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

Understanding wireframes

A wireframe is a technical representation of a screen using skeletal lines. By similarity, they are also known as user interface blueprints. Each type of element in a wireframe must be represented in a clearly differentiable way. We do not have to follow a specific visual style when designing our wireframes, but we must make sure that they are clear and easy to understand.

For example, actionable elements can be represented as button shapes, icons, and underlined texts, but colors can also be used for this purpose. The general structure of the screen can be represented with lines or zones in a range of colors that is in contrast with the actionable elements.

It is also possible to indicate the transitions and gestures that the users do in order to move from one screen to another. When different wireframes are connected, they offer a perspective similar...