This article is a "soft article" published by the design team of Proto.io, a mobile prototyping tool, in August on its own blog, to help you understand the taboos that you should pay special attention to when moving a design, and to push the proto tool through a conversation with Daniel in the mobile design world. You can review what your team's application is violating, and presumably it will be somewhat interesting. After reading this article, I believe you can find a way to optimize your mobile application design.
Is the rule used to break? It all depends on the rules themselves. In the world of Mobile Application Interface design (hereafter abbreviation: Mobile design), there is a slight difference in aesthetics, gesture and motion. Sometimes a simple functional application is better than a gorgeous application, and sometimes it's just the opposite.
However, there are some basic rules that people do not want to break. If your mobile design makes it impossible for users to reach the key features, this is obviously not going to work. If your text size is too small for anyone to finish reading, then you have to redo it. Light background with white text?
We are trying to understand what good designers think of the 7 sins of mobile design. After consulting three group of design experts, we got three slightly different results to see if you can find a consistent place in it.
From Akta's opinion
Alyssa Burke and Macy Nguyen are the architects of Akta (a digital experience consulting firm), both of whom have worked for Fortune 500 companies and fast-growing start-ups, participated in primary mobile design projects, and contributed to the design output for top-level projects in some organizations. Here are 7 sins of mobile design that they consider unacceptable:
1. Ignoring contextual contexts
The personal profiles of the target users (age, lifestyle, technical potential, etc.) and their physical environment (indoor and outdoor, online offline, morning evenings, etc.) can affect many design decisions. Mobile designers should take contextual considerations into account in the iterative process to reduce the risk of lack of availability. Even with smooth transitions, smooth buttons, and beautiful fonts, some applications lose the chance to become famous because the overall interface design does not match a particular user scenario (dark interface for outdoor scenes: Bad mobile design).
2, behind closed doors
Designing and developing digital products is a task that requires teamwork. Even with project members (development, newcomers, geeks, fans, friends, strangers, your buddies, and designer Boomers), it's also critical to have an early and timely extension of design work to different roles throughout the project cycle. We need to make them aware of the necessary contextual information and keep the relevant information interoperable. Rather than fixing the problem after release, it is better to reserve the adjustment space early in the project process.
3, neglect the development personnel
Programmers and engineers (and the occasional alcoholic farmer) are not only your companions, but also the technology leader. In addition to knowing what works in the real world, they can make sure that your ideas get to the ground as you think. Some mobile designs are technically unworkable, some may be feasible, but these require a lot of effort or time to validate in the project. If you don't ask, you may never be sure if you can. When the project is delivered, the developer will implement the results of your design, and at the moment they may appreciate you and may dislike you.
4, underestimate the dynamic effect of the design
As the Internet of things matures, the digital interface plays a more important role in people's interactions with the real world around them, and this part of the interface design needs to be treated more carefully by the designer. Humans have the innate instinct to get different perceptions and reactions from the changes in their environment. The use of reasonable interface dynamic is an effective way to render priority and important content. In some cases the proper application can even trigger the user's pleasure. Interested readers can learn about the 12 basic principles of the Disney animation.
5, the size is too small
Compared to the paper content, people on the mobile phone screen to read the accuracy and depth of a little less. As defined by the mobile design thumb touch rule, the number of the digital interface should be at least twice the size of the printed font. Different situations apply to different fonts and settings, especially if a user tries to complete multiple tasks on a mobile device. To avoid a small font size, it is also necessary to prioritize how the interface elements such as button shapes, pictures, and interactions affect the overall experience.
6, ignore the touch target
Many mobile designers still lack attention to the different size of the user's finger. Once you have an action or task-oriented touch target, make it as simple and easy to click as possible. Design for the elderly to consider the touch of the jitter factor, the same for children design needs to consider the accuracy of clicks. It is recommended that you increase the area of white space around the graphics resource so that the touch area is essentially elevated to help improve the speed at which the task is completed.
7, die-pull platform Specification
Unifying a set of designs on Android and iOS platforms has some limitations, and it's also easy to bring side effects to global experience goals. Two platforms have their own familiar design patterns, designers should not only familiar with the specifications, but should explore the two platforms popular applications.
Advice from Moblico Solutions.
