Principles of Mobile - Apteligent ??Apteligent White Paper Principles of Mobile App Design . Joshua Kaufman, Apteligent UX Design

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<ul><li><p>Apteligent White Paper</p><p>Principles of Mobile App Design Joshua Kaufman,Apteligent UX Design </p></li><li><p>2</p><p>With millions of apps to choose from, a great design is often the differentiating factor compelling users to download, positively review, and continue using your app. Design shouldnt just be taken at face value; it goes much deeper than making an app pretty. As Steve Jobs said, Its not just what it looks and feels like. Design is how it works.To keep user experience consistent across apps, the major mobile platforms provide guidelines for app design. Both Google and Apple have documentation available, but they can be overwhelming for those new to app design. Well break down these guidelines here into a more digestible format so you can start incorporating them into your app development efforts immediately. Well begin by outlining your apps mission, establish an understanding of how people really use mobile apps, and review the basic tenants of designing for simplicity. Next, well discuss app organization and interface components to maintain a consistent user experience for your app. Finally, well demonstrate how to interact with your apps users and create your visual identity. </p><p>2</p></li><li><p>3</p><p>Understand How Users Interact with Mobile AppsOnce you define what your app does, its worth understanding how people are actually using mobile apps.</p><p> - Focus on speedAs you design and develop your app, you spend hours using each feature and testing every use case. This makes it easy to forget that people will not spend much time in your app. In fact, outside of games, most people try to spend as little time in an app as possible. They have a task and want to complete it as efficiently as possible so they can get back to their day. </p><p>As you build and test your app, its important to ensure that the interface is responsive. But how fast is fast enough? Usability guru Jakob Nielsen has summarized his research, showing that when applied to mobile interactions in which the user considers the app to be working on their behalf, the operation should take no longer than a second1. If youre curious about how this might play out in the context of your app, some recommended reading: Greg Totos article on user-centric metrics measurement. </p><p> - Make your design invisibleAlmost no one will notice your amazing design, but they will absolutely notice when the app breaks or doesnt work as expected. Every issue and glitch cumulatively translates to another lost user. As a designer/developer, you have to consider every single component on every screen to ensure the best user experience. Every interaction should be simple and easy never jarring. </p><p>Create Your Apps MissionBefore you start sketching how your app will work, its important to clearly define what your app does and how it is unique.</p><p> - Fill a needThe first step to defining what your app does is to understand which user needs it is addressing. With the millions of apps already in existence, theres a good chance that theres already an app (or maybe even hundreds of apps) that does something similar to what youre envisioning. You need to consider how your app is different and what will make it stand out from the crowd. Which specific scenarios are you targeting? Is there a specific audience that youre looking to attract?</p><p> - Understand your apps contextUnderstanding the mindset of the user is the next step in defining your app. Think of this as one step below your apps genre. Define your users situation and what they are trying to accomplish. Are you a productivity app? I need to complete a task. Entertainment? Im bored and looking for something fun to do. Travel? Im in San Francisco and looking for sushi.</p><p>3</p></li><li><p>4</p><p> - Focus on the most important taskKnowing your apps primary function and its audience can still leave you with a wide range of use cases. At this point, it is critical to understand the single-most important task of your app so you can optimize the design. Identify the best interface that will allow your audience to complete that task. Design for this single, core function and build out from there.</p><p> - Keep users coming backGetting downloads is one thing, but youll need users to continue using your app for it to be successful. A majority of apps are downloaded, used once, and never opened again. For certain genres of apps, offering a reason for users to return to the app is slightly easier; productivity tools and content apps have repeat use built in and games offer new levels, achievements, and goals. What does your app offer after the user completes their initial, basic intent?</p><p>After completing the introductory 7 Days of Calm, Calm offers many other meditation series that can only be accessed by subscribing.