App UI design doesn’t provide you with much room to work with. Once designing for smaller screens and shorter attention spans, your UI design should work on the speed of thought. As app design Bangkok, you want to design an interface that’s easy enough for novice users, without boring experienced users.
In this article, you’ll learn proven ways to get it right.
Just because you have less screen space doesn’t mean the rules of excellent interaction design don’t apply. Let’s review the 4 pillars of interaction design here.
Goal-driven design: You want to design for the proper user. User research, like surveys and interviews, can help you create personas for those possibly to use your app. This permits you to make specific goals for your users and tailor your app work-flow to suit their needs.
Usability: This looks like a no-brainer, however your app has to be usable. If your audience can’t simply use the app, then they definitely won’t download it from the app store. Usability makes a product helpful, which is the initial step in being desirable.
Affordance & signifiers: The affordance is the function. Signifiers hint at affordance. For example, blue, underlined text indicates that clicking on that can take you elsewhere. Use signifiers properly so users don’t need to think about what each UI element does.
Feedback & response time: Feedback lets users understand if a task was completed or not. It is as easy as a beep, or a lot of complex like a modal window. Ensure your feedback is friendly, human, and responds within the timing.
There are 3 fundamental tactics for understanding your users, as highlighted in the free guide to UX design process and documentation for mobile app development Bangkok:
Personas: Personas are fictional characters fashioned from the expected behavior of your target users. They permit you to see what will drive users’ decisions inside your app.
User scenarios: Scenarios provide insight into how a persona will act. With user scenarios, you’ll be able to design a ui that best suits them and the goals they want to accomplish.
Experience maps: Here you’ll explore all the possible conditions for a single interaction. Experience maps chart each step that personas are most likely to take while using an app. They help you understand all the emotions and circumstances that surrounding those steps.
In other words, ensure you conduct usability testing sessions between each major iteration. At a bare minimum, run some remote usability tests with a service like user testing so you’ll see how people use your app in natural settings.
Design and analysis work in parallel. For instance, you’ll quickly sketch out user flows based on what you’ve learned thus far. Before committing to a path, however, create an easy prototype. It doesn’t need to be something fancy — your prototype is done on paper so you’ll begin understanding how users flow between content and actions.
Before sketching or prototyping, a written outline helps you explore the most vital part of your app – the content. Building flows around content provides you a much more accurate assessment of the entire number of pages needed for your app. As a next step, you could then create a sketch for every page of your flow. From there, you may continue iterating the sketches on paper and then move to a digital prototyping tool.
Fingers are much thicker than pixel-precise mouse cursors, therefore as app developer Bangkok, you must pay attention to finger-friendly design. Specifically, permit enough space for users to tap with a fingertip. If your buttons are too small or bunched too closely along, users can’t tap them accurately which only increase frustration and so abandonment.
Here are some tips to keep in mind when designing buttons and other touch targets:
We hold our phones in different ways. According to survey, there are common 3 ways to hold a phone: 1 thumb/1 hand, 2 hands/1 digit and 2 hands/2 thumbs. And there are also different ways to hold a tablet, however users mostly hold tablets on the side.
Our fingers are fat. However they’re currently concerning 45-57 pixels wide, that is bigger than what most guidelines suggest for touch targets. For example, apple recommends a target around 44 pixels square. The 44-pixel guideline isn’t always true. You don’t need to design a button so big that people won’t think of it as an action. You must consider people’s fingers and how they’ll interact with your app.