Mobile UX Design
Dee (Denise) Sadler
UX and Product Leader: DesignOps, Design Systems, healthcare leadership at Mayo Clinic, AI/ML at IBM Watson Health, Finance, Mobile apps, team management, e-commerce, UX strategy - ready to relocate
Designing for mobile, specifically, native mobile is what I love. Interactions are still being defined, and it is the where, when and how of the device is actually being used. Desktop design isn't that exciting. You know where they are using the site/application.
Another aspect of mobile, is how to design something that is simple, for a small device. Paul Rand said, "Design is so simple, that is why it is so complicated. Trying to get all the features in, and make it easy for the user, isn't a simple task.
So where do we start? We always start with the data. For mobile, this may mean we need to redefine the old personas. Do some extra focus groups, and do some comparative analysis. Then some brainstorming, design ideation sessions and some journey mapping. Then I look at the features the business wants, vs what the data says the user needs. Who is using it, when are they using it, where are they using it and why. I also do some design pattern inspiration searching about now to make sure I am up to date with trends, and what I think the 3 to 5 year holds for this field. Yes, wearables, voice recognition, any and all the research I need.
Once I have my IA and task flows, this is where things vary from normal web or desktop applications. For me to understand the interaction, and if it makes sense or not, I may start with some sketches, and use Pop app, or something quick to see how the interactions will function. I've mentioned this before about not doing full wires because the interaction for mobile is more important if it makes sense or not. Not all interactions are written in stone yet for mobile, but seeing it working on an actual device is essential.
Just as important, is to make sure you are utilizing OS specific interactions, and not making generic interactions that go against the OS. This may seem obvious, but it is harder then you think. I'm not saying memorize iOS and Android and Windows Human Interaction guidelines, but you'd better have them super handy and check them often.
If you do need annotated wires, or regular wireframes for whatever reason, I'd suggest you also be doing something as a prototype in tandem. InVisionApp, Axure, UXPin, whatever is needed because with mobile, the sooner you test, the better. If you need to use Usertesting.com or something quick in the beginning to make sure the user "gets it", the better. The developers might also want the annotated wires for reference, but they really will benefit from seeing it work, as well as the stakeholders.
Once you get to the point you are deciding on the UI and making assets, you'll once again refer to mobile UI patterns, and the Human Interaction Guidelines. You'll notice things change often enough here, it takes a bit to keep up on how each OS wants the assets. Naming conventions, sizes and much more to be aware of in the mobile space. For instance, buttons in iOS. We use to have to make the whole image of a button if it had a drop shadow, or gradient or a rounded radius corner. Now, it is more like web design. I cut the caps, and 1px of the middle. Much easier.
Follow those who write about mobile. There is no such thing as getting comfortable. No one is a true expert here. Things change too often.
For mobile web, it isn't mobile first for me. I lay out all sizes at the same time. I need to look at how I can simplify the mobile view, just like I need to understand the features needed for the desktop all at the same time.
Those who know me know I loathe that the word responsive has become a catch all phrase for a mobile view. I do like adaptive because I rarely need everything from the desktop just in a fluid grid and also showing for mobile.
I welcome any comments. Lets discuss.