Different types of UI. • It is a good idea ... Android user interface elements ... 2). •
http://www.smashingmagazine.com/2009/07/21/iphone-apps-design-mistakes-.
O2 App Building Contest Module 3 – Designing a mobile app.
Rules to live by.
Respect the size of the screen • Optimize for mobile experience • Simple, clear navigation - Pick key functions that are critical • Less is more
Respect the size of the screen
Don’t reinvent the wheel • Convention works • Forget that "special revolutionary drop-down menu" • Be the user - Don't try technology for technology
3. Find X
Don’t reinvent the wheel
Always guide your user • Guide your users along the journey • Loading, updating in progress • Display user-friendly error messages
Always guide your user
Don’t squeeze the world in • Physically tiny screen • Avoid pixel/small font • Give enough space • Account for accidental touches • Think Bigger hit-area
Don’t make users type • Tiny keyboard • You need slender fingers • Pre-populate what you can • Give options and let users pick / auto-complete
Consider where your app will be used • While walking around, make sure that core app functions are easy to see and access is very important. • To sell products or services, make sure that the price, “buy” and “add to cart” buttons are large enough so that they can be easily accessed. • While sitting in a stationary spot, make sure that text is readable and legible and that it is easy to move through content.
Design for touch • Think about where you thumb sit when holding a mobile. This is why many applications have main menus and selectors at the bottom of the screen and content near the top. • Think about how you want to indicate touch feedback. Use visual cues to show that an item is either touchable or has been touched (eg. iPhone keyboard keys grow in size when you touch them). • Take advantage of gestures. Swiping forward and back, pinching to zoom and pulling-down to refresh, can add a lot to your app without taking up tons of space for buttons.
Design for touch
Terminology: Screenshot of an app with labels of elements
Different types of UI • It is a good idea to become familiar with the established general user expectations for each device. • If you lose someone right off the bat because you force him into unexpected methods of interacting with the application, it will be difficult to win that user back.
Example: User expectations (iOS vs. Android) Action
Turn feature on/off
Choose from list
Choose date/time
View current list selection
iOS
Switch
Checkmark
Picker
Disclosure arrow
Android
Checkbox
Radio button
Picker
Down arrow
Android user interface elements
iOS user interface elements
Windows phone user interface elements
Wireframes: Draw a skeleton of the different pages of the app
What is a wireframe? • A visual blueprint or guide that represents the skeletal framework of a app. • Arranges an apps content, including interface elements and navigational systems, and how they work together.
• Lacks typographic style, color, or graphics, since the main focus lies in functionality, behavior, and priority of content. • In other words, it focuses on “what a screen does, not what it looks like.”
Wireframes focus on ... • The kind of information displayed
• The range of functions available • The rules for displaying certain kinds of information
• The effect of different scenarios on the display
Important tips 1. Focus on the primary task. What is your app’s primary task? How will my main features work? Where is the most logical place for them to live within the app? 2. Create use case. Put some thought into who wants an app that performs this task! How will he / she use the app?
3. Draw out the Flow. Walk through the various paths the user could take in your app. 4. If you find yourself drawing a ton of screens, stop and ask yourself – how can I make this simple!
Example
Mood board: Define your target market using images.
What is a mood board and why is it important? • A compilation of inspirational elements used by designers to flesh out ideas at the beginning of a design project. • Extremely useful for establishing the aesthetic feel of an app. • Used to define style, color palettes, typography, patterns, and the overall look and feel of the site. (Example: Soft or hard? Grungy or clean? Dark or light?) • Words fail miserably when trying to translate design concepts. A rough collage of colors, textures and pictures is all it takes to evoke a specific style or feeling. A picture is worth a thousand words!
Example
Example
Example
Designers then use this information to create a simple, consistent app design that is easy-to-use and attractive to their target audience.
Good app design: O2 Healthy
Playful design
Uses native swipe
Clear, simple labeling
Consistent look & feel
Bad example: Health Pad
Small font No hierarchy with headers
Unclear button
Lacks personality
Additional sources •
http://mobile-patterns.com/
•
http://www.lovelyui.com/
•
http://www.erikloehfelm.com/iphone_sketches/iphone_sketchboard.pdf
•
http://blog.merrycode.com/wpcontent/uploads/2010/09/windowsphone7UXsketches4.png
•
http://gliderguns.files.wordpress.com/2010/01/android_wireframe_templates3.pdf
•
http://www.slideshare.net/ronnieliew/mobile-application-design-development5465097
Additional sources (pg. 2) •
http://www.smashingmagazine.com/2009/07/21/iphone-apps-design-mistakesoverblown-visuals/
•
http://johnnyholland.org/2010/09/06/android-iphone-app-design-is-it-twice-the-work/
•
http://anthonyarmendariz.carbonmade.com/projects/2518050#21
•
http://mobile.tutsplus.com/tutorials/mobile-design-tutorials/5-steps-for-wireframingand-paper-prototyping-mobile-apps/
•
http://superdit.com/2011/10/11/10-mobile-app-wireframing-tools/
•
http://www.webdesignerdepot.com/2008/12/why-mood-boards-matter/
•
http://www.slideshare.net/guest924bb5c/mood-board-analysis
Thank you