After designing user experiences for mobile applications for a couple years, I’ve learned to pay close attention to the details. I’ve seen amazing apps, and way to many bad apps. I’ve compiled a list of “low hanging fruit” to enhance the UX on mobile apps.
Each context requires slightly different design goals.
Bored – Social, News, Entertainment (Has time to kill)Busy – Email, Calendar, Banking (Optimize for micro-tasks and getting things done easily)Lost – Attractions, Directions, Recommendations (geo maps yelp: connectivity and battery are important)
All applications are not created with the same goal in mind, and shouldn’t be designed that way. That being said these are some of the key guidelines that all apps should follow, regardless of context.
The visual clues the design aspect of an object that will suggest how the object should be used (visual clue to its function). Be sure to include affordance for gestures. Provide visual feedback for every user interaction when user clicks something.
This is critical. Having to wait for data is not acceptable for mobile apps, users are on the go and have less time and attention than if they were on a desktop.
Users are more likely to be using one hand. The primary actions (targets) should be easy to reach with the thumb. The target size should be large enough to hit with minimal error. They have enough breathing room so that they don’t accidentally click wrong targets (if they must be close to the other targets make sure that its easily reversible e.g. just click to back to the previous tab versus deleting a message you were about to send.)
Because there is limited space on the screen you should remove unnecessary buttons and labels.
Controls at the top of the screen versus at the bottom, e.g. instagram, maps. Controls for the app should be at the bottom of the screen versus the top. When the Control is at the top (google maps, Apple maps) when you need to edit update your hand is in the way.
Apps currently use 3 types of nav models
Professional design is valuable more so on mobile than desktops due to the personal relationship to the phone. Applications can be used anywhere at anytime, making the application visually appealing can help with adoption.
our Icon is your business card, if defines you. I have a strong opinion about the need to have a well designed icon that also somewhat represents what your app does.
Map out user personas: How is are target audience going to use the app, and with mobile you want to ask “where are they going to be using it”
Using wireframe tools you can replicate interaction and user flow through the app. This will help uncover potential problems, target size, font size etc.
Get Feedback from real users. Ask about expectations for the interface (what the user expects to happen after they click xy button.) If affordances are used correctly (icons, label) the expectation should align with what will happen.
Using services like Apsalar and Mixpanel, you can uncover problems, as well as track how users are interacting within the app. Determining the most popular thing areas of your app can help with planning future iterations.