We communicate with Moblico Solutions, a company that provides a mobile relationship management solution, whose goal is to help the brand "create more meaningful mobile moments", and not only offer "how to make their mobile apps experience better" for many industry customers, and master the tips of mobile design. Here are 7 big taboos they think of mobile design:
1, on the user's equipment to occupy too much capacity only to reflect the sense of existence
When a user receives a "low disk space" prompt, it immediately traverses the application that is already installed on the phone and starts selecting the deleted object. What if a mobile application is bulky, consumes too much capacity and does not provide equal value? You'll have to take the axe to the next. Remember to keep the application in the volume light enough so that at least the user will not be able to delete you easily.
2, in the application start and request permission to control (push, location, camera, etc.)
In retrospect, how many times have we been excitedly downloading an application and getting ready to start using a dialog box that jumped out of the way? I don't care what this dialog box describes, just want to turn it off immediately and continue to use the application function. What is it? All right, Probie, apply!
3, download after the use of the required login, registration and even charges
In fact, this should probably be the first taboo, which is hard to endure. The worst thing you can do to a user is to tell them that they have to pay to use it when they download your app. Rotten, rotten, rotten, important things say three times, hurriedly delete.
4, the design of the mobile application interface looks like a Web page
If so, what do you need a mobile application for? One thing you can do to destroy a mobile developer is to reduce the experience of the Web page to the mobile end and call it a mobile application. Mobile applications should have their specific advantages, only to provide a shrinking web experience far from meeting user expectations.
5, abusive advertising, or only to provide very difficult to click the Ads Close button
When you scroll to browse the mobile site, just a finger accidentally long pressed a picture to trigger the browser ads, this is not annoying things? but also provide a very small close button, who can point to? like gambling. Try to close the time is always because the finger touch area of large mistakenly touched the ads, it is a life!
6, Message push overload
Yes, now your app is on the phone screen of millions of people and it has a huge impact. However, before pushing, please think twice and ask yourself: is the push related to the user? Does the user really need it? Of course, you can push it every time your mobile store is new, but really? The greater the influence, the greater the responsibility, the cautious use of message push.
7. Lack of single sign-on support for mobile account
The best experience is possible when mobile developers recognize and respect the idea that users are unwilling to repeat their work. No one wants to log in again for your application. We have to accept the current trend of single sign-on and Facebook has been very successful at this point and continue to refuel.
From Ideaware's opinion
Andres Max is the founder of Digital innovation Agency Ideaware (which is dedicated to helping the entrepreneurial team and Fortune 500 companies build competitive mobile applications). Max was the head of the Mashable design team before Ideaware was created. After experiencing the design of mobile products for many industry giants, Max has a deep insight into the 7 sins of mobile design:
1. No feedback after user clicks
For God's sake, when the user clicks on your application, give timely feedback, or the user will assume that your application is dead and quit immediately.
2, the endless guidance
If you use your own mobile phone, I just want to complete the task quickly. Don't ask me all kinds of questions or let me fill in the mess.
3, touch-controlled hot zone size is not right
Please stop making the buttons and input boxes too small, this is not a Web page. My fingers need to touch the action button easily, not to make the exact pixel-level click.
4, use the strange navigation mode
Want users to get to know your apps quickly? Don't organize your navigation in your own unique way. Apple's human-computer interaction specification and Google's design guidelines are the best reference standards. Navigation design does not introduce controversy, thus giving potential users a reason to uninstall applications.
5, choose a bad color colors
To give your eyes some room to rest, you don't have to use overhangs colors like yellow and black text.
6, leaving White
Mobile applications require a lot of white space, a variety of visual elements to distinguish between the button to increase processing, all rely on white to provide a visual buffer. The concept of moving the first screen is not as exaggerated as the Web page, so avoid stuffing everything into the first screen.
7, the endless push
For God's sake, please don't push 20 messages to the user every day. After receiving a few tweets, the user will feel the urge to uninstall the application deeply.
What is your idea of mobile design 7 sins?
We can still see a lot of similarities and common understandings, although the 7 sins of different designers are not the same. The two most important are: 1, unless it is necessary to avoid pushing messages, 2, make your mobile design available by using navigation that conforms to custom and intuition, and by providing visual elements of its size.
One of the other lines we can think of is to ignore the digital prototype. There are many mobile design issues that can be found in the prototype design phase and valuable feedback that makes them more usable. This is why Proto.io insists on providing a powerful and easy-to-use prototyping solution.