mobile gui design - web designer magazine article
DESCRIPTION
Creating interfaces for iPhone, iPad and Android phones.TRANSCRIPT
About the authorJen Gordon, owner/creative director
of mobile design shop Clever Twist,
enjoys teaching her girls lyrics to
Dolly Parton songs, and blogging
about mobile design at www.
mobilelove.org.
iPhone app designer Jen Gordon describes the creative process behind
designing for the smaller screen in this specialist visual masterclass
OVER THE LAST few years, the web design
and mobile design worlds have become
more closely entwined than ever before.
The cumbersome and clunky days of WAP have been
consigned to history now that device technology has
begun to offer genuine online experiences on the
move. Love it or loathe it, Apple’s iPhone has probably
done most to spark interest and excitement around a
mass consumer mobile internet service and certainly
defined the market for mobile apps. It has captured
our imagination for a new mode of interaction with our
handsets, and spawned a new ‘4G’ series of smartphones
or superphones that continue to push boundaries.
Throw the Palm Pre, RIM’s latest BlackBerry and the
brand new Google Nexus One into the mix and you have
a formidable army of mobile phones set to dominate the
scene for years to come.
So what does this mean for web designers? Why
should we care? Well, if web audiences are widening and
we can apply our skills to a new area of demand then it
seems like a no-brainer. Whether applied to designing
sites, GUIs, apps, or indeed mobile operating systems,
there are new constraints and demands on screen size
and interfacing that must be embraced.
In order to illustrate the creative workflow for mobile
design we’ve asked Jen Gordon of iPhone app agency
Clever Twist to give us an example-packed look at some
of the key facets. Along the way we’ll look at why mobile
design matters and highlight the nuances associated
with producing native and web-based mobile
applications – from concept to design.
There’s also time to get a word with market
experts and designers to get their take on successful
mobile projects and even a brief look at the areas so
synonymous with the modern mobile experience, such
as icon design. There’s never been a better time to make the leap
into mobile design and if it guarantees your content a
brighter future then you definitely can’t afford to ignore
it any longer!
34 | Web Designer
MOBILE DESIGN
iPhoneNexus OneBlackBerry
Palm Pre
MOBILE MOBILE DESIGN
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In years past, design for mobile has not been a hot topic in the design community. In smartphones only a few years old, the DOS screen aesthetic abounds. However, since the launch of touch-screen smartphones, interest in the mobile GUI (graphical user interface) has made a radical turnaround. Designers are looking for ways to break into this exciting new field of design. The purpose of this article is to define why design for mobile matters, and highlight the nuances of designing native and web-based mobile applications.
Designing for Web vs. Mobile Unless you’ve been living under a rock, you’ve probably heard that designing for mobile is different than designing websites or desktop applications. And the differences are multiplying rapidly as more devices with additional functionality hit the market. So why does design for mobile matter? Let’s take a look at the differences between web vs. mobile to get a better understanding of how users interact with each platform.
Desktop For the purposes of this article ‘desktop’ refers to laptop/desktop-based websites, web apps and applications. We don’t think of this hardware as interactive in the same way as mobile. We’re not going to pick up and tilt our monitors. In fact the tactile interactions are typically limited to:
• Mouse clicks • Keyboard • External tablet and pen • Microphone input • Speaker audio output
Mobile Mobile is a completely different animal. It’s people-centric. After all, think of what we call it – a handset. It fits in our hand, our pocket, next to our wallet. It’s a phone, it’s social, it’s personal. It has a ton of interaction points:
• On-screen touch keypad • Gestures • Mic input that can result in an immediate action • Sound feedback upon interaction
• Direct manipulation of content. On touch-screen devices, users have the ability to manipulate objects in a much more tangible manner than on a desktop application. There is no intermediate device like a mouse, only direct touch with the fingers that allows users to interact.
