Common Mistakes You Can Find In The Interface Of A Mobile Application

Once you have gone through the research phase and determined that it is necessary to create a mobile application for a certain service or startup, you can proceed to the design of it. Luckily, it is quite likely that the company already has a visual identity that you should study carefully and apply in the design of the interface.

If this is the first time you are going to design a mobile application, we mention some of the common mistakes that are usually made. After all, moving from designing for computers with large screens to touch devices with small screens is not easy.

Minimum percentage of blank spaces

One of the most common mistakes in any design, whether it is websites or mobile applications, is to try to order many elements in a space. In these cases, the designer does not have a very clear concept about blank spaces and usually includes many elements on a single screen.

This “fear of emptiness” can be especially damaging when it comes to web design, where white spaces are more noticeable and of great relevance. Try to think of each screen of your application as a container or design for a specific action. Discover what the purpose of each screen is so you can create a design-focused on this goal. Thinking this way will allow you to create a more organized design where the percentage of white space is appropriate.

Touch elements too small

On mobile devices, there is neither a cursor nor a mouse. And the clicks are replaced by touches. All possible actions that a user can perform are using tactile functions on the appropriate button or the necessary time. The cursor is a smaller and often more precise element than the fingers, so designing for mobile devices is a different experience than designing for computers.

You must take into account the size of the tactile elements and the distance that exists between each of them. Each of these elements should have enough space around it, not only to highlight it but to prevent the user from pressing another button without really having that intention.

Icons that are not representative of their function

In some cases, you will need to include some icons for certain application properties, configuration options or actions that the user wishes to perform. If so, it is better to opt for icons that have a universal meaning. For example, if you want to indicate access to the application settings it is a good idea to choose a synthesis of a nut. Within the scope, this element is already known as a synonym for the word “configuration” as many other applications and platforms also use it.

The meaning of your icons should be understood immediately by your audience, so be sure to choose items or objects that are directly related to the concept you wish to express. Review other applications, compare and verify which are the most common icons so that you can also use them.

No clear visual clues in key elements

As we have already mentioned, much of the interaction of a mobile application, the user activates it through their fingers. But for the user to know exactly which of the elements within the composition are tactile, it is necessary to offer certain visual clues. For example, it is common for the menu to link to respective sections of the application, so regardless of whether buttons or tabs are used to divide the menu, the user knows that he can interact with these elements. However, in the case of other elements, it may not be so obvious. That’s when you use design resources to offer these visual clues that the user needs.

Apart from using resources such as color, space, and size, you can also add annotations indicating the use of each icon or the action to be performed. This is a common strategy that is applied to the interface when the user enters and uses the application for the first time.

No significant notifications

We have already mentioned how important it is to indicate what are the elements with which users can interact. In most cases, these elements have different “states” according to user interaction. For example, if you gently put your finger on a button, it should change color to indicate that it is being selected.

As important as the visual clues to indicate certain interactive elements is the feedback that each of these elements possesses. These small effects or notifications allow the user to know what the action is taking or what will happen next.

There are three different functions of feedback in mobile applications:

Tell users the current status of a certain item, for example, when the tab they are currently in is marked or highlighted in some way.

Respond when an action is performed, for example, when the user modifies the configuration options, it is common to see a message informing about these changes.

Indicate to users what is happening or will happen next, for example, when pressing any button a progress bar appears indicating the percentage of the load.

In conclusion

Although it is often said that the experience in computers and mobiles must be the same, as a designer you know that there are several obstacles because they are different devices. In these cases, where there is also an application for computers, it is necessary to take into account the graphic line of the brand so that both versions keep some similarity.

In mobile devices, the screen is much smaller than in computers and there is no mouse. But, these devices have other features that you can use in your favor such as touch screens, for example. Consider all the unique functions of mobile devices to create a great user interface.

Author Bio: Harnil Oza is a CEO of Hyperlink InfoSystem, one of the leading app development companies in New York, USA and India having a team of best app developers who deliver best mobile solutions mainly on Android and iOS platform. He regularly contributes his knowledge on the leading blogging sites.

Matt Williams is the founder and CEO of Add USA Story - A platform for global startup, looking to find happiness in the world of startups, investments, health, technology, business and more.

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