires a native app. This in turn greatly limits their contexts of use. Can we really expect users to download an app to interact with a random ’thing’ they encounter at the mall, a space they explore for an hour at the museum, or a city they will only visit for a day? What devices could we build, what 'smart' environments could we enable if users could simply discover, “walk up and use”(and then if needed, abandon) these objects and environments as they do a web site?
This workshop will discuss two new technologies--Physical Web and Web Bluetooth--that can enable on-demand interaction with physical things and spaces using no more than a browser.
Overview of ios Accessibility, a look at what is on offer for a11y support in apps and also how the a11y api architecture works in ios.
Talk given in August 2016 at Dev World Melbourne Australia's national OSX conference.
What is the best way to create the most effective mobile apps design? Mobile development experts at Promatics summarize 12 basic principles of mobile web design. You will surely see success if you follow all of them.
Good Design Principles for App Developer (UAB) 2017Marçal P.
Keynote shown at Universitat Autònoma de Barcelona (UAB), on the Graduate Engineering Mobile Application Development, teaching the Good Design Principles for Mobile App Developers.
· Good Design Principles by Dieter Rams
· Good Design Principles & Apps
· UI – Human Interface Principles
· UX – User Experience Guidelines
· Reference Links
How Visual Design Makes or Brakes Mobile Ivana Milicic
How our visual perception works, and what are the main visual design principles we can rely on to build consistent, eye pleasing and functional mobile app interfaces that will make better mobile app UX?
The document discusses how responsive web design should focus on proportional relationships rather than directly translating pixel values between design programs and CSS. It advocates becoming aware of the ratios between elements and their containers to create flexible, adaptable designs. A truly responsive design uses a flexible layout with media queries built upon that flexible foundation rather than fixed widths, which results in less code overall.
This document discusses mobile app design for behavior change. It outlines principles from behavior change experts like BJ Fogg on how to design apps using triggers, motivation, and ability to influence behaviors. Specific techniques discussed include self-monitoring, reminders, feedback, social influences, gamification and others. The document argues that mobile is well-suited for behavior change apps due to its ubiquity, ability to provide just-in-time triggers and feedback. It also explores how future apps could incorporate more simulations, social elements and choice architecture to promote behavior change.
Mobile App Design course (iOS & Android)3sidedcube
This document provides information about designing a mobile app from start to finish in 6 weeks. It introduces the lead designer and notes their experience building apps across continents and languages. It lists requirements for junior designer roles, including passion for design and skills/experience using tools like Sketch and Adobe Creative Suite. The rest of the document outlines a course to teach concepts like structuring app navigation using tabs and navigation drawers. It provides examples of deciding what content belongs in navigation and prioritizing features. Students will learn processes for designing full apps with icons by the end.
Mobile App Design Best Practices - Usable Interfaces for Tiny PlacesApigee | Google Cloud
The document discusses best practices for mobile app design, focusing on creating usable interfaces for small screens. It emphasizes the importance of wireframing and prototyping before design to simplify interfaces. Great design takes away complexity by removing unnecessary elements and using white space effectively. The document also stresses the need to follow platform guidelines and provide feedback to users to give the perception of high performance, even when factors like network conditions are outside the designer's control.
Smartphones are actually more powerful than desktops in many ways. They are highly personal, always on, always with us, usually connected and directly addressable. Plus, they are crawling with powerful sensors that can detect location, movement, acceleration, orientation, proximity, environmental conditions and more.
This post is about the lessons we learned about designing iOS business apps. The same concepts can also be used for building mobile apps in other platforms.
Concepts, strategies, and gotcha's that every marketer should be aware of from an iOS developers perspective. iOS is in high demand but is still new for most marketers and agencies. This presentation will help bridge that digital divide.
QuickSoft Mobile Tips & Tricks 11-03-10Almog Koren
The document provides an overview of mobile design and development. It discusses types of mobile applications, platforms and tools including Flash Lite, Flash Player 10.1 and Adobe Air. It covers considerations for designing mobile user interfaces like screen size and user input. It also discusses best practices for mobile development including performance optimization and testing.
This new second edition of Mutual Mobile's essential Android design guidelines now incorporates Google's latest OS release made specifically for tablets, Honeycomb. This version of the guidelines introduces some of the OS's features such as Action Bars and UI elements like Fragments. This guide is a must-have for any designer exploring the mobile space and a big step froward for the Honeycomb app ecosystem.
