These design bad habits, have you been shot?

Source: Internet
Author: User

Rules are meant to be broken? It all depends on the rules themselves. In the world of mobile UI design, people have a slightly different view of aesthetics, gestures, and motion. Sometimes a simple functional application is better than a gorgeous app, and sometimes it's 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, it's obviously not going to work. If your text size is too small to be able to complete the reading, then you have to melted down it again. Light background with white text?

We are trying to understand what good designers are looking for in the 7 Sins of mobile design. After consulting three team of design experts, we got three slightly different results to see if you can find a consistent place in it.

Comments from Akta

Alyssa Burke and Macy Nguyen are designers of Akta (a digital experience consulting firm), both of whom have worked for Fortune 500 companies and fast-growing startups, have been involved in native mobile design projects, and contributed to design outputs for the top projects of some institutions. The following are the 7 deadly sins of mobile design that they consider unacceptable:

1. Ignoring contextual situations

The personal profile of the target user (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 apps lose their chance to become famous because the overall interface design doesn't fit into 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 team collaboration. Even if there are project members (developers, newcomers, geeks, fanatics, friends, strangers, your buddies and designer Boomers) who have no knowledge of the specifics of the project, it is critical that the design work be promoted early and in a timely manner across the different roles throughout the project cycle. We need to get them to understand the necessary contextual information and keep the relevant information going. Instead of fixing the issue after it was released, you might as well reserve the space for adjustment early in the project process.

3, neglect the development personnel

Programmers and engineers (and occasionally alcoholics) are not only your companions, but also technical pilots. In addition to knowing what works in the real world, they are able to make sure that your ideas are perfectly grounded, as you might imagine. Some mobile designs are technically infeasible and some may work, but these require a lot of effort or time to validate the project. If you don't ask, you may never be sure you can. At the time of project delivery, developers will implement your design results, and at the moment, they may appreciate you or hate you.

4. Underestimate the design of dynamic effect

As the Internet of things matures, digital interfaces play a more important role in interacting with the real world around them, and this part of the interface design needs to be treated more carefully by designers. Human beings have the instinct to live, and get different perceptions and reactions from the changes in their environment. Using reasonable interface dynamic is an effective way to render priority and important content. Appropriate use in certain situations can even trigger the user's pleasure. Interested readers can learn about the 12 basic principles of Disney animation.

5, the font size is too small

Compared to the paper content, people on the mobile phone screen to read the accuracy and depth of the slightly inadequate. As defined by the mobile design thumb touch rule, the digital interface should have a minimum font size of two times the print size. Different situations apply different fonts and settings, especially if a user tries to complete a multi-class task on a mobile device. To avoid being too small, you need to prioritize how button shapes, pictures, and interactions interface elements affect the overall experience.

6. Ignore Touch target

Many mobile designers still lack attention to the current state of the user's finger-size differences. When it comes to action or task-oriented touch goals, make it as simple and easy to click as possible. When designing for the elderly, it is important to consider the jitter factor in touch, as well as the inaccuracy of clicks when designing for children. It is recommended that you add white areas around your graphics resources so that you can essentially lift the touch area to help speed up the task.

7. Die-Key platform specification

Unifying a set of designs on the Android and iOS platforms has some limitations and is also prone to side effects on global experience goals. Two platforms have their own user-familiar UI design patterns, and designers should not only be familiar with the specification, but should explore popular applications on two platforms.

Comments from Moblico Solutions

We have communicated with Moblico Solutions, a company that provides mobile relationship management solutions with the goal of helping the brand "create more meaningful mobile moments", not only advising many industry customers on "how to make their mobile app experience better" And mastering the tricks of mobile design. Here are 7 big taboos they think of mobile design:

1, in the user equipment to occupy excessive capacity only to reflect the sense of existence

When a user receives a "disk space is not enough" prompt, it will immediately traverse the app installed on the phone and start selecting the deleted object. What if a mobile application is large and takes up too much capacity but does not provide the equivalent value? The user will definitely take your axe. Remember to keep the app in a volume that is lightweight enough so that at least the user won't be able to erase you easily.

2, when the application starts and requires permission control (push, location, webcam, etc.)

In retrospect, how many times did we excitedly download an app and get ready to use it when a dialog box jumps out of the way? I don't care what this dialog box describes, just turn it off and continue to use the app feature. What is it? All right, rookie app!

3, after the download in use before the request login, registration and even charges

In fact, this should probably be the first taboo, which is hard to bear. The worst thing you can do to users is to tell them that they have to pay to use them after they download your app. Rotten, rotten, rotten, important thing to say three times, hurriedly delete it.

4, the design of the mobile application interface looks like a Web page

If so, what do you need mobile apps for? One thing that can ruin a mobile developer is to narrow the Web experience to mobile and call it a mobile app. Mobile apps should have their specific advantages, providing only a shrinking web experience that is far from satisfying user expectations.

5, rough ads, or only to provide extremely difficult to click the Ads Close button

When you scroll through the mobile site, just the 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? just like gambling. Try to click off the time is always because the finger touch area of a large wrong to touch the ads, it is life!

6. Message Push overload

Yes, now your app is on the millions of-person phone screen, and it has a huge impact. Before you push, though, think twice about whether the push is relevant to the user or not. Does the user really need it? Of course, you can be in your mobile store every time the new time to push a bit, but really? The greater the impact, the greater the responsibility, the cautious use of message push.

7. Lack of single sign-on support for mobile account

The best experience can occur when mobile developers recognize and respect the idea that users are reluctant to repeat their work. No one wants to sign in again for your app. We have to accept the current trend of single sign-on, and Facebook is very successful at this point and continue to refuel.

from Ideaware's opinion

Andres Max is the founder of the Digital innovation Agency Ideaware (dedicated to helping start-up teams and Fortune 500 companies build competitive mobile apps). Before you create Ideaware, Max is the head of the Mashable design team. Having experienced the design of mobile products for many industry giants, Max has his own insight into the 7 sins of mobile design:

1. No feedback after user clicks

For God's sake, when the user clicks on your app, give them a timely feedback, or the user will think your app is dead, and exit immediately.

2. Endless guidance

If you use your own phone, I just want to do the task quickly. Don't ask me any questions or let me fill in the mess.

3. The size of the touch-controlled hot zone is not correct

Please stop making the button and input box too small, this is not a webpage. My fingers need to touch the action button easily, rather than make a pixel-accurate click.

4. Use eccentric navigation mode

want users to get to know your app quickly ? Don't organize your navigation in a unique way. Apple's human-computer interaction specification and Google's design guidelines are the best reference standards. Do not introduce controversy in the design of navigation to give potential users a reason to uninstall the application.

5. Choose a bad color palette

Give your eyes some room to rest, you do not have to use the yellow and black text as the overhangs color.

6. Stay White

Mobile applications require a lot of white space, to distinguish between various visual elements, the button has to be more processing, all rely on white to provide visual buffering. Mobile end of the concept of the first screen is not so exaggerated, so do not put everything into the first screen.

7. Endless push

for God's sake, please don't push 20 messages to the user every day. After receiving a few pushes, the user will feel deeply about the impulse to uninstall the app.

move in your mind UI design What are the 7 sins?

Although the 7 sins of different designers are not the same, we can still see a lot of similarities and consensus. The two most important are: 1. Avoid pushing messages unless it is necessary, 2, make your mobile design available by using custom and intuitive navigation, and by providing visual elements of their size.

Articles from: UI China

These design bad habits, have you been shot?

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