This presentation covers basic design principles, need of mobile app, challenges,design paradigms and tools. It contains exhaustive list of design tools which helps designer to speed up the workflow, to make the right design and better UI. Various tools available for example Affinity diagram, Mind Map (Coggle, Xmind, Mindmeister, Mapmyself, Mindnode) , Moodboard (Moodshare, Sampleboard, Musepeak), Personas (Usersbox, UXlady, Marketing before funding) , Interaction Design (Ninjamock, Balsamiq, Justinmind) , Visual Design (Adobe illustrator, Adobe photoshop, Adobe indesign), Facebook Origami, proto.io, Flinto, Omnigraffle, the noun project, Pictaculous, Androidniceties.
3. Why Mobile App ?
• Mobile devices are always on
• Encourages immediate response from the user
• Mobile devices are popular
• It is more personal
• Easy access
4. What Challenges ?
• Small screen size
• Difficult to type
• Battery life
• On the go
• Hard to multi-task
• Data transfer for slow connections
• Partial attention while babysitting/walking
6. Design Paradigm
● Less is more : Include the important features One action or max two at a time
● Design of thumb : 75% of people use thumb to navigate
● Clear & Focus Presentation : Use of icons, color, info-graph, ‘How to get
started’ screens
● Gestures are quicker : Pinch swipe Max use of hand Hand zoom in/out
8. Affinity diagram
A creative process used for gathering and organizing large amounts of data, ideas
and insights by evidencing their natural correlations.
It starts with a statement of the problem or the goal, each participant think of ideas
and write them on small pieces of paper (cards or stickers). Then those cards
would become the physical instrument to work on their contents, find the
correlations and identify the significant groups of sense.
The result is a sort of verbal and visual representation describing the first
exploration of design solutions.
10. Mind Map
A mind map is a diagram used to visually outline information.
It is often created around a single entity placed in the center, to which associated
ideas, words and concepts are added.
14. Personas
● The personas are archetypes built after an exhaustive observation of the
potential users.
● Personas are fictitious , but they are based on knowledge of real users.
● Understanding your audience is essential to building great products.
16. Interaction Design
• How users behave in the application like navigation
• If your user does something, your app needs to acknowledge the interaction
instantly i.e. responsiveness
18. Visual Design
• Focuses on the aesthetics of an app and its related materials by strategically
implementing images, colors, fonts, and other elements.
• Placed on the top of Interaction design
21. Common Bad Habits
• Not thumb friendly
• Not using full screen concentrating only on particular section top/bottom
• Cluttered information on single screen
• Not applying The Golden Ratio in Designs
• Lack of proper information hierarchy
• Unclear entry and exit point