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Mobile User Interface Design BB-1
Mobile User Interface Design BB-1
Mobile User Interface Design BB-1
Interface Design
Extracted from: Professional Mobile Application Development by Jeff McWherter & Scott Gowell, Wrox
What’s In This Chapter?
• Using the screen real estate efficiently
• How the user perceives design elements
• Social aspect of mobile interfaces
• Accessibility
• Design patterns
• Designing for the platforms
Mobile User Interface Design:
• Design falls into the category of craftsmanship
• Mobile devices are portable enough to carry at all
times, connected to voice and data networks, and
contextually aware by using sensors and networks
to preemptively complete tasks.
• Current mobile limitations
- Bandwidth
- Times when users cannot access wireless
- Lack of technical capabilities like flash
Mobile User Interface Design:
• Developers can concentrate on the precise features
cause of constraints on the devices.
• Application can also use exciting new features like:
- Motion
- Gestures: zooming, swiping, tapping, turning, and
shaking
Effective Use Of Screen Real Estate
• Know the context of use
• Mobile design is difficult (display a telescoped view)
• Cognitive load increases
- Navigate, remember what was seen and refine original context.
• Embrace Minimalism
- Limit the features available on each screen, and use small,
targeted design features.
• Use a Visual Hierarchy
- Help users fight cognitive distractions with a clear information
hierarchy.
• Stay Focused
- Start with a focused strategy, and keep making decisions to stay
focused throughout development.
- Build just enough for what users need, and knowing what users
need comes from understanding users.
Understanding Mobile Application Users
• The Gestalt principles have had a considerable
influence on design, describing how the human
mind perceives and organizes visual data. The
Gestalt principles refer to theories of visual
perception developed by German psychologists in
the 1920s.
• Key principles include proximity, closure,
continuity, figure and ground, and similarity.
• Proximity
- Users tend to group objects together. Elements placed
near each other are perceived in groups;
• Closure
- If enough of a shape is available, the missing pieces are
completed by the human mind.
• Continuity
- The user’s eye will follow a continuously-perceived
object. When continuity occurs, users are compelled to
follow one object to another because their focus will travel
in the direction they are already looking.
• Figure and Ground
- A figure, such as a letter on a page, is surrounded by
white space, or the ground.
• Similarity
- Similar elements are grouped in a semi automated
manner, according to the strong visual perception of
color, form, size, and other attributes
• The Social Aspect of Mobile
- We all want to be connected, and to share something
with the world.
- Connect with Existing Outlets
• Usability
- In a perfect world, usability considerations would be a
regular, ongoing part of the whole process,
checking how pixels and fingers interact in the real world
• Determining and Reaching the Target Audience
- Who are they, what do they need, and how can they get
it?
- holding an iPad with two hands in a meeting or thumbing
through menus on the bottom of an Android phone
screen
• Designing for Gestures
- If it is difficult to discover gestures to
tap, pinch, swipe, and zoom across an
application, this means average users
will be missing out on those great
features developers spent time building.