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7 Tips To Create Awesome Mobile App Designs
7 Tips To Create Awesome Mobile App Designs
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STORY BY
Jerry Cao
Jerry Cao is a UX content strategist at the wireframing and prototyping app UXPin. To learn more
techniques for perfecting the art and scien
(show all)
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Native app UI design doesn’t give you much room to work with. When designing for smaller
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screens and shorter attention spans, your UI design must work at the speed of thought. Ideal-
ly, you want to design an interface that’s easy enough for novice users, without boring experi-
enced users.
Read article
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Let’s review the Five Pillars of Interaction Design again here before we dive into tips on creat-
ing usable native app interfaces.
Goal-driven Design: You want to design for the right user. User research, such as surveys
and interviews, will help you create personas for those most likely to use your app. This al-
lows you to create specific goals for your users and tailor your app’s workflow to suit their
needs.
Usability: This seems like a no-brainer, but your app has to be usable. If your audience
can’t easily use the app, then they certainly won’t download it from the App Store. Usabili-
ty makes a product useful, which is the first step in being desirable.
Affordance & Signifiers: The affordance is the function. Signifiers hint at affordance. For
example, blue, underlined text indicates that clicking on it will take you elsewhere. Use
signifiers correctly so users don’t need to think about what each UI element does.
Learnability: You want users to instinctively know how to use an interface. This is where
design patterns come in handy, which we’ll talk about later in the article. Familiar patterns
help a new user easily acclimate to an app.
Feedback & Response Time: Feedback lets users know if a task was completed or not. It
can be as simple as a beep, or more complex like a modal window. Make sure your feed-
back is friendly, human, and responds within the timing guidelines set forth by the
Nielsen Norman Group.
As Andrew Maier points out in his excellent UX Booth article , these five rules are the founda-
tion you should consider before embarking on designing any kind of interaction, whether or
not it’s for a native app.
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Screen size isn’t the only constraint in mobile design. According to Maier, users form the basis
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of your interface’s constraints. So the first step in creating a goal-driven app UI is to know
your users.
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There are three fundamental tactics for understanding your users, as highlighted in the free
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Guide to UX Design Process and Documentation :
Personas: Personas are fictional characters fashioned from the expected behavior of your
target users. They allow you to determine what will drive users’ decisions within your app.
User Scenarios: Scenarios provide insight into how a persona will act. With user scenar-
ios, you’ll be able to design a UI that best suits them and the goals they want to
accomplish.
Experience maps: Here you’ll explore all the possible conditions for a single interaction.
Experience maps chart each step that personas are most likely to take while using an app.
They help you understand all the emotions and circumstances that surrounding those
steps.
Doing this upfront will save you headaches down the road, as Google Venture’s Braden Kowitz
points out:
“So replace the startup dogma of ‘launch early and often’ with ‘learn early and often.’ For me,
it opened my mind to all the different kinds of ways startups can learn, and how valuable
user research can be to the core mission of any startup.”
In other words, make sure you conduct usability testing sessions between each major itera-
tion. At a bare minimum, run some remote usability tests with a service like UserTesting so
you can see how people use your app in natural settings. For more insights into behavior nu-
ances (e.g. gestures and body position), we recommend running an in-person lab session
with at least five users.
To learn more, usability expert Jeff Sauros offers some excellent advice for mobile usability
testing.
3. The best User Experience design starts mapping out the Content and
building User Flows
Design and research work in parallel. For example, you can quickly sketch out user flows
based on what you’ve learned thus far. Before committing to a path, however, create a simple
prototype. It doesn’t have to be anything fancy — your prototype can be done on paper so
you can start understanding how users flow between content and actions.
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If you want to outline the flow, you can use the writing-first approach, which Jessica Downey
writes about in her excellent article “ Jumpstarting Your App Conception Without Sketching
UI .” This outlining method helps flesh out app ideas and build a “common understanding” of
each page of your app.
Let’s create one for, say, a banking app. The scenario: someone wants to turn on auto deposit.
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Auto-deposit off
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[Set auto-deposit]
Deposit
Set Amount
[Enter amount]
[Set auto-deposit]
Before sketching or prototyping, a written outline helps you explore the most important part
of your app – the content. Building flows around content gives you a much more accurate as-
sessment of the total number of pages required for your app.
As a next step, you could then create a sketch for each page of your flow (in this case, you
could create four sketches). From there, you could continue iterating the sketches on paper
and cut them out for a paper prototype, or move to a digital prototyping tool like UXPin .
The outline helps you quickly explore different page flows. The sketches bring those flows to
life with more detail around layout and structure. Finally, a quick prototype helps you test
those ideas with users.
Examine popular interfaces and study the common mobile patterns, such as slide-out nav
(see below). This will allow you to create a UI that makes users “feel at home,” according to
the Treehouse Blog .
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We’re not suggesting that you flat-out copy the designs of others. Use common UI patterns as
a baseline for usability, then layer on your own creativity. In doing so, you’ll ensure that your
app design matches user expectations without feeling boring.