• Feedback based on time and location
Design Considerations There are many unique design considerations when designing for mobile, and those considerations start with knowing the hardware and operating system you’re working with. You don’t have to purchase lots of mobile devices, instead visit the app store for the respective operating system (eg iTunes App Store, Android Market found on Android handsets). From there take a look at apps that have a solid design aesthetic. If a developer has spent time on the GUI, it’s likely they also spent time on usability and flow. The idea in mobile is not to convert but to create. Take lessons from mobile apps that have done an elegant job of porting their desktop web presence to mobile.
Design for the Mobile Context The dictionary defines context as “the parts of a discourse that surround a word or passage and can throw light on its meaning”. In more practical terms, context enhances our experience or understanding of people, places, things and situations. Providing context takes apps from good to great.
For example, two of the most unique features of mobile devices is the ability to detect time and location. Planning for ways to take advantage of this data is essential. Let’s say you want to build a coffee finder app that lists all coffee shops within a ten mile radius of your location. Sounds like a useful application, but how can you make it better? The device already knows the exact time when the user is searching, why not display only the coffee shops that are open?
Create an Elegant Solution on a Small Screen Mobile device screens are smaller than desktop monitors, but what does that really mean? Size things down? Squeeze them in? The temptation may be to make things simply ‘fit’ into a smaller screen, when just the opposite is true.
Even when you’re trying to communicate many things to the user, less is more. Your primary goal from a design standpoint is to create a simple, elegant solution that’s easy to use.
Localisation Mobile apps are unique with regard to worldwide proliferation. Many app developers are targeting global markets for their apps and guess what? This impacts design. For example, your app includes in-app purchasing for
global app stores. Your checkout button looks great when you mock up “Buy now” in English, but how big does that button need to be when the phrase is translated to “покупка теперь” ?
Designing for Mobile Interaction Unlike design for desktop websites and/or applications, the variety of ways you can interact
Above : An extreme example of an app that HAD to simplify
Right : The New York Times iPhone app with simplified format
“ Like it or not, developing for mobile requires some technical knowledge of the platform you’re developing for”
The USA Today app is a great example of a hybrid app
Web vs. Native AppsWhat’s the difference between web-based, hybrid and native apps, and why does it matter to designers? First let’s address the “what”. Web-based mobile applications are built using your standard HTML, CSS, and JavaScript while native apps use the software development kit and native programming language for that operating system. Hybrid apps are a mixture of the two, for example an iPhone app such as USA Today pulls in dynamic web content while utilising C+ to code the shell that pulls in that data.
Who cares, you might ask. Why does it matter? Like it or not, developing for mobile requires some technical knowledge of the platform you’re developing for in order to create the graphics to the proper spec. Additionally it helps to know the capabilities of web vs. native to understand what functionality you can design for and which you cannot. When considering hybrid apps know you can combine the functionality of both.
Web-based apps allow usage of most functions that would typically work in desktop browsers. However, they are not able to respond to hardware inputs the same way a native app can. For example, they do not allow usage of the accelerometer (which detects shaking and positioning of the phone), audio input via mic, robust audio feedback options, camera/video integration, or the native animation capabilities.
Native apps allow all of the above items but cannot connect to web-based content. The app is static until it’s updated and re-submitted to the App Store. Many apps are going the hybrid route to allow dynamic content to flow into a native shell.
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36 | Web Designer
with and get feedback from a mobile device
radically differs from its desktop counterpart.
Mobile apps aren’t just pretty pictures, you’re
developing a piece of software. Designing for mobile is a
combination of interaction, product/industrial and graphic
design. Think about all the things a mobile touch-screen device
can react to: touch, shaking, tilting, vibrating, audio input and
feedback, location and time tracking. With these elements,
design takes on an entirely new dimension. It’s your job as a
designer to consider these features when concepting how an
app will work.
