Tips for designing a mobile application

Tips for designing a mobile application
1. Know your users

The size of the screen is not the only obstacle in the mobile design. Users form the basis of the limitations of its interface. So the first step in creating a goal driven user interface app is to get to know your users.
There are three fundamental tactics for understanding your users, as highlighted in the Guide to Freedom of Process UX Design and Documentation:

• People: They are fictional characters formed from the expected behavior of target users. They allow you to determine what will drive user decisions within your application.
• User Scenarios: Scenarios give an idea of how a character will act. With user scenarios, you can design a user interface that best them and the objectives that they want to achieve adapt.
Maps Experience: Here all possible conditions for a single interaction are explored. The Experience Maps plot each step that characters are most likely to take while using an application. They help you understand all the emotions and circumstances surrounding those steps.
It is important to be sure to perform usability testing sessions between each major iteration. At a minimum, you need to do some remote usability testing with a service such as User Testing so you can see how people use the application in natural environments. For more ideas on behavioral nuances (eg gestures and body position), it is recommended to conduct a face-to-face laboratory session with a minimum of five users.

2. Trace content and user flow

Design and research must work in parallel. For example, you can quickly outline user flows based on what you have learned so far. Before committing to a path, however, create a simple prototype. It does not have to be something fancy, the prototype can be made into a paper so you can begin to understand how users flow between content and actions.
If you want to sketch the flow, you can use the first-rate writing method, which Jessica Downey writes in her excellent article ” Jumpstarting Your App Conception Without Sketching UI .” This method helps to have application ideas and build a “common understanding” of each Page of the application.
Before drawing or prototyping, a written outline helps you explore the most important part of your application, content. The construction of the content gives a much more accurate evaluation of the total number of pages required for its application.
As a next step, you can then create a sketch for each page of your flow. From there, you can continue with the sketches on paper and cut them for a prototype paper, or move to a tool for creating digital prototypes.
The schema helps you to quickly explore different page flows. The sketches bring the flows to life in more detail around layout and structure. Finally, a quick prototype helps to test those ideas with users.

3. Improve usability with default mobile functions

It examines popular interfaces and studies the patterns of common phones, such as sliding navigation. This will allow you to create a user interface that makes users “feel at home”.

We are not suggesting copying the designs of others, but they serve as an example. Uses common UI patterns as a basis for ease of use to later include the layer in its own creativity. This way, you will ensure that the design of your application matches the expectations of the user without feeling bored.
There are two categories of interaction design patterns that you must master for a good mobile design.
Gestures: Touch devices are defined by gestures. Touching, swiping, touching twice, pinching and zooming are becoming second nature for users.
Animations: Motion keeps users connected to ground in the UI while adding context. There is a difference between the elements that fade and those that slide out of sight. The first is erased; The latter is available for later use. When animations are combined with gestures, they add another depth to the experience.

The text is also important to call the action of the user and do what you want some tips for the text:

• Phrase tags positively for users to feel in control.
• Important words should appear first. Mobile users are especially impatient, so use “Full Name” instead of “Name”.
• The writing should be consistent and with a uniform style across each screen.

4. Design for fat fingers

The fingers are much thicker than the mouse cursors in precise pixels, so you should pay attention to the friendly design with the fingers.
Specifically, it leaves enough space for tap users with a finger. If the buttons are too small or grouped together too much, users can not use it reliably this increases frustration and therefore abandonment.
Tips to keep in mind in the design of buttons and other tactile lenses:

• We carry out our phones in different ways. There are three ways to hold a phone: one finger / one side, two hands / one finger and two hands / two fingers. And there are also different ways for tablets, but users mostly have tablets on the side.
• Fingers are fat. Currently between about 45 to 57 pixels wide, it is bigger than most tactile lens guidelines recommend. For example, Apple recommends about 44 square pixels.
The 44-pixel directive is not always true. Normally you do not want to design a button so big that people do not think of it as an action. However, you must have it in people’s fingers and how it will interact with the application.

5. No discount gradients and shadows for the moment

The Flat design is Apple’s new style since it abandoned skeuomorphism.
But that does not mean that the shadows and the degraded are dead. They have misplaced their way back in design. Just look at Google Material Design to see how they have made a strong recovery.
When thinking about buttons, levers and other visual cues, you should consider using shadows.
Shadows and gradients before using make sure that user interfaces look much more natural and consistent. You can use shadows and gradients to create 3D buttons and input shapes, where the effect makes the element appear insertion or beginning.

Elements that include it within:
• The input fields
• Pulsed buttons
• Sliding tracks
• Radio buttons not selected
• The checkboxes

Elements that include it:
• Buttons without ironing
• Sliding Buttons
• Drop-Down Controls
• Selected radio buttons
• Pop ups