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How to Design an Easy to use Mobile App Experience

Don’t fall under this trap! Though mobile applications are considered “mobile-friendly,” the user experience can be anything yet friendly.

Don’t fall under this trap! Though mobile applications are considered “mobile-friendly,” the user experience can be anything yet friendly.

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<strong>How</strong> <strong>to</strong> <strong>Design</strong> <strong>an</strong> <strong>Easy</strong> <strong>to</strong> <strong>use</strong> <strong>Mobile</strong> <strong>App</strong><br />

<strong>Experience</strong><br />

Thinking mobile friendly <strong>an</strong>d easy <strong>to</strong> <strong>use</strong> coincide point is a typical false impression<br />

in innovation <strong>to</strong>day.<br />

Don’t fall under this trap! Though mobile applications are considered “mobilefriendly,”<br />

the <strong>use</strong>r experience c<strong>an</strong> be <strong>an</strong>ything yet friendly. <strong>How</strong> m<strong>an</strong>y times have<br />

you downloaded <strong>an</strong>d install <strong>an</strong> app with the hopes of extracting some <strong>use</strong> from it,<br />

only <strong>to</strong> discover utilizing it a less compared <strong>to</strong> outst<strong>an</strong>ding experience? Probably shed<br />

count, huh?<br />

As mobile cus<strong>to</strong>mers, we take perform<strong>an</strong>ce, uniformity as well as connection for<br />

provided, but we certainly know when something isn’t working. The largest dealbreakers<br />

I’ve come across include intrusive advertisements as well as pop-ups, lack of<br />

social networks connectivity as well as so-called “free <strong>to</strong> play” applications that are<br />

entirely pointless unless you take adv<strong>an</strong>tage of in-app purchases. With <strong>an</strong> invasive ad<br />

model, for example, <strong>an</strong> app’s “perform<strong>an</strong>ce” is lowered as the cus<strong>to</strong>mer’s stress<br />

builds after inadvertently clicking on the exact same b<strong>an</strong>ner ad for the 800th time.<br />

“Consistency” goes out the home window when <strong>an</strong> application inexplicably crashes,<br />

<strong>an</strong>d “connectivity” bites the dirt when a cus<strong>to</strong>mer c<strong>an</strong>’t discuss their in-app<br />

accomplishments across Twitter or Facebook.


Since we underst<strong>an</strong>d a few of the things that <strong>an</strong> app c<strong>an</strong> do wrong, exactly what are<br />

some of the things that they c<strong>an</strong> do right?<br />

1. Draw the Eye with Shade<br />

An application individual encounter c<strong>an</strong> be considerably boosted via simply<br />

decluttering the <strong>use</strong>r interface. One method this c<strong>an</strong> be attained is via utilizing a<br />

very restricted shade r<strong>an</strong>ge in<strong>to</strong> your layout. Some inst<strong>an</strong>ces of applications that <strong>use</strong><br />

a marginal shade style include Paratt, Guide <strong>an</strong>d also Swing. The major shades made<br />

<strong>use</strong> of in these apps are black as well as white, as well as a vibr<strong>an</strong>t different colors<br />

in the title or footer area, such as red or or<strong>an</strong>ge, <strong>to</strong> act as <strong>an</strong> <strong>an</strong>chor for the<br />

individual’s eye. Without excessive shade <strong>to</strong> focus on, cus<strong>to</strong>mers c<strong>an</strong> effortlessly<br />

navigate the interface without fear of clicking <strong>an</strong> inaccurate web link or otherwise<br />

getting shed on the website.<br />

2. Use Icons <strong>to</strong> Overview Users<br />

Another great way <strong>to</strong> boost the experience with your app is via creative <strong>use</strong> of<br />

symbols <strong>an</strong>d logos. When making <strong>an</strong> app with a marginal color design such as<br />

website design brisb<strong>an</strong>e, logos <strong>an</strong>d also icons c<strong>an</strong> end up being import<strong>an</strong>t assets in<br />

<strong>an</strong> or else (potentially) bl<strong>an</strong>d background — in addition <strong>to</strong> these parts of visual<br />

l<strong>an</strong>guage aid quick guide <strong>use</strong>rs <strong>to</strong> key activities. An example of a mobile app that<br />

makes <strong>use</strong> of a this strategy is TargetBuy, which depends on 3 major different colors<br />

<strong>an</strong>d also <strong>use</strong>s iconography <strong>to</strong> suggest action. With a minimal technique <strong>to</strong> different<br />

colors, it depends on their symbols <strong>to</strong> do the speaking as well as draw the individual<br />

in.<br />

3. Make sure Gadget Compatibility


Always guar<strong>an</strong>tee that your application works with the devices that it is being<br />

worked on. This also me<strong>an</strong>s checking it runs as intended on br<strong>an</strong>d-new software<br />

launches. Some apps have lost value just beca<strong>use</strong> the engineer or designer failed <strong>to</strong><br />

represent software application updates. Also if your design is flawless, it c<strong>an</strong> all be<br />

for naught if your app c<strong>an</strong>not follow <strong>an</strong> individual updates the os.<br />

Some pointers <strong>to</strong> help avoid your app from becoming pointless include: networking<br />

with various other <strong>to</strong>p quality application designers, submitting your application <strong>to</strong><br />

just one “shop” for the first launch, as well as developing <strong>an</strong> online visibility via<br />

social networks (Twitter, Facebook, <strong>an</strong>d so on). Doing so will make it less<br />

complicated <strong>to</strong> moni<strong>to</strong>r its progress <strong>to</strong> guar<strong>an</strong>tee compatibility as well as concentrate<br />

more on replying <strong>to</strong> client comments effectively, regardless if it’s unfavorable or<br />

favorable.<br />

4. Deal Non-Obtrusive In-<strong>App</strong> Purchases<br />

When <strong>use</strong>d efficiently, in-app acquisition alternatives c<strong>an</strong> provide your consumers<br />

simply enough <strong>to</strong> prompt them <strong>to</strong> pay. An excellent inst<strong>an</strong>ce of in-app acquisitions<br />

would be Madgarden’s Strike Mission, where the <strong>use</strong>r could still download <strong>an</strong>d also<br />

play the application free of charge, yet also has the capability <strong>to</strong> acquire in-game<br />

accessories, such as sunglasses, hairstyles <strong>an</strong>d the like. This non-aggressive in-app


acquisition vehicle enables cus<strong>to</strong>mers <strong>to</strong> enh<strong>an</strong>ce their encounter, while allowing<br />

clients <strong>to</strong> still delight in the application without needing <strong>to</strong> pay <strong>an</strong>ything.<br />

Ultimately, it’s exactly how the app is made that identifies if the in-app model is <strong>to</strong>o<br />

aggressive. Ask yourself these questions:<br />

Is the application really able <strong>to</strong> be <strong>use</strong>d in the free variation?<br />

Are paid functions <strong>use</strong>ful (like even more s<strong>to</strong>rage room, more get in <strong>to</strong>uch with<br />

additions, etc.) as well as will they match the <strong>to</strong>tal feature of the app?<br />

These points are very import<strong>an</strong>t <strong>to</strong> think about while developing your app. As a<br />

chronic app downloader myself, I would state that the apps that have actually<br />

verified the test of time prevent the deal-breakers, <strong>an</strong>d also utilize several of the<br />

approaches detailed over.

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