Designing for Scalability Like most products, apps that have a user base are destined to
change in some way or another over time. Feature requests are
made, bugs reported and content needs to be added, among
other things. Thinking about long-term plans for the app and
anticipating features that will be requested down the road can
save you a lot of time re-designing the app later. This applies to
both utilities and games. A good example is the casual game
Mouth Off. When the app initially launched, they only had one
set of mouths to choose from, the Signature Mouths. As the
app added more mouths, they had to accommodate for those
additions in the layout.
Designing to Help Users Help Themselves In mobile application design, the goal is to provide an
application that thinks for the user. It predicts the next step and
provides simple and implicit controls to get there. Providing a
‘help’ screen or ‘how to use this app’ screen should set off an
alarm in your brain that the app architecture, flow and control
labelling needs rework. To illustrate the idea of being implicit
and intuitive let’s take a look at the Postage app. It is a prime
example of an app that could be easily bogged down with a lot
of controls, text and navigation blunders, but instead has a fluid,
organised, intuitive flow.
Mouth Off moves illustrated mouths to the words you speak. Tons of fun…
Postage makes it easy to send cute picture cards to friends Subtle in-line call-out tells you what to do
And then it fades out
The nav bar clearly implies what ’s next
The custom tab bar along the bottom provides image manipulation
You go into many levels of functionality
The controls transition nicely and the GUI is rich!
Mouth Off
And then it fades out
The nav bar clearly implies what ’s next36 | Web Designer36 | Web Designer
Postage makes it easy to send cute picture cards to friendsPostage makes it easy to send cute picture cards to friendsPostage makes it easy to send
Mobile technologyWe speak to Andy Betts, editor
of Smartphone Essentials,
for his view on how the new
generation of devices is
impacting on the way we view
mobile interaction
The advent of the iPhone turned
conventional wisdom about mobile
devices on its head. Before 2007 each
generation of mobiles simply had to be
smaller yet more powerful than the last,
but Apple’s approach brought the user
experience to the fore, and put the screen
as the focal point of the hardware.
It was revolutionary. Endless menus
and nested submenus were replaced
by a more human interface built around
a series of gestures that were entirely
intuitive. Touching, swiping, pinching:
the same gestures you would use when
working with physical products sat on
your desk, and producing an entirely
holistic experience where the software
and hardware were working in unison.
Every function on the phone works in a
uniform way, whether it be a part of the OS,
interacting with the web or using one of
the apps for the platform.
The change ushered in a new era
of smartphones, where devices like
Google’s self-styled ‘superphone’ the
Nexus One, the iPhone-inspired Palm
Pre and RIM’s BlackBerry range replaced
traditional names like Nokia as leaders in
mobile innovation.
Google’s Android OS looks likely to
dominate the smartphone marketplace
in the years to come, but it presents some
not-insignficant challenges to developers,
however. Although the Nexus One is
Google’s vision of what a smartphone
should be, other big names like Motorola,
Sony Ericsson and Samsung also have
Android devices in their portfolio,
and fragmentation of the platform is
becoming a concern. You can currently
buy Android smartphones running five
different versions of the OS with at least
four different screen resolutions, meaning
that compatibility in both design and
functionality across the board cannot
be guaranteed. It’s a long way from the
uniformity of the iPhone.
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Serious EntertainmentHave the same characteristics of Fun Games, but with added depth in virtual realities and role-playing.
• Graphically rich, commonly have storylines to follow• Single screen, maybe one level deep at most • Efficiency focused, large buttons, legible from 5ft away
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Types of AppsThere are many categories of apps in the App Store, which can be broken down into four main types of apps. Know where your app falls, and it’ll help you establish proper design boundaries.
Southwest Airlines uses icons, colour and a clear layout to help its customers take care
of business
Ratio calculates your ingredient ratios for you
Colour, implied graphics help visualise the numbers quickly
Fun Tools • Moderately graphically rich • Show path to productivity and flatten the hierarchy • No more than two-to-three levels deep
Fun Games • Intensely graphical • Fall outside of the standard operating system user interface • Move away from a hierarchical navigation • Get into playing game immediately • Multi-touch gestures • LOUD visual feedback • “Success” pop up or audio feedback “Yaay!” • Tell users when they do something right or wrong
Outside is a graphically rich app with a practical function. Forecasting the weather!
