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

The role of motion in prototyping

An app normally has many moving parts, for example, transitions between views--panels that appear as you click on a button--animations and images that react to a touch gesture, and many more. Deciding how each of those elements will move is an important design decision to consider.

When prototyping, you can explore different approaches for using motion to help achieve your goals. Motion can be helpful at different levels:

  • Motion helps to explain: The way items move can tell you about the rules of the digital world they live in, thus helping users to understand these rules better. Clarifying the information hierarchy or providing orientation cues can be more effective when it is communicated intuitively through motion rather than when explained with words. For example, friction in the scrolling movement of a list of items can be used to communicate...