47% easier to use than a mobile
browser
46% most entertaining way to use
their mobile devices
44% fastest way to get information
User experince
All the aspect of how people use an
interactive product: the way it feels in their hands, how wel they understand
how it works, how they feel about it while they’re using it, how well serves
their purposes, and how well it fits into the entire context in which they are
using it.
Thinks to remember
Identify your costumer
Who is your target audience?
Think about the context of use
A mobile device can be used at
anytime, anywhere. Conrtext affects the interaction between the people and the
interfaces.
Kepp it simple
if your UI requires instructions –
it’s badly designed.
generally 80% of app uses will use
just and 20% of its funcationnality.
Less is more
identify the single, most important
task to your app, and make it dead simple.
Keep it save
Default buttons in alert boxes should
favor the safest option…
Make it brief and clear
Keep alerts brief and clear, explain
them what happened and what they can do next
Use design patterns
Follow conventions and patterns to
reduce the learning curve and make the experince more intutive
Desing for touch
Areas of interaction shouldn’t be
smaller than 44pt.
Smaller elements = bigger distace
between them.
Design for touch
Place most inportant action in “tumb
zone”.
Considioner operation
Considioner both potrait and
landscape orientations while designing an interface.
Your icon is your busniess card
Make yur icon colorful, make it
memorable, make it fun, but whatever you do, don’t make it mysterious. The app
icon is fundamentally an advertisment, and like any good ad, it has to be clear
what it’s seling.
Design for efficency
Enable people to navigatie to the
most important conttect and functionality as few steps as possibe
Design for emoticon
Its is not enough taht we build
product that fuction that are undertandable ansd usable, we also need build product that bring joy nad excitement,
pleasure and fun, and yes, beauty to people’s lives.