Chapter 4a - Mobile Apps Design
Chapter 4a - Mobile Apps Design
Sketch
• Sketching enables you to start the best ideas.
• It's a powerful process since it always helps you in discovering new ideas and
solutions to your designs.
• When you start sketching your ideas and imagination, you open a way to put your
creativity to action and in turn enhancing your skills
• Sketching has four core attributes that make it both a time saver as well as a
conserver of emotional energy. Sketches are:
• disposable
• quick
• timely
• inexpensive
• Pablo Picasso used to sketch on paper napkins and pay for his drinks that way. If
nothing else is available, then you can use napkins, too—and plenty of designers
will swear that nothing else will do.
• Also can use toolkits for sketching such as:
• Sketch
• Adobe Photoshop
• Adobe Photoshop Sketch
• Adobe Illustrator
• Adobe Illustrator Draw
• Autodesk Sketchbook
• Astropad Studio
• Affinity Designer
Photo credit: “pxelperfect” WHAT’S THE DIFFERENCE BETWEEN WIREFRAME, PROTOTYPE & MOCKUP?
3.1 Mockup & Wireframing
Editor
https://blog.prototypr.io/top-20-prototyping-tools-for-ui-and-ux-designers-2017-46d59be0b3a9
It’s a mockup
High-fidelity enriched with UX
pieces, interactions,
4. Prototype
recommend having
needed to create a prototype to pitch
your idea to friends,
an app family and potential
investors
Prototypes –
more • More difficult to change
investment, – still much easier than
more the actual
“weight”
5.6 Storyboards
• Multiple sketches of a behavior
Comic strips of what happens
• Example
Photo browser
6. Shneiderman’s 8 Golden Rules
1. Strive for consistency – menus, prompts and commands should be consistent throughout the application.
2. Enable frequent users to use shortcuts – as the user gets more comfortable with the software they would
like to reduce the number of interactions they perform. The user should be able to use shortcut keys to
perform actions.
3. Offer informative feedback – for every action the user needs to take there should be system feedback. This
feedback should tell the user exactly what is happening at this stage.
4. Design dialog to yield closure – the actions a user needs to perform should be grouped into beginning,
middle and end. The end feedback should promote closure.
5. Offer simple error handling – the system should not allow for serious error. In the case of an error the user
should be given an option to resolve the error.
6. Permit easy reversal of actions – if the user knows an error can be undone it will make them more
comfortable to explore options.
7. Support internal locus of control – design the system to ensure users are the initiators of actions and not
the responders. Experienced users like to feel in control of the application.
8. Reduce short-term memory load – reducing the need for users to remember user
7. Google Design Sprint Process Overview
• https://www.interaction-design.org/literature/article/make-your-ux-des
ign-process-agile-using-google-s-methodology