ui design for mobile apps

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Gran Sasso Science Institute Ivano Malavolta UI design

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Intro + Examples Human Interface Principles Platform Characteristics UX Guidelines This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2014. http://www.ivanomalavolta.com

TRANSCRIPT

Page 1: UI design for mobile apps

Gran Sasso Science Institute

Ivano Malavolta

UI design

Page 2: UI design for mobile apps

Roadmap

Intro + Examples

Human Interface Principles

Platform Characteristics

UX Guidelines

Page 3: UI design for mobile apps

Introduction

Before focussing on UI….

in mobile you can always control

Content naming

Visual design

Page 4: UI design for mobile apps

Content Naming

Before you start reasoning on the UI…

Define an APP DICTIONARY

Write down the terms and messages used in the app

ex. –  “tweets” in Twitter

–  “likes” in Facebook

Page 5: UI design for mobile apps

Visual Design

The direct representation of everything under your app

The first impression the user will have

It is not only about layout & colors…

it is about SENSORY SENSATIONS

Page 6: UI design for mobile apps

Example 1

http://drbl.in/czjd

Page 7: UI design for mobile apps

Anti-example 1

Page 8: UI design for mobile apps

Roadmap

Intro + Examples

Human Interface Principles

Platform Characteristics

UX Guidelines

Page 9: UI design for mobile apps

Aesthetic Integrity

It’s a measure of how well the appearance of the app integrates with its function

•  Productive app à order & clarity

•  Game à gamish, frivoulous

•  …

Page 10: UI design for mobile apps

Consistency

Take advantage of the standards and paradigms people are comfortable with

Does it use system-provided controls, views, and icons correctly?

Is the application consistent within itself?

Does text use uniform terminology and style?

Can people predict what will happen?

Page 11: UI design for mobile apps

Direct Manipulation

Try to let your users direct manipulate objects in your app

Users can experience direct manipulation when they:

•  Rotate or otherwise move the device

to affect onscreen objects

•  Use gestures to manipulate

onscreen objects

•  Can see that their actions have

immediate, visible results

Page 12: UI design for mobile apps

Feedback

Acknowledge people’s actions and assures them that processing is occurring

Users expect

•  immediate feedback

•  status updates during

lengthy operations

Page 13: UI design for mobile apps

Metaphors

You may use metaphors for objects in the real world in your app

Users will quickly grasp how to use the app

Ex.

–  folders

–  photo sliders

–  …

Page 14: UI design for mobile apps

User Control

People, not apps, should initiate and control actions

Apps can suggest actions, but users must do them

Apps can only infer data from the context

Users expect to be able to stop an operation that’s underway

Page 15: UI design for mobile apps

Example 2

http://www.perspecdev.com/Faster/

Page 16: UI design for mobile apps

Anti-example 2

Page 17: UI design for mobile apps

Roadmap

Intro + Examples

Human Interface Principles

Platform Characteristics

UX Guidelines

Page 18: UI design for mobile apps

Display is Paramount 

The DISPLAY is (usually) the only means that users use to interact with your app!

•  The comfortable minimum size of tappable UI elements is 44 x 44 points

•  The quality of app artwork is fundamental

•  The user’s focus is on the content

Page 19: UI design for mobile apps

Display Orientation

Users can rotate the device at any time and for any reason

Users tend to expect apps to launch in the device orientation they’re currently using

TIP. You can use the splashscreen image to let the user rotate the

device

Page 20: UI design for mobile apps

Gestures

Users don’t click, they use gestures –  tap/double tap –  drag –  zoom/pinch –  swipe –  flick

Users expect all these gestures to work the same,

regardless of the app they’re currently running

Page 21: UI design for mobile apps

User Help

Keep onscreen user help as minimal as possible

In general, users don’t need onscreen help content to tell them how to use the device or the apps

