Book Image

UX Design for Mobile

By : Pablo Perea, Pau Giner
3 (1)
Book Image

UX Design for Mobile

3 (1)
By: Pablo Perea, Pau Giner

Overview of this book

User experience (UX) design provides techniques to analyze the real needs of your users and respond to them with products that are delightful to use. This requires you to think differently compared to traditional development processes, but also to act differently. In this book, you will be introduced to a pragmatic approach to exploring and creating mobile app solutions, reducing risks and saving time during their construction. This book will show you a working process to quickly iterate product ideas with low and high fidelity prototypes, based on professional tools from different software brands. You will be able to quickly test your ideas early in the process with the most adequate prototyping approach. You will understand the pros and cons of each approach, when you should use each of them, and what you can learn in each step of the testing process. You will also explore basic testing approaches and some more advanced techniques to connect and learn from your users. Each chapter will focus on one of the general steps needed to design a successful product according to the organization goals and the user needs. To achieve this, the book will provide detailed hands-on pragmatic techniques to design innovative and easy to use products. You will learn how to test your ideas in the early steps of the design process, picking up the best ideas that truly work with your users, rethinking those that need further refinement, and discarding those that don’t work properly in tests made with real users. By the end of the book, you will learn how to start exploring and testing your design ideas, regardless the size of the design budget.
Table of Contents (11 chapters)
10
Bibliography and References

Wireframes as a functionality specification document

When using a wireframe as a technical specification tool, it should be as detailed as possible. Any developer looking at the wireframe should have a clear vision about the flow of the application, including the gestures that bring the user to another screen, the layout and status of the controls, and the transitions that occur between each screen.

Although some types of transitions can be represented by icons or small drawings, other transitions will require small prototypes where we will show the developer the final result that we are looking for. In this prototype, we can show factors such as the order and time in which the elements move.

This image depicts different levels of details; you can go from layout to functionality and also include behavior

Design details can be specified in other types of documents along with the...