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Roadmap

•   Navigation
•   Forms
•   Search, sort & filter
•   Tools
•   Invitations
•   Feedback & Affordance
•   Anti-Patterns
Tools

• Buttons & Controls
  – Toolbar
  – Option Menu
  – Contextual Tools
  – Inline Actions
  – Call to Action Buttons
  – Multi-state Button
  – Bulk Actions
  – Maps
Toolbar
• Contain screen level actions, they are generally displayed at
                        actions
  the bottom of the screen and
• Choose icons that are easy to recognize or use labels plus icons
                                recognize,
Option Menu
• Choose direct interactions when possible
• Possibly don’t hide navigation in the Option Menu (like
  Facebook)
Contextual Tools
• If buttons are necessary, they should be displayed in
  proximity to the actionable object
• Choose a familiar icon or use a text label
Inline Actions
• They should be in proximity to the actionable object
• Choose a familiar icon or use a text label
• Max 1 to 2 Inline Actions per object
Call to Action Buttons
• Don’t hide the main call to action in a menu or disguise it
  as an unrecognizable icon in a toolbar
• Good contrast and clear label
Multi-state Button
• Multi-State Buttons work well for a series of tightly
  correlated actions that will to be performed in succession
Bulk Actions
• Bulk actions like delete and reorder are best handled in an
  edit mode
• Provide an obvious option for exiting the mode
Maps
• Provide visible markers (avoiding “terrain-mode”)
• Use as much screen as possible
• Can be small if the location is not the main item
Roadmap

•   Navigation
•   Forms
•   Search, sort & filter
•   Tools
•   Invitations
•   Feedback & Affordance
•   Anti-Patterns
Invitations
• Helpful tips displayed the first time a user
  launches an app
  –   Dialog
  –   Tip
  –   Tour
  –   Video
  –   Transparency
  –   1st Time Through
  –   Persistent
  –   Discoverable
Dialog
• Keep dialog content short
• make sure there is an alternate way to access instructions
  from within the application
Tip
• Place tips in proximity to the feature they refer to
• keep the content short
• remove the tip once interaction begins
Tour
• A tour should highlight key features of the application,
  preferably from a (user) goal perspective
• Keep it short and visually engaging
Video
• Demos should showcase key features or show how to use the
  application
• Common video features (stop, pause, volume controls etc,...)
                         stop,               controls,
  should be provided
Transparency
• Transparencies are not meant to compensate for poor
         designs!
  screen designs
• Remove the Transparency once interaction begins


                                                   My
                                                favourite
                                               invitation!
1st time through
• Clearly differentiate the invitation from other content
  with images or other visual cues
Persistent
• Keep it short
• Clearly differentiate the invitation from other content
  with images or other visual cues
Discoverable
• Use Discoverable invitations sparingly
• The most common instance of this pattern is for prompting a
  data refresh
Roadmap

•   Navigation
•   Forms
•   Search, sort & filter
•   Tools
•   Invitations
•   Feedback & Affordance
•   Anti-Patterns
Feedback & Affordance

• Feedback
  – Errors
  – Confirmation
  – System Status

• Affordance
  – Tap
  – Flick
  – Drag
Feedback: Errors
• Use plain language that offers a solution for resolving the issue
• make the error visible
• use in-screen messaging instead of modal dialogs
Feedback: Confirmation
• Provide confirmation when an action is taken
• don’t break the user’s flow
Feedback: System Status
• Provide feedback about the system’s status
• Offer a cancel option for potentially lengthy operations
Affordance: Tap
• Use common visual design techniques to indicate tappable
  controls
• Apply 3D effects judiciously
Affordance: Flick
• Use a page indicator
• show the edge of the next item
• Avoid heavy weight scroll bars
Affordance: Drag
• Use a recognizable icon for the handle
• Consider using an invitation to let users know this feature is
  available
Roadmap

•   Navigation
•   Forms
•   Search, sort & filter
•   Tools
•   Invitations
•   Feedback & Affordance
•   Anti-Patterns
Anti-Patterns

• Common pitfalls to avoid
  – Novel Notions
  – Metaphor Mismatch
  – Idiot Boxes
  – Chart Junk
  – Oceans of Buttons
Novel Notions

• If you are looking for a way to innovate with your
  application, focus on your core features and
  offerings,
  offerings but rely on best practices for the
  interface design

• If you design a custom control, rigorously test it
  and refine it to make sure it is usable
Novel Notions Examples
Metaphor Mismatch

• Consists in picking the wrong metaphor for the
  interface:
   – Control mismatch
   – Icon mismatch
   – Mental model mismatch
Metaphor Mismatch Examples
Idiot Boxes

• Avoid disrupting the workflow only show a
                         workflow,
  confirmation dialog when an irreparable action is
  being taken (like a permanent delete)
Chart Junk
• Only use visual elements in charts and graphs that
  are necessary to communicate the information
  represented on the graph
Oceans of Buttons
• Use standard patterns for displaying page level actions
• Provide contextual tools for item level actions instead of
  repeating the same button
• Keep page level actions visually separate from navigational
  elements
References
• Screenshots from:
  –   www.mobiledesignpatterngallery.com
  –   pttrns.com
  –   inspired-ui.com
  –   mobile-patterns.com