</p><p>Design for Simplicity</p><p> - Just say noAfter your app is released, youll probably receive feedback and feature suggestions from users. It is easy to feel the pressure to add each new feature requested. As an app maker, its important to stay true to your products mission and not give into every suggestion. Make additions only when necessary. When you do need to add something, use analytics and other user research to base your decisions on what users are actually doing, rather than making changes based on individual requests.</p></li><li><p>5</p><p> - Position elements appropriatelyThere is an optimal location and size for everything, which can be derived from the importance of the task or element. When setting a components position, first follow de facto standards (e.g., put the back button in the top-left corner in iOS). Beyond that, consider thumb ergonomics and position frequently used components within the thumbs range.</p><p> - Do more with lessWhile designing your app, youll probably think of many buttons, gestures, and interactions that you would like to add. Before adding a component, ask yourself: Can the user still accomplish their goal without it? Be sure to trim your app as much as possible before its first release out of consideration for your soon-to-be advanced users, who might become unhappy when components disappear. Its easier to add features than it is to take them away.</p><p> - Make tasks obviousBasic functions should be completely obvious, and important information should be prominent. Your users dont want to think, so guide them through your app with subtle hints and a clever, dynamic onboarding. If scrolling reveals more information, show the tip of the iceberg on the screen to indicate it. If the app has a gesture shortcut, animate the interface to show the user, rather than telling them explicitly. </p><p>App OrganizationAt a high level, there are four major types of navigation models in mobile apps. For simplicitys sake, well keep it focused on the big two platforms: iOS and Android. Understanding these models will help you determine which best suits your application. </p><p> - Scrolling Pages &amp; CardsPages (iOS) and cards (Android) are ideal for apps that provide organized and focused sections of content because they are scrollable items displayed in a flat navigation structure. </p><p>In iOS, a page is an individual screen of content that can be accessed by swiping, usually from left to right). For example, the iOS weather app uses a page for each city displayed. </p></li><li><p>6</p><p>Be sure to use the page control to give the user orientation within the app.</p><p>Android uses cards, which show concise information and act as an entry point to more details. Unlike iOS, cards only scroll vertically.</p><p>Dont overload pages or cards with extraneous information. Use a navigational hierarchy (see below) to direct users to more information.</p></li><li><p>7</p><p> - Bars &amp; DrawersApps with multiple sections of content or functionality are good candidates for the bars and drawers model. Bottom navigation bars (Tab Bar on iOS, Bottom Navigation on Android) are anchored to the bottom of the screen and should be limited to no more than five items.</p><p>Facebook uses the bars and drawers model.</p><p>The Navigation Drawer is a scalable alternative when the section count is greater than five. The drawer slides in horizontally and displays a list of selectable items that represent various sections or functionality within the app. </p><p>This model is also fairly common in iOS, but is not explicitly named in the Human Interface Guidelines.</p></li><li><p>8</p><p>Sections within tab bars and navigation drawers should contain mutually exclusive types of content and functionality. Its important to keep these menus concise, as too many options at the highest level of navigation can add unnecessary complexity to your app.</p><p> - Tree hierarchyIf your app contains a large number of features, categorized items, or content, it is a good candidate for a tree structure. iOS and Android both have clear notions of this model, which allows users to drill down to increasing levels of detail. Trees also cut down on interface design, since the operating systems provide standard elements for this navigational model. </p><p> Spotify uses tree hierarchy in a very clean and effective way.</p><p> - Content/experience-drivenAs the name implies, content/experience-driven navigation is defined by the content or app experience. Most common in games and other apps with specialized interfaces, this navigational model is more free form than others. Of course, youll want to emulate a common user experience and make user interactions obvious so the users feel at home navigating your app.</p><p> - Best of both worldsSometimes a single navigational model doesnt suffice, in which case you can mix and match. For example, the Facebook Messenger app combines a navigation bar and a tree structure. The nature of your app should inform your approach to utilizing the standard models. Be careful not to confuse the users by switching models without purpose.</p></li><li><p>9</p><p>Facebook Messenger uses a combination of navigation bar and tree structure.