Tap Into Mobile Application Design
Tap Into Mobile Application Design
About the Book
In a world that is saturated with mobile devices and mobile apps, no one wants to download and install your app.
Does that sound harsh? Unfortunately, it's a reality.
People are reluctant to install yet another app that may have limited value, is unreliable and difficult to use, or it's just plain old shady and spies on them. Sadly, we have conditioned mobile users to expect mobile apps and experiences are lame, buggy and underwhelming. It doesn't mean we have an impossible app design task ahead of us, it just means we have a lot of hard work to do. We have to be strategic about what we build and why. We have to move beyond superficial designs with bold claims that let people down after they install them.
The focus of this book is on creating an app that people find both useful and compelling and don't delete after using it. To avoid that fate, your mobile application should be engaging, reliable, easy to use, and solve real problems for real people.
Developing a mobile app that people will want and use is not easy. There is much more to design than the user interface and how the app looks. There are additional factors to take into account to ensure that people can have a great experience with your app whenever, and wherever they are. This book explores those factors and takes you beyond the superficial. There is a lot of detail on how mobile technologies work, where people use mobile apps, and how to incorporate tech and people in your designs.
WARNING: This book does not offer easy solutions. It's long and detailed, and there are topics that aren't easy to read. If you are looking for a simple how-to guide, this book won't be for you. While it isn't easy, it will to help you create the best app you possibly can.
Bundles that include this book
Table of Contents
- Acknowledgements
-
Introduction
- Creating a Great Mobile Experience
- My Design Philosophy
- Warning: Books on Design Are Flawed
- What Isn’t Covered in This Book
- Watch for Examples
- There Are Exercises: Try Them
- Concluding Thoughts
-
Chapter 1: Getting Started
- I Have An Idea for a Great App!
- What Problem Does Your App Solve?
- What’s the Point?
- Identify the Product Differentiator
- Maybe There’s a Better Point
- Don’t Get Too Attached to Your First Idea
- But I Still Don’t Have a Good App Idea!
- Concluding Thoughts
-
Chapter 2: Apps Are For People
- Who Are We Building For?
- Don’t Commit Offences with Your App
- What is “Mobile” Anyway?
- Can People Trust Us With Their Devices?
- Understanding People and Where They Use Our Apps
- Do You Have the Complete Picture?
- Initial Design Ideas
- Creating the Pitch: Attract People Who Can Help
- Concluding Thoughts
-
Chapter 3: Know Your Design Material
- Combined Technologies
- Exploring Mobile Device Technology
- The User Interface (UI)
- The Computer
- Ins and Outs
- Fun Features
- Accessibility
- Storing and Accessing Things
- Make Money and Make Payments
- Error Handling
- Asking for Permission
- Security and Privacy
- Augmented Reality
- Summary of Mobile Technology
- Concluding Thoughts
-
Chapter 4: Know Your Design Material - Wireless Technology
- Wireless Basics
- Wireless Technology and Design for Mobile Devices
- What Can Go Wrong with Radio Waves
- Networking and Internet Access
- Communications
- Wireless Streaming
- Location Services
- Map Integration
- Error Handling
- Concluding Thoughts
-
Chapter 5: Create the Technical Experience
- Can You Build It?
- Exploring a Minimally Viable Product (MVP)
- User Needs and Goals
- Generating an Initial App Solution
- The First Draft Technical Solution
- Determine the Building Blocks
- Summary
- Reality Check: Do You Really Need to Build a Mobile App?
- Concluding Thoughts
-
Chapter 6: Framing Design
- Context, Context, Context
- Application Stores
- Platform Support
- Emotion in Design
- Application Engagement
- Discouraging Engagement
- Empathic Design
- Respect in Design
- Quality Criteria
- Regulatory and Legal
- Concluding Thoughts
-
Chapter 7: Starting the User Experience Design
- Balancing UX Principles and Vendor Development Guidelines
- Basics of Mobile Design
- What Problem Are We Solving?
- User Research
- Personas
- Journey Maps and Scenario Maps
- Impact Stories and Storyboards
- Systems Thinking
- Balance Customer Feedback with Research and Technical Considerations
- Concluding Thoughts
-
Chapter 8: Creating the User Experience
- How Will This App Be Composed?
- Information Architecture
- Interaction Design
- Interaction Design Using an Intuitive Approach
- Visual Design
- Initial User Tests
- Potential Legal Issues
- Concluding Thoughts
-
Chapter 9: Evolving the User Experience
- Interaction Design Using a Systematic Approach
- Interaction Design in Detail
- (Re)Designing the Screens from Scratch
- Visual Design
- Accessibility and Visual Design
- Design Tips
- Concluding Thoughts
-
Chapter 10: Communicating and Critiquing Design
- Communicating Design
- Requirements
- Documenting the Design
- Critiquing Design
- Ethics and App Design
- Thinking Models for Design
- Caution: Beware of Distractions
- Concluding Thoughts
- About the Author
- Notes
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