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Common Design Patterns for Mobile (part 2)

  • 1. Roadmap • Navigation • Forms • Search, sort & filter • Tools • Invitations • Feedback & Affordance • Anti-Patterns
  • 2. Tools • Buttons & Controls – Toolbar – Option Menu – Contextual Tools – Inline Actions – Call to Action Buttons – Multi-state Button – Bulk Actions – Maps
  • 3. Toolbar • Contain screen level actions, they are generally displayed at actions the bottom of the screen and • Choose icons that are easy to recognize or use labels plus icons recognize,
  • 4. Option Menu • Choose direct interactions when possible • Possibly don’t hide navigation in the Option Menu (like Facebook)
  • 5. Contextual Tools • If buttons are necessary, they should be displayed in proximity to the actionable object • Choose a familiar icon or use a text label
  • 6. Inline Actions • They should be in proximity to the actionable object • Choose a familiar icon or use a text label • Max 1 to 2 Inline Actions per object
  • 7. Call to Action Buttons • Don’t hide the main call to action in a menu or disguise it as an unrecognizable icon in a toolbar • Good contrast and clear label
  • 8. Multi-state Button • Multi-State Buttons work well for a series of tightly correlated actions that will to be performed in succession
  • 9. Bulk Actions • Bulk actions like delete and reorder are best handled in an edit mode • Provide an obvious option for exiting the mode
  • 10. Maps • Provide visible markers (avoiding “terrain-mode”) • Use as much screen as possible • Can be small if the location is not the main item
  • 11. Roadmap • Navigation • Forms • Search, sort & filter • Tools • Invitations • Feedback & Affordance • Anti-Patterns
  • 12. Invitations • Helpful tips displayed the first time a user launches an app – Dialog – Tip – Tour – Video – Transparency – 1st Time Through – Persistent – Discoverable
  • 13. Dialog • Keep dialog content short • make sure there is an alternate way to access instructions from within the application
  • 14. Tip • Place tips in proximity to the feature they refer to • keep the content short • remove the tip once interaction begins
  • 15. Tour • A tour should highlight key features of the application, preferably from a (user) goal perspective • Keep it short and visually engaging
  • 16. Video • Demos should showcase key features or show how to use the application • Common video features (stop, pause, volume controls etc,...) stop, controls, should be provided
  • 17. Transparency • Transparencies are not meant to compensate for poor designs! screen designs • Remove the Transparency once interaction begins My favourite invitation!
  • 18. 1st time through • Clearly differentiate the invitation from other content with images or other visual cues
  • 19. Persistent • Keep it short • Clearly differentiate the invitation from other content with images or other visual cues
  • 20. Discoverable • Use Discoverable invitations sparingly • The most common instance of this pattern is for prompting a data refresh
  • 21. Roadmap • Navigation • Forms • Search, sort & filter • Tools • Invitations • Feedback & Affordance • Anti-Patterns
  • 22. Feedback & Affordance • Feedback – Errors – Confirmation – System Status • Affordance – Tap – Flick – Drag
  • 23. Feedback: Errors • Use plain language that offers a solution for resolving the issue • make the error visible • use in-screen messaging instead of modal dialogs
  • 24. Feedback: Confirmation • Provide confirmation when an action is taken • don’t break the user’s flow
  • 25. Feedback: System Status • Provide feedback about the system’s status • Offer a cancel option for potentially lengthy operations
  • 26. Affordance: Tap • Use common visual design techniques to indicate tappable controls • Apply 3D effects judiciously
  • 27. Affordance: Flick • Use a page indicator • show the edge of the next item • Avoid heavy weight scroll bars
  • 28. Affordance: Drag • Use a recognizable icon for the handle • Consider using an invitation to let users know this feature is available
  • 29. Roadmap • Navigation • Forms • Search, sort & filter • Tools • Invitations • Feedback & Affordance • Anti-Patterns
  • 30. Anti-Patterns • Common pitfalls to avoid – Novel Notions – Metaphor Mismatch – Idiot Boxes – Chart Junk – Oceans of Buttons
  • 31. Novel Notions • If you are looking for a way to innovate with your application, focus on your core features and offerings, offerings but rely on best practices for the interface design • If you design a custom control, rigorously test it and refine it to make sure it is usable
  • 33. Metaphor Mismatch • Consists in picking the wrong metaphor for the interface: – Control mismatch – Icon mismatch – Mental model mismatch
  • 35. Idiot Boxes • Avoid disrupting the workflow only show a workflow, confirmation dialog when an irreparable action is being taken (like a permanent delete)
  • 36. Chart Junk • Only use visual elements in charts and graphs that are necessary to communicate the information represented on the graph
  • 37. Oceans of Buttons • Use standard patterns for displaying page level actions • Provide contextual tools for item level actions instead of repeating the same button • Keep page level actions visually separate from navigational elements
  • 38. References • Screenshots from: – www.mobiledesignpatterngallery.com – pttrns.com – inspired-ui.com – mobile-patterns.com