Get an estimate
a thoughtful and effective layout of our application or system is
related to the guidelines for computer-computer interaction, i.e.
Human-Computer Interaction, and in the case of human-mobile device
interaction - Human-Mobile Interaction.
a thorough analysis of the term usability in the previous article, it should now be considered in
the context of using it in mobile devices, such as a smartphone, a
tablet. To that end, here's another term: functionality. It is a set
of actions that can be performed by users under certain conditions.
These two terms in the context of Human-Mobile Interaction are
closely related, because the right balance between usability and
functionality ensures the effectiveness of the system. There are
several principles that should be followed when creating an effective
of all - the user is always in the center. Understanding the target
audience of our product is crucial for UI designers. Adjusting the
layout to the group of people who will use this solution has a huge
impact on the final effect of the application or system. Colors, size
of buttons, components, language we will use - all this contributes
to the universal acceptance of our product.
rule concerns the size of the icons, buttons on the phone / tablet
screen. It is a bad practice to minimize them as this creates
problems in terms of functionality. The finger that clicks on the
screen attributes is the thumb, i.e. the thickest of the fingers. It
is related to the Fat Finger Principle, which explains what finger
movements are natural, what size buttons / icons should be and what
are the consequences of their wrong placement and the use of
third guideline is the unified design of the application. For this
purpose, it is worth creating a design system, thanks to which we
will take care of the aesthetic appearance of individual screens and
will not make users embarrassed when using it.
principle is related to the next one, consistency. The development
process can trigger the need to design something completely new that
no one has implemented in applications before. In the opinion of
experts, this is not a good procedure, because if something works and
does not cause problems, you should not force it to change. Users get
used to the available solutions, it is difficult for them to adapt
again. An example of being consistent is, for example, using the same
icons as in competing applications. Their appearance depends on the
operating system, but nevertheless they are similar and there are no
major problems with identifying them. It is also important to use
only one icon for the assigned function. The use of different types
of back arrows or different sizes and shapes of buttons confuses
people using the application.
order to ensure the user's comfort, it is worth using references to
things known to him in projects, e.g. the trash can icon suggests
that when you click it, a file will be deleted, and the envelope icon
suggests moving to the screen from which you can send a message or
designing the application, it should be remembered that each user
click or action requires a reaction from the system. The user should
be informed at every step about the activities performed or the
changes that take place.
is a good practice to facilitate some tasks for recipients by
automatic word or sentence suggestions or quick selection of the most
frequently typed phrases. Avoid complex sentence forms or words that
have an explanatory function. The message should be clear and clear.
for easier navigation through our system, it is worth minimizing the
number of steps that need to be taken to achieve the goal. Each
screen should be used primarily for one specific activity. Separate
the main functions of the system with successive screens so as not to
create unnecessary confusion.
user wants to feel in control of the system and know that if an error
occurs it is not his fault but the fault of the system. By
introducing knobs that can be used to control, for example, the
volume, the user will have a feeling of managing the system. If there
are any errors, inform him about them and suggest possible solutions
to the problem.
in mind the above rules or the proposed solutions, remember that we
will not be able to design an application / website that will suit
all recipients. You should keep in the back of your head that it is
enough to create something that only the majority will like - then we
can talk about success. Of course, when designing our products, we
try to follow the current trends, test solutions already available
and analyze them ourselves in terms of usability and good design.