10 kinds of errors should be avoided in mobile application design

Source: Internet
Author: User
Keywords We avoid translators designers

Introduction: This article is from the mobile application development company Sourcebits series of articles mobile app Trends Series (translator: This site to the ladder), the content of the article is suitable for the early readers in this field, translation is as follows.

After understanding the pros and cons of Cross-platform mobile application design and common errors in mobile application development (translator: This two translation), you think of a good application of the idea, you even have to apply the name of the good, then what to do next?

Now, we're going to talk about design. You need to consider the functional structure of mobile applications, user processes, and so on, and these are not so easy. In the design phase, we need to set some principles for ourselves and to work realistically, considering that we are involved in the development phase, such as demand changes, project management and other thorny issues. So we can develop a useful and interesting application. By ignoring these potential problems and blindly doing it, you are likely to get into disaster later in the development phase.

This article tries to help mobile application designers to avoid some difficult problems in the work, I hope your application and your design ideas can benefit.

Error 1. Rush to start Interface (sketch) design before clarifying user flow

In the beginning of the interface design, we need to first complete the user flow of detailed go clear. Even if the simple application, in order to ensure that the user flow logic is correct, the interface layout is reasonable, we need to repeated the user process and draw a similar flow chart. It is also noteworthy that it is best to draw the key function at the top of the flowchart, rather than being submerged at the bottom by layers of branches.

Skip this link and sloppy start interface design, the final development of the application is likely in the use of the process is not clear and reasonable, users can not solve the user, interest is not.

Error 2. Underestimate development costs

Anything that a designer paints in Photoshop ultimately needs to be displayed on the screen through developer code. Originally only a few hours of development of the function, due to a seemingly minor changes in the designer, may spend a few days of development time. Therefore, in the design process to avoid the superfluous.

In other words, if the designer dominates the choice of mobile apps, the consequences will be serious. As an example of a search box, a relatively simple function, the designer has an epiphany-------------------------------the user input This seemingly detailed change is likely to give developers a spot of vomiting. Functional changes like this are best discussed after a variety of discussions to make decisions, rather than allowing the designer to talk to themselves.

Error 3. Design at low resolution, using bitmap files

Always stick to the high-resolution drawing of the retina screen, and then output the low-resolution version of the picture. This is common sense for veteran, and we are going to say a few words here. As we all know, the common screen size of mobile devices is getting more and more diverse (in iOS, for example, there are 4 resolutions that need to be considered so far). So, drawing high-resolution versions of pictures, even using vector maps rather than bitmaps, helps designers maximize efficiency and better deal with new hardware for the future.

Error 4. Touch area too small

The average person's index finger touches an area of 1.6 to 2 centimeters square, and in most of the time using mobile apps, their fingers flit across the screen. Designing mobile applications requires a constant reminder that the user's touch is not as accurate as the mouse clicks. Look at your design is not in a screen contains too many buttons and other function trigger points, the button is not large enough, spacing is not wide enough, will not happen to select the user point or mistakenly press the other button problems?

Error 5. Misuse of opening animations

It seems like a good idea to play a fine animation at startup, but don't try to animate it. The path and Thrillist ' s jackthreads use cool opening animations because these apps take some time to start, and the user can't do anything before the program finishes loading (translator: Path startup seems to have no animation, is it for the old version?) )。 In this case, it is timely to prepare a brief and joyful animation for the user to eliminate the anxiety of waiting.

Since application startup must first display a static image (translator: such as the default.png of iOS application) before switching to animation, make sure that the switch looks seamless. Some bad examples in dealing with this link produced a uncoordinated jump or splash screen, which should be avoided. (Translator: An early version of Youku's ipad app has this switch, with a flashing black screen in the process, and the current version removes the animation directly)

Error 6. Let the user at a loss in situ waiting

When the program loads, processes the data, or waits for the network feedback not to give the user the prompt feedback, may let the user mistakenly think the application hangs, this is also a bad user experience.

For example: while loading data through the network, do not let the user innocently stare at a blank screen waiting, show a turn chrysanthemum or animation effects what, let users understand that the application is running normally, but is waiting for network data. It would be better if you could show the progress bar for the data read, but discuss the development difficulty with the developer in advance (refer to the 2nd of this article).

ERROR 7. Blindly draw on other mobile platform style

Bad plagiarism only makes users feel confused and angry. Each mobile platform has its own style, and the platform manufacturer has also written a guiding document similar to Apple's human Interface guidelines based on its own aesthetic appeal (translator: Android now has similar documentation). Developing Metro style apps like Windows Phone 7 on the iphone is likely to give users who are accustomed to iOS a lot of frustration.

What I'm trying to say is that your application doesn't have to be exactly the same as the official application, but it doesn't look like it's not part of the platform.

Error 8. Overcrowded interface

By designing a mobile application interface at high PPI, you may inadvertently put too many things in one screen. Looking at the design on 27″ 's imac screen, your design is so pleasing. Take a look at your mobile device (even if you're just importing the design into your phone album), that might not be the case. Having too many elements in one screen can make it difficult for users to manipulate or even overwhelm the most important information.

Error 9. Think all users are using the same as you

No matter how awesome your app looks, do usability testing. You can start a small beta test in an acquaintance circle, and remember to let some senior designers participate. According to their feedback, adjust the interface before final release. You can also advertise on Craigslist, invite some students to try new products, and remember to offer pizzas or a little pay or something.

Error 10. Forget to use or misuse gesture operation

Remember that not all interface elements must be visually visible to the user, and sometimes we can hide some surprises.

Take the official email application of the iphone (translator: Again, the cliché example), users can in the Inbox by sweeping the message header to activate the deletion, which eliminates the user click "Edit", select Mail, choose to delete the trouble. Here we find a balance point: the old user may find out with gestures to complete the quick deletion, while retaining the "edit" button so that unfamiliar users complete the deletion, marking and other operations. Therefore, the use of gestures but can not rely too much on gestures, in general, it is best not to use hand gestures to replace the menu, such as the need to select the interface elements.

Summary

If you want to use a sentence to summarize the dots, that is: good design is considered. Review your design with a cautious attitude, and really think about the problem from the user's point of view. Don't try to take shortcuts, don't skip tests, and don't design things that you don't even get to do.

Mashable compiling: Bole Online-chen

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