UX blacklist! What are the common mobile UX design pitfalls that need to be circumvented?

Source: Internet
Author: User

Our phones are filled with all kinds of apps. The purpose of installing these applications is to make our lives more convenient. But when these applications fail to meet the needs of the user, the user naturally leaves and seeks a better solution. A successful application contains many elements, and the user experience design plays a decisive role. In the brutal competition, the user experience is often the core of determining success or failure.

Faced with mobile devices, only practice can test the user experience of an application is good or bad. Today's article, we will focus on the mobile user experience design, should avoid the misunderstanding, these information is not advanced, these common mistakes are the experience of countless practices

Don't design a set of interfaces for multiple platforms

An app can be remembered, largely because its UI has a prominent design in some ways. The vast majority of developers want their apps to be published on multiple platforms, but different platforms are not the same, and the design decisions and scenarios that fit IOS can result in a completely different result on the Android platform.

Do not emulate UI elements and fonts from other platforms

When you design your app for the Android/ios platform, do not use themes and UI elements from other platforms, much less imitate the way a particular platform operates. Many elements are available on platform A, and on platform B can ruin the entire user experience.

Input fields, check boxes, switch buttons, and other functional components in particular, you should try to fit the characteristics of the platform as much as possible. Using the elements of the original platform gives users a clearer idea of how to use them and gives them more confidence in the content and information in your app. In the following case, you can see the difference between the same feature controls in Android and iOS:

Although the design is also flat, but material design and iOS interface elements are clearly different, iOS has a plain text style buttons, font style has a clear difference, the Android platform button content more use of capital letters, and the fonts in the Android platform are relatively slimmer.

The use of fonts is also subject to the characteristics of two platforms: the Android platform uses Roboto fonts, and the iOS platform is currently using a new San Francisco font (Chinese fonts are apple).

Different fonts allow you to identify two big platforms quickly

If you want to customize UI elements for your app, you should tailor it to your brand rather than platform-based specifications.

Don't forget to match the platform icon

Usually a specific platform will provide a set of icons, which will contain commonly used function icons, such as new, share, save and delete, when your mobile app on the previous to another platform, do not reuse the previous platform icon, and should be replaced with the current platform icon.

At the same time, you should also pay attention to the characteristics of different platforms: the Android platform uses a thick line of strokes, while the iOS line is closer to the popular linear icon design, the line is slender. Here are some comparison of the design of the icons:

Don't jump from app to page

The user has a basic concept and expectation of the interactive mode and interface elements of the mobile app, and they are familiar with the interface of the web-side. When the browsing experience on the Web page appears in the app, it's pretty embarrassing-users will feel the difference, and the actual experience is clearly different from their expectations. As a simple example, an underlined link is a typical, obviously a common element in the browser interface, where buttons, rather than text links, are commonly used in apps.

The following case is an iOS app interface from the TB bank, which is a web-side login interface. In fact, they actually embed the code of the Web-side login interface into the app. Prominent and incomparable underline text link also forget, together with the copyright information also copied over, simply can not endure.

Apps should always leave an exit for the user

The user experience design is largely related to the process, and the process in most cases is to help users advance progress and achieve goals. So you should avoid getting your process into a dead end, confusing and confusing users, and creating additional, unnecessary actions.

Sometimes the designer makes the error message and the empty state blank, but in fact it's a great opportunity to do something more useful for the user, with Spotify's error interface as an example:

This is undoubtedly a useless empty state, it does not tell the user what to do, nor tell the user exactly what happened.

An empty state, especially an error state, should not be a "dead end", and as UX designers you should tell users what action they should take to make the app work as they expect.

Azendoo in the error interface to tell users how to solve the problem

Do not direct users to browsers

Let the user continue to operate in the app. If your app really lacks a specific feature, you might want to use an in-app browser to load the page instead of jumping to open the browser. In the vast majority of cases, such a design will surprise users, lose control, and even difficult to go back to the app, increased the accident also reduced controllability.

Do not allow users to download the app on the rating

When you're using the app, it's really frustrating to feel the whole experience being interrupted. After the user has downloaded the application, it may be used only a few times within a period of time, easy to use not yet realized, this time suddenly let him to the app scoring, this interrupted experience may bring bad scores. Conversely, when users are using the app long enough, these heavy users may give the app more reliable ratings and feedback.

You can trigger an action that requests user ratings after a specific number of actions have been made by the user, or when a specific target has been completed. Dan Counsell's view of requesting user feedback is well worth learning. Talking about the Todo class app for the iOS platform clear, he said: "The iOS version of the clear scoring interface is not seen until the user encounters a series of conditions." First, the user needs to use the app for a few weeks, and then the user needs to finish all the entries in the to-do list, which is an important moment for the app and user of a to-do class, and the user gets a sense of accomplishment by emptying the list, most of the time, They are ready to leave the app because of the task, which is a good time. ”

Asking users for feedback and scoring is not a bad thing in itself, but it's important to ensure that the overall experience is good.

UX blacklist! What are the common mobile UX design pitfalls that need to be circumvented?

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