For more, visit www.mutualmobile.com
This document provides guidance on mobile app UX/UI design and development. It discusses understanding mobile users and their context, strategies for successful app UI/UX design, and tips for app UI/UX development. The agenda includes understanding mobile users, UI/UX design strategies for success, a mobile app UI/UX development guide, common issues, tips and techniques, and learning from development case studies. It also covers the differences between UI and UX, as well as mobile web vs. native apps. Design patterns and anti-patterns are discussed along with tips for finger-friendly and space-efficient design.
Mobile first: A future friendly approach to UX designInVision App
Thinking "mobile" is not just about devices, it's about better usability, optimizing for screen real estate, and simplifying design elements and layouts. Asher Blumberg, Mobile UX Designer at StumbleUpon, walks us through creating a unique design language for your app that bridges the chasm between iOS and Android.
The document provides an overview of best practices for designing mobile user experiences. It discusses principles like designing for touch, legibility, speed, and fluidity. It also covers topics such as using grids, differentiating interactive and static elements, providing feedback, and testing prototypes with users. The workshop will include designing a mobile site prototype, building it, and doing user testing to understand how real people use the design.
This document provides an overview of UI and UX considerations for mobile developers using Material Design. It discusses key Material Design components like floating action buttons, cards, tabs, and toolbars. It also covers principles of interface design like focusing on the user, making the right things visible, showing proper feedback, being predictable, and being fault-tolerant. The document recommends using density-independent pixels, supporting different screen densities, and handling orientation changes properly. It emphasizes using animation and shadows to provide visual cues about objects' depth.
Ubercool, pixel perfct & slick design… that just doesn't workSamuel Bednar
How talked about my happy days of graphic design, how I had thought everything had been about nice fonts and colors. I didn’t bother with testing. Now when I look back, I can see the path of destruction my carefree days have left. Here are 99 problems of graphic designer.
This document discusses various user interface design patterns used in popular mobile apps. It begins by defining UI design patterns as reusable solutions to common user problems. It then highlights some key interactive patterns like gestures and animations that power many new mobile UI designs. The document also summarizes input patterns such as smart keyboards, default values and autocomplete, immediate immersion to bypass signups, action bars for quick access to actions, and social login. Additional patterns covered include huge buttons, swiping for actions, and notifications.
Designing Windows 8 application - Microsoft Techdays 2013Markus Jönsson
Presenting the design and UX paradigms when designing for Windows 8. The presentation is focused around the 5 design principles from the Microsoft design guidelines for Windows 8 applications.
The presentation was performed during the Microsoft TechDays 2013 in Helsinki, Finland by Markus Jönsson & Arturs Polis.
The document provides an overview of Lean UX, designing for mobile, and why enterprise UX is awesome. It discusses Lean UX methodology and practices like defining goals, designing, and testing and refining. It also covers principles of mobile design like designing for touch, legibility, and speed. Finally, it notes that while enterprise software is often seen as dull, startups are shifting perceptions by making enterprise tools easy to use, adopt, and roll out.
Communication Design for the Mobile ExperienceDavid Drucker
Presented to the Vancouver Chapter of the Society for Technical Communication at their May 2011 meeting. This is a discussion of issues, and strategies for creating usable, navigable, relevant content for mobile computing devices like smartphones. Included many examples and a case study.
This document provides an overview of usability design principles for user interfaces. It discusses concepts like the IBM Iceberg Model which breaks down UI elements into visual, interaction, and user model components. It also discusses the usability process involving concept, strategy, solution, innovation and iteration. Key principles discussed include understanding human biases, simplifying tasks, making elements visible, standardizing mappings, allowing for errors and iterating designs. Resources on visual prototyping, UI patterns and the universal principles of design are also referenced.
I built an application and made this presentation for a class of mine. I wanted to demonstrate how easy Google App Inventor can be to use in building personal apps as well as introducing others to the world of application programing. Your comments and questions are very welcome!
Excellence in the Android User Experiencemobilegui
The document discusses ways to provide an excellent Android user experience. It covers making a great first impression with the app icon, title and description. It also discusses designing for ease of use through clarity in information hierarchy and navigation patterns. The document provides tips on UI design and development, and introduces new prototyping and asset creation tools to help improve the app quality and continue impressing users.
Seriously, you should start your mobile-related startup with an Android app, but there are many challenges that you need to fight to be competitive. First things first, you need to create a magical user experience solving a real problem. We will discuss why starting from Android could be the right strategy and how to use a lean approach to design a better user experience.