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As showcased in the free e-book Mobile UI Design Patterns , there are two categories of inter-
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action design patterns you must master for good mobile design.
Gestures: Touch devices are defined by gestures. Touch, swipe, double-tap, pinch and
zoom are becoming second nature to users. Follow Luke Wroblewski’s gesture guide so
that your interaction design always makes sense.
Animations: Motion keeps users grounded in the UI while adding context. There’s a differ-
ence between elements that vanish and those that slide out of sight. The former is dele-
tion; the latter is available for use later. When animations are combined with gestures,
they add another depth to the experience.
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Mobile interaction patterns help dictate the layout of common interface elements. For exam-
ple, navigation buttons at the bottom of the screen are easier for users to tap with a thumb
than buttons at the top.
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Yelp is a good example of intuitive mobile interaction design. The app is very clean, with nice,
big buttons that state their purpose. The buttons’ clear labels are easily understood by just
about any user. Much more than that, the app uses some common mobile UI patterns, like the
toolbar at the bottom, which is a pattern you’ll see in a lot of native apps.
Speaking of text, you’ll want to make sure that copy is always easy to understand. Some tips
for text :
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Check out the UI libraries capptivate and Use Your Interface for excellent interface examples
that incorporate all the gestural, animated, and textual nuances of mobile design.
Specifically, allow enough space for users to tap with a fingertip. If your buttons are too small
or bunched too closely together, users can’t tap them accurately (which only increase frustra-
tion and therefore abandonment).
Here are a few tips to keep in mind when designing buttons and other touch targets:
We hold our phones in different ways. According to Josh Clark, there are three ways to
hold a phone : one thumb/one hand, two hands/one digit and two hands/two thumbs. And
there are also different ways to hold a tablet, but users mostly hold tablets on the side.
Our fingers are fat. OK, not really. But they are currently about 45-57 pixels wide , which is
bigger than what most guidelines recommend for touch targets. For instance, Apple rec-
ommends a target around 44 pixels square .
The 44-pixel guideline isn’t always true. You don’t want to design a button so big that folks
won’t think of it as an action, as Steven Hoober warns . Nevertheless, you should factor in
people’s fingers and how they’ll interact with your app.
6. Web design trends: Don’t Discount Gradients and Shadows Just Yet
Flat is the new black ever since Apple ditched skeuomorphism .
But that doesn’t mean that shadows and gradients are dead. They’ve creeped their way back
into design. Just look at Google’s Material Design to see how they’ve made a strong come-
back .
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As Erik D. Kennedy points out in his excellent Medium article , shadows help our brains inter-
pret a user interface — which is probably why they were so common during the full-skeuo-
morphic fad.
When thinking about buttons, toggles and other visual cues, you must consider the use of
shadows. As Erik points out, “just as we have little shadows on all the undersides of all our fa-
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cial features, there are shadows on the undersides of just about every UI element you can
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think of.”
Shadows, and by extension gradients, make UIs appear much more natural to the user. You
can use shadows and gradients to create 3D News
buttons and input forms, where the effect makes
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Input fields
Pressed buttons
Slider tracks
Checkboxes
Unpressed buttons
Slider buttons
Dropdown controls
Popups
As described in Flat Design Trends Present & Future , using a semi-flat design gives you the
best of both worlds when tackling inset and outset elements. Your mobile interface will have a
modern appearance while still cueing users about possible actions.
Ideally, the user should be able to perform tasks quickly and in as few steps as possible. Ya-
hoo CEO Marissa Mayer advises designers in a FastCo article to use the “two-tap rule” too.
She says, “once you’re in the app, is it two taps to do anything you want to do?” If not, it’s time
to redesign.
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“The Yahoo Flickr app uses this to great effect: from the opening screen, you can take a pic-
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ture, surf your screen, navigate albums, check out groups, set alerts, and more, all with just a
couple taps.”
So think about how to reduce the amount of work that users must do. The less they have to
think about, the more likely it is that your app will achieve success.
Mobile UI Patterns (free e-book) – 46 UI patterns from top companies are analyzed in a
problem/solution format across 100 pages.
20 UI Design Photoshop Tutorials That Will Come in Handy on Hong Kiat’s site
UI Design Tutorials to Create Amazing Web and Mobile UI Elements at Design Junction
Interaction Design Best Practices: Words, Visuals, Space (free e-book) – seven chapters
explaining the practical use of affordances, white space, size/distance, visual consistency,
cognitive load, and more.
Interaction Design Best Practices: Time & Behavior (free e-book) – six chapters explaining
how to reduce friction, design for time, create delight through animations, affect user de-
cisions & behavior, and more.
iOS 8 Wireframing Kit – Quickly mock up design ideas with 90 handcrafted lo-fi elements
for Photoshop & Sketch. Supports iPhone 5s, 6, 6Plus.
iOS 8 UI Kit – 90+ detailed UI elements for Photoshop, Illustrator, and Sketch. Supports
iPhone 5s, 6, 6Plus.
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