Conver tbot makes conversions fun
Soft Freak Fiesta includes uber-rich graphics and global multiplayer gaming
Charadium is an interactive, multiplayer game of mobile
charades
Kroll is a storyline-based, multiplayer game
Skies Of Glory recreates the experience of being a WWII pilot
Serious tools• Keep it clean• Establish a clear grid for alignment and layout• Avoid redundant controls• Get things out of the way of productivity• Use ‘implied’ graphics • Visually prioritise info using typography and colour
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Market Research Depending on the type of app you’re working on, it’s always
a good idea to do some market research around the type of
app to be designed. You can learn a lot from those who have
gone before you. Find out what your competition is doing and
think about how you can not only make it better, but deliver a
surprising twist. Users love to be pleasantly surprised!
Target Audience Knowing your target audience is very important in defining a
design style, typography and layout. Does your app appeal to
accountants or 18-25-year-old gamers? Having this information
and diving even deeper to develop ‘personas’ is essential to
understanding what the demographic wants to see, and the
context in which they’ll use the app.
For example, Mike Todd is an 18-year-old college student in
New York City. This tells us a lot more about Mike. He is in college,
around other students his age, most with similar schedules.
Mike may want a game with two-player interaction. Would we
have thought of two-player interaction if we only knew Mike’s
age? Depending on the app, maybe or maybe not. Regardless,
drawing out personas brings richness to your brainstorming
and helps draw out functionality that’s important to your target
audience, and important to the design.
Use Case Scenarios Once personas are defined, the characters need to be placed
in relevant, true-to-life circumstances. Where are the users that
use the app? Are they on foot, by car
or travelling by train?43-year-old Bill is driving to a
meeting in London and wants to
stop for a cup of coffee. Should the
app require that Bill tap the screen
several times before finding his
coffee shop? Thinking through
the variety of circumstances users
find themselves in, and dialling
in on scenarios where certain
functionality repeats, is the key
to defining what screens you will
be designing.
Site map Site maps for mobile are critical
to design. To design a flow that’s
intuitive, understanding the
relationship of content to other
content provides a way to design simple and usable controls.
Mobile app site maps differ from website site maps as mobile
apps should not present the user with multiple ways to get to
one place. One door to one room, that’s it. Mobile users don’t
have time to make a wrong move then go ‘back’ and try to find
the proper path.
Wireframing and Paper Prototyping Data collected from the case scenarios will define the content
and controls that need to be present on the screens defined in
the site map. From there you have to design a preliminary layout
that accounts for each of these design elements. Define a grid,
establish importance of information and design from the top
down. Ergonomically speaking, users hold touch-screen mobile
devices in a way that the fingertip and thumb position is typically
pointed towards the top of the screen. This brings their eye
towards the top and tells you as a designer “hey, put the most
important and general categories of info towards the top!”
Consider the variety of ways content can move on and off
screen. For example, mobile sheets are a great way to hide
actionable controls until the user is ready to use them.
Minimise user input. Who wants to be bogged down with
entering a bunch of text? Provide users with a Picker Table so
they can select a choice from a menu instead.
In mobile design, paper prototyping will save you lots of time.
Much like any design or illustration process, having iterations
of your design allows you to explore a wider variety of design
options to a deeper degree. And with paper prototyping there’s
The Design ProcessIf you are a designer, the good
news about mobile apps is
design is everything. Whether you’re building a utility or a
game, appearance has a great
impact on usability. Cluttered or
disorganised apps are difficult
to understand, and hard to use. This isn’t to say that a ‘serious
tool’ should be embellished with an overdone GUI. A great app
design balances appearance with function.