</p><p>User Interface ComponentsAs an app maker, its tempting to create custom controls for your app. However, usability needs to be prioritized over aesthetics, so its best to stick with standard controls. Standard components are familiar to users, who need to understand and interact with your app without a second thought. Apple and Google have detailed guidelines for the most familiar components, but heres the summary.</p><p> - You are here: Navigation Bars and App BarsNavigation Bars (iOS) and App Bars (Android) display the current location of the user within the context of the app. If its a tree structure, the left hand side may contain a back button, indicating that you are at least one level deep in the content. Navigation drawer buttons (aka hamburger buttons) may also be found on the left, and are usually only accessible from the root view. </p><p>A title in the center indicates the name of the screen. Placing a logo here can clutter the interface, so avoid it when possible. If a logo is required, only display it within the home view.</p><p>One or more buttons can be stacked on the right hand side of the bar to provide access to additional functionality. This is the least accessible corner of the app, so avoid placing frequently needed buttons here.</p></li><li><p>10</p><p>The right hand side of the bar is the least accessible corner of the app, so avoid placing frequently needed buttons here.</p><p> - Taking Action: Buttons &amp; ToolbarsThe primary method to perform an action in an app is by using a button. These can be anywhere on the screen and should have at least two states: default (before the button is pressed) and highlighted (when the button is being pressed). These states allow you to give visual feedback to the user. A third state, disabled, indicates to the user that the button is turned off and wont perform any action. </p><p>If youre designing for iOS, there is also the toolbar (not to be mistaken with the tab bar). This is a row of small buttons anchored to the bottom of the screens, perfect for views with 3-5 actions available on the main content. Make sure you dont go bar-crazy; it is not recommended to stack a toolbar on top of a tab bar.</p><p>The iOS toolbar is best for views with 3-5 actions available.</p><p>The Android guidelines include two button types worth mentioning: the floating action button and persistent footer buttons. The floating action button is a button that represents the primary action within an app; only one floating action button should be used per screen. Persistent footer buttons are similar to the iOS toolbar; theyre a row of buttons anchored to the bottom of the screen. A key difference is that persistent footer buttons have full text labels whereas toolbars are typically icons only.</p></li><li><p>11</p><p>Example of the floating action button on Android</p><p>- Organization: Table Views/ListsBoth iOS and Android provide the concept of lists (also named Table Views oniOS). These components display a collection of related items made up of texts,images, or a combination of simple subviews. Employ them when presenting alarge number of items, and make sure they are optimized for readability so thatusers can find what theyre looking for efficiently. As for item design, the majorityof the row should be dedicated to its primary action, with any additional actionspositioned on the right side of the item.</p><p>- Making Choices: Pickers and SheetsIts often easier to quickly tap a button instead of typing out a response.Fortunately, both iOS and Android provide simple and standard components formaking choices without a keyboard.</p><p>Pickers provide a simple way help the user save time from typing and to select a single value from a pre-determined set, such as dates or time. iOS handles these in a consistent way with dials that allow people to spin to the choice theyre looking for. Android pickers can use either dials, calendar, or clock face layouts. </p><p>iOS users will recognize the familiar picker for choosing a date.</p></li><li><p>12</p><p>Sheets (Action Sheets in iOS) are best when the user needs to choose between several possible actions. Sheets are also a great option for confirming a tap or gesture. For example, when tapping Cancel the app might confirm the users intention with a sheet.</p><p>In this scenario, the app will confirm the users intention with a sheet.</p><p>Lists (Table Views in iOS) are the best option if the choices are less familiar and/or there is a considerable number of choices. Additionally, unlike pickers or sheets, lists allow you to choose multiple items.</p><p>Working with GesturesThoughtful gestures can make the difference between an average app and an exceptional app, but its important that they are easy to discover and use.</p><p>Clear relies heavily on gestures, but makes them very easy to learn by including instructions on the preloaded tasks. </p></li><li><p>13</p><p>- Not all gestures are created equalSome gestures are obvious as the interface conforms to our real worldexpectations: tapping buttons, scrolling pickers, and swiping cards. Othergestures are less obvious. Most importantly, gestures should never hide criticalfunctionality. You should ensure that theres another way to accomplish the task,as users may not discover these gestures naturally. (Heres a great example ofa hidden yet very powerful gesture within Google Maps: try double tapping the...</p></li></ul>