Similar to 10 Design Commandments for Mobile App Developers (20)
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24. Design isn’t just about aesthetics or
Prettifying mock-ups.
Not how it looks. It’s how it works.
25. Cliche’d as it sounds,
there really IS a lot more to
design than meets the eye.
Specially the untrained eye.
26. Don’t
“mail me the screens when you are
done”
your designer
Mobile Application Design needs to
be collaborative.
27. Graphics can make or break
your app. Get involved.
Learning to communicate
with your designer is crucial.
28. Try and absorb the basics of UI
design:
File formats.
Jpg, tiff, png, psd, gif, eps,
svg, ai
29. Try and absorb the basics of UI
design:
Vector vs Raster Graphics
30. Try and absorb the basics of UI
design:
Alpha Channels (Transparency)
Black = transparent
31. Try and absorb the basics of UI
design:
Color Codes, Palettes, Tools
Hex color codes http://kuler.adobe.com/
32. Try and absorb the basics of UI
design:
Tap Zones/Hot Zones on Touch
Devices
The comfort zone for the right thumb falls on the opposite side of the screen.
At the left edge and bottom of the screen.
38. “The perception of performance is
based on start-up time, page-loading
behavior, smoothness of transitions
and animations, errors, and waiting
times”
40. Optimizing individual
screens, flows and UI
elements will reduce
waiting times and keep
users from thinking that
they’re wasting their time.
41. Feedback!
Android Marketplace
App
iOS Messaging App
iPhone Homescreen
Keep the user in the loop at all times.
Let the app announce – visually or
otherwise - what it is upto at any
given time.
42. Design can help
communicate justified/
expected delays.
Loading food menu
Identify chunks of code that are
likely to consume time.
(Retreiving data from a server, Extensive Calculations/
parsing.)
43. If possible break the UI into bits that can be
updated before and after executing those
chunks of code.
Keeps user in the Partially updated UIs keep the user
dark involved.
Zomato App
Bookmyshow App Sugar n Spice App
44. Use descriptive Preloaders.
and Progress Indicators.
Don’t say. DO say.
“Downloading restaurant
“Please Wait..”
details”
46. Every UI element contributes to
performance.
Key aspects to look for are..
Elements on Screen.
Ration the number and type of elements
on screen at a time.
Media items for example, are heavy!
48. Recently a ‘Google Insider’ posted on Google
+ about why he thought the Android OS
would NEVER be as fluid and responsive as
iOS. He pinned it down to the fact that
Android handles UI rendering in the main
thread and at Normal Priority, while iOS
handles UI rendering in a separate thread
with real-time priority.
Over-simplified Learning?
UI first.
57. Keep Snippets handy!
For eg, this is what you would do to center a graphic
element on screen horizontally:
element.x = screen.width – element.width/2
63. Probably the most important skillset to
strive for. An armour of Memory/Filesize
optimization tips & tricks and Workarounds.
64. Learn to emulate basic design
effects via code.
* Drop shadow
* Text outlines
Lorem Ipsum Lorem Ipsum
(Sample Text)
+ (Shadow)
Lorem Ipsum
Vector shadow created
66. Spot graphic elements in your UI which could
be satisfactorily reproduced via native shapes
and design primitives in the framework.
Rescue as many rasters as
possible to Native Vector shapes
67. And optimize for battery usage too.
Try and not access peripherals when not required.
Cache data that doesn’t need to be downloaded
again. Save on network calls.
Use Wifi whenever available instead of 3G.
74. File-size is key.
A friend owns an HTC Chacha. When phones like
those run out of space (and they do real quick), the
user sorts a list of installed apps by file size and the
perperators at the top are uninstalled to make space.
77. Design to allow for errors.
Keep your errors soft and friendly.
Selection errors on mobile phones are
higher than on desktops because
fingers can be clumsy, people are often
distracted during use and some people
have large hands
78. Account for an Offline Experience
Unlike the web, the mobile isn’t always
connected to the Internet.
Design for Offline Use.
79. In case the app relies heavily on
pulling content over the internet,
Cache data offline.
Flipboard App for iPhone in Offline Mode
So the user experience isn’t broken.
It’s just stale, at best.
83. Modern day smartphones are touch and gesture
optimized devices.
Use buttons, sliders, radio boxes, menus and
picker wheels whenever possible instead of text
inputs.