In terms of function there are
areas of app development that
are not the ‘designer’s job’ per
se, but have a great impact on
the design conceptually and in
the development of a creative
direction. If you are working on
an app, and these jobs are not
being filled, find someone who has these skills or give it a try
yourself. Skipping these steps can
lead you down a costly path of
revisions when it’s found the app
is missing functionality or has a poor flow.
I absolutely adore designing for mobile devices,
as it’s one of the few opportunities that you get
to work within a fixed resolution and don’t have
to worry about the issues of different resolutions.
This essentially allows you to create something
truly unique and bespoke to the targeted device,
and for a designer, this is nothing short of a dream
come true.
I’ve worked on a number of iPhone games,
creating the core interface and HUD elements,
and there are so many things you have to take into
account. Navigating an interface with a fat finger
is worlds apart from a delicate mouse. You have
to think about where the user’s hands are going
to sit and how close each button is to their key
fingers/thumbs. To add to this you need to leave
ample room between buttons to allow the device
to pick up the user’s choice accurately and make
the buttons large enough to be easily pressed. This
could initially be interpreted as an annoying hurdle,
but I personally see it as fun challenge, and it allows
you to create some really sexy, made-to-measure,
interfaces and designs.
Regarding mobile web browsing, it’s rare that
companies are willing to devote funds to dedicated
mobile sites (other than large companies with larger
budgets), so it’s often the case that I use some basic
rules in my design when needing to keep mobile
browsing in mind. I try to minimise reliance on heavy
JavaScript and Flash and aim to make impact with
strong static imagery. In some cases this can make
for longer downloads, but on sites that require
visual punch, I believe it to be worth the wait. If a
site is trying to sell something that relies on visually
rich media, like a videogame or movie, then the site
needs to showcase that to the best of its ability.
The future of mobile interface and web design is
pretty exciting, as ever since the iPhone introduced
multi-touch technology, it’s leading to an ever
evolving interactive experience, and this is only
going to grow as time goes on. Couple this with
the ever increasing leaps in technology, allowing
us to experience faster, more processor-intensive
experiences; we truly are in for some mobile
interactive treats! I for one cannot wait!
Michael Heald, Fully Illustrated www.fullyillustrated.com
The paper prototype for Replace Your Face category screen
I absolutely adore designing for mobile devices,
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iPhone specs
less ‘risk’, less attachment to a scrap of paper than a Photoshop file. For example, working on Post-it notes is useful in being able to re-order, add or delete screens until the flow is right.
Focus on the App’s Primary Task The most enjoyable apps establish and maintain focus on one primary task. To do this you must determine what that primary task is by creating a product definition statement, a concise explanation of your app’s main purpose and its intended audience. Pick the few features most frequently used by the majority of your users, most appropriate for the mobile context. A quick way to do this is to fill in these blanks for the application you’re working on:
(Your differentiator) (your solution) for (your audience)
Here’s an example for iPhone’s ‘Photos’ app: Easy-to-use digital photo sharing for casual iPhone users.
The primary focus of Sound Hound is to find song lyrics. The first screen you see minimises user input by requiring only one tap for a song to be identified. The action is fast and the result is immediate. From there the user has the option of drilling down into more detailed information about the song.
What’s the number one thing you want to do when you open a recipe app? Epicurious clearly understood its target audience and the primary task it wanted to complete.
Design Tools & Image Specs Designers who are new to mobile often ask “How are apps created? What kind of software tools are necessary?” You’ll be happy with the answer. Tools of the trade for mobile designers are the same as your typical web/web application design tools (Photoshop, Illustrator). The general rule is to export all graphics for native applications in web-optimised transparent PNG-24 format. If you’re creating graphics for a web-based application, you can export web-optimised .gif or .jpg or PNG-24 images. For free downloadable templates visit: http://templates.mobilelove.org.
Similar to web design, the software program of choice is Photoshop, as you can easily slice out graphics and get pixel-precise and still manipulate images as vector graphics with shape layers.