Remember of the Consistency human-interface principle

Page 22: UI design for mobile apps

Example 3

http://j-a-m.co/balllin

Page 23: UI design for mobile apps

Anti-example 3

Page 24: UI design for mobile apps

Roadmap

Intro + Examples

Human Interface Principles

Platform Characteristics

UX Guidelines

Page 25: UI design for mobile apps

Layout

It is the first aspect to fix à  you need pure feedback on it

à  lo-fi wireframing

http://bit.ly/GTp82Q

Tablets content scrolled horizontally

Page 26: UI design for mobile apps

Colors psychology

Users react to different colors differently

Colors evoke emotions

BLU productiveness, interiors,

skies, peace, unity, harmony, tranquility, calmness, trust,

coolness, confidence, conservatism, water, ice,

loyalty, dependability, cleanliness, technology…

Page 27: UI design for mobile apps

Color Palette

Predefined number of colors to use consistently in your app

You can use tools like

palette choosers, or

palette pickers from images

OR

You can define your palette manually through the color wheel

http://kuler.adobe.com

Page 28: UI design for mobile apps

Color Wheel

Complementary when you want something to stand out 

Analogous choose one color to dominate, a second to support, the third color is as an accent

http://bit.ly/GTv7on

Page 29: UI design for mobile apps

Color Wheel

Triad let one color dominate and use the two others for accent  

Square works best if you let one color be dominant

http://bit.ly/GTv7on

Page 30: UI design for mobile apps

Typography

It is about:

•  selection of the correct font

•  understanding sizes

•  applying conventional design methodologies

(size, shape, contrast, color, position, space, etc.)

http://bit.ly/GTvuzj

Page 31: UI design for mobile apps

Readability guidelines

1.  Use a high-contrast typeface –  Devices are usually used outdoor

2.  Use the right typeface (font)

http://bit.ly/GTwUtv

Page 32: UI design for mobile apps

Readability guidelines

3.  Provide decent leading –  Leading = the space between two lines

4.  Leave space on the right and left of each line

5.  don’t crowd the screen

Page 33: UI design for mobile apps

Readability guidelines

6.  Generously utilize headings –  Divide the content into paragraphs

7.  Use short paragraphs –  2-3 sentences at most

Page 34: UI design for mobile apps

Respect User-Entered data

Input is hard,

users slip (and sleep!)

Do whatever it takes to

preserve user data

and plan for real-world behaviors

Page 35: UI design for mobile apps

Realize That Mobiles Are Personal

one device for one person

Don’t continuously ask for name, data, etc.

Only implement passwords and clear personal information when required

Page 36: UI design for mobile apps

Ensure That Lives Take Precedence

Don’t interrupt people’s life!

Differently from desktops

mobiles are glanced at, used in gaps between conversation and driving and watching TV

Page 37: UI design for mobile apps

Use Your Sensors

Whenever possible, perform actions for the user based on sensors and user data

Ex.

Why should you have to silence your phone for a meeting, when the phone knows where you physically are and knows from your calendar that you have a meeting in that room right now?

Page 38: UI design for mobile apps

Focus on the Primary Task

you need to determine what’s most important in each context or screen and…

focus on it exclusively!

Your app definition statement will help you focus on its primary task

Page 39: UI design for mobile apps

Give your users what they need most! For example, in a game, people care about the experience, they don’t expect to manage, consume, or create content

•  Minimize the number of controls in the UI •  Customize controls so that they integrate with your

app’s graphical style •  Fade controls away after people have stopped

interacting with them for a little while

Elevate the Content that People Care About

Page 40: UI design for mobile apps

Think Top Down

Put the most frequently used information near the top

Because users hold the device in the following ways:

•  In the left hand and gesturing with a

finger of the right hand

•  In one hand, and gesturing with the

thumb of the same hand

•  Between their hands, and gesturing

with both thumbs

Page 41: UI design for mobile apps

Logical Path

Make the path through the information you present logical and easy to predict

–  put markers to let them where they are

–  put a back-button

Give users only one path to a screen

Page 42: UI design for mobile apps

Easy Usage

Your app must be instantly understandable by users

à you cannot assume they want or they have time to learn how to use your app

Make the main function of your app

immediately evident

Page 43: UI design for mobile apps

User-Centric Terminology

use terminology your users understand

avoid technical jargon –  This does not hold if your target user is a technical guy

Page 44: UI design for mobile apps

Inputting information takes time and attention, minimize it

TIP. If your app asks users a lot of input data, you have to revise your design!