84. More Touch Controls. Less
typing.
Pre-populate oft-repeated data or values that can be
predicted based on previous recordedbehavior or
intuition.
86. Consider the capabilites of a
device before programming
for it.
Utilize capabilites like multi-
touch gestures, Accelerometer,
GPS, NFC etc wherever it fits
the bill.
Be judicous. Dont overdo it.
I remember about 2-3 weeks back, I was driving back home in my car from a late night party with two other friends – who were both from Advertising backgrounds. It was rather dark and we were barelling down MG Road to Gurgaon. The female friend in the back seat was in “high spirits” :p. Suddenly she jumped up and started pointing at the rear of a car ahead of us going ‘Look! Look! That car is smiling!”. Then she pointed to another car a few minutes later, ‘Look! That one is not too happy. But Its smirking!”. She was making out faces in the rear ends of the cars. The bright red brake lights were eyes and the boot lids were the mouth. And while I sat there shaking my head in amusement and bewilderment, I saw the other two agreeing with each other and seeing the same faces in every car ahead of us. As I squinted and struggled to see a face in what were just rear ends of cars to me. ‘I have done research on cars like this! Its called Non Verbal Communication’ she announced casually. The other two egged me on and described what to look for. And then I saw it. And in the next. Until I saw faces behind every car we overtook. Happy. Sad. Even a trollFace. I saw them all \n\nWe all percive design. But we need someone to describe it to be able to communicate\n
Whenever possible. Try and work with specialized Mobile App Designers instead of Visualizers. Visualizers are traditional, web and print guys. Mobile designers take care of minimum hit areas, multiple resolutions, file size etc.\n
Strike a fine balance. Platforms give native controls. Use them. Dnt go overboard with graphic customizations\n
Svg -> scalabale vector graphic -> format of the future -> browsersa are beginning to support svg in html5\nPng -> highest quality , supports transparency\nGif – can contain frames, animations. Not used much now\nJpeg -> when u don’t need transparency n want to save size. Lossy compressions\nVectors -> stored as mathematical formulas, needs lots of CPU. Not good for animations\n
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Strike a fine balance. Platforms give native controls. Use them. Dnt go overboard with graphic customizations\n
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The user needs the perception of control at all times.The power to interrupt and/or abort anytime.\n
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Web n desktops traditionally -> 72 dpi\nIphone 4 -> 326 ppi . Android devices – 250-300 ppi. Ipad 132 ppi\n\nColor depth -> colr info per pixel\n
Eg. Fb in browser on android vs ios. Put thumb on screen while loading. Progress bar stops in iOS n UI responsiveness is max. HTC Desire HD sluggish UI update but progress bar went on. All this happens at a kernel level but key learning is : UI first. Update what u can.\n
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Every framework might have its own.\n
Off screen objects/graphics are abstract concepts. But they come in handy sometimes to implent even simple things like flip screens or swipes.\n
Simple Send Backwards and Bring to Front becomes Z-Indexing in most frameworks. Objects have a Z-Index. The ones on the top of the stack have a higher Z-Index. And the ones below have lower Z-Indexes.\n\nSometimes Groups of objects can have complicated Layering structures. Watch out.\n
Groups let you modularize your design flexibly. Be careful. Some frameworks have Local Coordinate system within groups too. Much source of anguish.\n
\n
Just the basics!\nFrame is a state in an animation\nTimeline – collection of frames\n\n
Playhead – concept. The frame in the animation that is being displayed right now.\nFPS: frames per sec. higher fps, higher cpu.\nKeyframes – most modern softwares these days don’t need you to define every frame. Just defining the frames which have substantial change – keyframe. The software fills in the rest – tween\n
Motion tween. Shape tween.\n\nAnimator defines two keyframes and creates a tween. THe software fills in the intermediate transient frames.\n\n
Sprite sheets are 2D animations packed as multiple frames into a single texture image. This allows a much more efficient use of texture memory, which is highly limited on mobile devices, and also minimizes loading time.\n
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This way you avoid png.\nDrop shadow: shade of light grey of the same text, 5 px down n right\nOutline: text of slightly large size at same location layered below\nGradient: \n
Image tiling saves precious file size.\n
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TG - Target audience. \nBe open to criticism.\nTalk less. Listen More.\nValue negative feedback. Don’t dig for validations.\n
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You never know where your idea goes if you listen to people. And you make less mistakes making assumptions about others.\n\n