Web Designer | 39
Thanks Sound Hound for making life easy
All I want is to find a recipe and Epicurious gets that
“The most enjoyable apps establish and maintain focus on one primary task”
And the final design
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40 | Web Designer
Plan for AnimationUnless your background is in Flash design, the need for planning
for animation in traditional web design is not omnipresent. With
mobile apps, however, if you’re not mimicking the fluid touch
interface with animations you’re not taking advantage of the
design aesthetic animations bring to the interface.
Design around Device Input Design for touch-screen gestures. To perform actions on a
touch-screen device, users use their fingers to swipe, drag,
pinch, tap and flick on-screen elements.
Planning for and integrating these gestures into your design
provide a rich user experience that takes advantage of the
unique attributes of touch-screen devices. Keep in mind that
users are using gestures a lot in apps that ship with the device so
be sure to use them appropriately so they don’t defy convention.
For example, you wouldn’t require a user to pinch/zoom to scroll
a list view.
ContrastWhen exploring colour palettes, consider the variety of lighting
conditions where mobile devices are used. Under bright
fluorescent lighting or on a sunny day, lack of contrast in text
or graphical elements may be difficult to discern. Even under
normal lighting conditions, proper contrast is helpful for those
who may have vision problems. Aside from lighting and screen
considerations, using contrast in your layout serves to draw the
user’s eye, and encourage action or feedback.
LayoutGrid layouts are a common tool used in print, web and mobile
design. For utilities in particular it’s important to establish a
clean grid layout during your prototyping phase to establish
proper hierarchy, balance and breathing room between click-
able elements.
SoundSounds tell a story. Although sound isn’t graphical in nature,
it does interact with graphics and add depth to the overall
experience. Using sound as a design element can reduce visual
noise by taking the place of text. For example using the ‘whoosh’
noise when an email is sent, rather than having a text alert. Keep
in mind for sound to increase the value of an application, it must
be relevant, balanced and pleasing, not an annoyance.
USABILITYEffective CommunicationMany of us are familiar with visual cues in the desktop world that
communicate quickly and effectively exactly what’s going on. With
mobile the same opportunities arise to keep users informed and
happy! For example, the spinning pinwheel in MacOS is an irritating
sign, but what if an application was hung up and you didn’t see that
spinning pinwheel? Now double that frustration level and you have
fast-paced mobile users that will delete the app before taking even a
minute to report the problem. Key things to remember to give users:
AVOIDING OOPSIES – A way to undo/redo.
Give the user plenty of time to cancel an operation
before it begins, and make sure you alert the user
before they take a potentially destructive action!
Design easy and elegant ways for users to stop
operations that are under way.
FEEDBACK – When users take an action within
an app, their expectation is to see immediate visual
change. Plan for these in your design. First visual, then
consider how subtle audio or animated feedback may
be appropriate.
REQUEST PROCESSING– If a user taps and
you know it will take a while to load what they want,
let them know. “Hey buddy this is going to take a minute.” Simple as that and they’ll love you for it.
GRPHICS – Showing an animated graphic to indicate things like download status, progress bars and wait times are examples of appropriate feedback animations.
SOUND – When designing audible feedback keep it only to necessary elements and make sure the sounds do not conflict with existing sounds in the mobile operating system. For example, you wouldn’t want to use the ‘incoming mail’ sound for the taps in your app or users will think they’re getting an email every time they tap!
TypographyTo say that typography in mobile’s yesteryear has been a moot
point is an understatement. Only recently is the conversation
even possible, with more phones allowing wider varieties of
typefaces through the native OS and web-based applications.
Below are best practices in typography for mobile apps:
Choose your serifs wisely. Similar to typography on the web,
using sans-serif fonts for large blocks of copy is recommended
for readability purposes.
The Guardian is an example of how serifed fonts are necessary
to maintain brand identity. This app is proof that with adequate
leading, proper kerning and font size, serifed fonts can be an
elegant solution.Contrast of the text in relation to the background colour it
layers over is necessary to ensure both visibility and readability.