Balance any request for input by users with what you offer them in return

Get information from the OS, when appropriate

–  for example: contacts, address, events in the calendar…

Minimize the Effort Required for User Input

Page 45: UI design for mobile apps

Enable Collaboration

Push for collaboration and sharing with others

When appropriate, make it easy for users to interact with others

–  allow them to share things like their location, opinions, and high scores

For tablets: think of ways to allow more than one person to use your app on the same device

Page 46: UI design for mobile apps

Brand Appropriately

Incorporate a brand’s colors or images in a refined, unobtrusive way

Avoid taking space away from the content people care about

–  Alternative: subtly customize the background of a screen

Page 47: UI design for mobile apps

Make Search Quick

In apps with a lot of data, SEARCH can be a primary function

Build indexes of your data so that you are always prepared for search

Live-filter local data so that you can display results more quickly

Display a search bar above a list or the index in a list

Display placeholder content right away and partial results as they become available

Page 48: UI design for mobile apps

Be Succinct

Think like a newspaper editor, and strive to convey information in a condensed, headline style

 When your UI text is short and direct, users can absorb it quickly and easily

Give controls short labels, or use well-understood symbols

users should tell what they do at a glance

Page 49: UI design for mobile apps

Use UI Elements Consistently

Follow the recommended usages for standard user interface elements à you can build on users’ prior experience

Avoid radically changing the appearance of a control that performs a standard action

Never use the standard buttons and icons to mean something else

Page 50: UI design for mobile apps

Make Targets Fingertip-Size

Display may change, but the average size of a fingertip does not!

Give tappable elements in your application a target area of about 44 x 44 points

If you create smaller controls, the app becomes much less enjoyable

à or people may focus on the interface only, rather that content

Page 51: UI design for mobile apps

People should have confidence that their work is always preserved unless they explicitly cancel or delete it

Never ask for saving data, it should be done automatically –  You can ask to either edit or delete data

Ask People to Save Only When Necessary

Page 52: UI design for mobile apps

Make Modal Tasks Occasional

Modality prevents users’ freedom by interrupting their workflow and forcing them to choose a particular path

Keep modal tasks fairly short and narrowly focused

Always provide an obvious and safe way to exit a modal task

Page 53: UI design for mobile apps

Start Instantly

Avoid displaying an About window or a splash screen

Avoid asking people to supply setup information

Delay a login requirement for long as possible:

–  Focus your solution on the needs of 80 percent of your users

–  Get as much information as possible from other sources

–  If you must ask for setup information, put it in your app’s settings

Page 54: UI design for mobile apps

Always Be Prepared to Stop

Save user data as often as reasonable

Save the current state when stopping

Page 55: UI design for mobile apps

Example 4

http://instagr.am/

Page 56: UI design for mobile apps

Anti-example 4

Page 57: UI design for mobile apps

A Final BAD example

http://www.androiduipatterns.com/2011/11/cautionary-example-of-bad-design.html

Layout & icons

Page 58: UI design for mobile apps

A Final BAD example

Navigation buttons

http://www.androiduipatterns.com/2011/11/cautionary-example-of-bad-design.html

Page 59: UI design for mobile apps

A Final BAD example

Error Handling

http://www.androiduipatterns.com/2011/11/cautionary-example-of-bad-design.html

Page 60: UI design for mobile apps

A Final BAD example

Data Handling

http://www.androiduipatterns.com/2011/11/cautionary-example-of-bad-design.html

Page 61: UI design for mobile apps

References

Chapter 8

http://bit.ly/H4GnKZ http://bit.ly/H4Gqq5

Page 62: UI design for mobile apps

+ 39 380 70 21 600 Contact

Ivano Malavolta | Gran Sasso Science Institute

iivanoo

[email protected]

www.ivanomalavolta.com