DESIGNWhen designing for mobile the
small screen should not be
a barrier to creativity or letting
your imagination run wild. No matter what the subject of
the app, your goal should be to deliver a high-fidelity user
interface. Even applications that fall into a ‘utility’ category can
have fresh, tactile design.
Core techniques
or graphical elements may be difficult to discern. Even under
normal lighting conditions, proper contrast is helpful for those
who may have vision problems. Aside from lighting and screen
considerations, using contrast in your layout serves to draw the Strongly contrasting colours make it easy to tell the time
Strongly Strongly contrasting colours Strongly contrasting colours Strongly
make it easy to contrasting colours make it easy to contrasting colours
tell the timemake it easy to tell the timemake it easy to
Clear and concise layout makes life easier for everyone
The Guardian’s serifed fonts are an impor tant par t of its brand…
… and they survived the transition to mobile
Plan for AnimationUnless your background is in Flash design, the need for planning
for animation in traditional web design is not omnipresent. With DESIGN
When designing for mobile the small screen should not be
a barrier to creativity or letting
your imagination run wild. No
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MOBILE DESIGNResist the temptation to decrease line-spacing to fit more
information on a page. Give your type plenty of room to stretch out and relax in copy blocks and list views. Avoid bunching up several tapable text elements on the screen. This causes tap-confusion and fussy users.
Been Verified is a great example of a list view that very clearly calls out the three main categories of action, with a blurb of detail copy below that does not interfere with the eye dialling in on the three main points.
The typography, colour and spacing of Call Of Duty’s list view leaves the user’s eye bouncing all over the screen. Where do I take my first action on this screen? Do I tap on News, Blog, a sub item or arrows? The typography could make this more obvious and intuitive.
If you’re interested in learning more about typography, The Typography Manual has released a beautiful app that includes tools and resources for designers serious about type.
www.imagineshop.co.uk
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DON’T OVERDO IT – Keep in mind you don’t
need to alert users of what is about to happen unless
there is a delay that is noticeable.
ANIMATION – Subtle animation that doesn’t
annoy users is another way to provide feedback to
users and help visualise the results of their actions.
LABELS – Avoid technical jargon and instead
focus on user-centric terminology. Be selfless, think
about your target audience. What words or phrases
are meaningful and intuitive to them?
BE IMPLICIT – The best apps have functionality
that is implied, rather than expressly stated.
CONTROLS – Make sure your users, not your
application, initiate and control actions. The controls
have to be easy to understand and remember.
KEEP IT SHORT AND SWEET – When you
provide on-screen text, keeping it in short, quickly
digestable nuggets is preferred. This is very important
for controls, where users should know what a control
will do in a glance.
PROVIDE TAPABLE TARGETS –
Sounds obvious, but the recommended size for
tapable areas on a device like the iPhone is 44px by
44px. If you want to go smaller be sure to adequately
space your tapable areas to prevent mis-taps.
Been Verified makes
you want to get a
background check
Call Of Duty might have you going
AWOL
SEARCHKeyword search is familiar to web users and many apps or mobile browsers rely on this as a primary mode of navigation – situated at the top of the screen
BRANDINGLike the header on a webpage, mobile content must establish identity in a way that doesn’t compromise screen real estate
LAYOUTMobile apps and sites favour a single slim-line format for lists and menus, often using image thumbnails and tabbed content to form a two-column layout
IMAGESGraphics may be restricted due to the
screen size but they offer an immediate
and recognisable way to convey information
quickly while catching the eye
DASHBOARDA footer row of icons act as quick links to key areas of content, using simple and abstract icons
Usability could make or break the successfulness of your app
A GUI DISSECTEDKey design components of a mobile interface with We Are Vi’s brand new LIV app for LIVING TV
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“Think about a colour scheme that will cause that icon to stand out above the rest”
GLOSSY OR MATTe?Spend a minute in the iTunes App Store and you’ll see how Apple
has tried to bring a common design element to app icons, the
glossy-highlight effect. Standardisation of icons in this way is also
becoming trendy with Android and webOS developers too, but
needn’t mean you must follow suit. If you’re going to take the
time to make a custom icon, be sure to communicate with your
developers that no standard highlights/gloss be applied to the
artwork. If you want a highlight, do it yourself in Photoshop and
have complete control over every pixel to ensure consistency
over your design.
TELLING STORIES Mobile app icons often need to tell a story of what users can
expect. An example of a fantastic application that tells nothing
of the function of the app is Ramp Champ. The application and
icon are both beautifully designed, but would you ever guess it’s
a skee-ball application by looking at the icon?
On the other hand the second, less graphically rich Skee-Ball
application clearly communicates the app’s function, and just
happens to be ranked #1 in paid apps…
SHORT & SWEET Using words on app icons is discouraged and negates the entire
purpose of designing an icon. Remember an application icon is
not a logo, it’s a visual representation of a word, object, concept
or operation. If your app is about your company, and your
company logo is a set of recognisable letters, this is an exception
to the rule. Otherwise, think about how you would describe
your app in ten words or less, then marinate on analogies or
metaphors that communicate that core message.
ICON ART Many of the most successful mobile icons for apps or within
the phone’s OS feature rich, deep, texturised graphics often
featuring a very clear and simple iconography. You can often see
very clearly how icon techniques have evolved from pioneering
desktop GUIs like Mac OS and Windows. Just because you’re
limited to 57px by 57px does not mean you take shortcuts in the
execution. Look for ways to add depth and emphasise the most
important elements that communicate what the content behind
the icon does. Another way to communicate the purpose of a mobile
app is to use part of the application’s user interface within
the icon design. Obviously this won’t actually work for every
single example, but in the case of an app like Convertbot they
were able to use part of the user interface but pushed the
concept further by creating a robot-like face to inject a touch of
personality and warmth.
Also, check out your competition if you are struggling
for inspiration. If the project you’re designing for is in a
highly competitive category, take a look at the icons that the
competition use. The iTunes App Store, Android Market and
webOS App Catalog all rely on icons to gain user attention
among an often bewildering array of choice. Assuming it doesn’t
compromise the user’s understanding of what the app actually
does, and works within the application’s colour palette, think
about a colour scheme or other visual elements that will cause
that icon to stand out above the rest.
For additional online resources centred around designing for
mobile, check out http://resources.mobilelove.org.
The Soduku icon created depth the old-fashioned way, with a touch of Photoshop
A glossy finish doesn’t always suit
the feel of your design, so feel free
to ditch it
Beautiful icon, but what does it mean? I’m a gold medalist?
Weak design but communicative. This game is
about skee-ball…
Prominent logos or brands can
yield exceptions to the rules
A nice robot-like face feels welcoming
Flight Check has a nice dial/clock that pops right off the screen
Despite the gloss, App Vault ’s icon is a
solid concept and well illustrated
The OMG Pirates! icon is an eyecatching image that completely meshes with the style of the app
My Face? Who would
ever know this app is about cosmetics without
running it?
There are so many other options it could have explored for this
42 | Web Designer
My Face? Who would
ever know this app is My Face? Who would
ever know this app is My Face? Who would
about cosmetics without ever know this app is about cosmetics without ever know this app is
running it?
MOBILE DESIGN
Content Branding & Mobile IconsWhen working through the branding of an application, or any mobile content, the key is to
keep it refined and unobtrusive. Mobile users want to get things done, or be entertained.
Staring at a bunch of advertisements gets in the way of a positive and productive user
experience. Plan for your app brand to shine in the icon design, but be sure to not simply
repurpose your logo for the icon. Icons and logos are two completely different animals,
with expressly different purposes. Here are some quick icon design tips to get you started.
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