For quite a while now, Ive been pouring over mobile design books,
listening to podcasts and reading online content to learn the best
practices for designing mobile phone applications as I design one
of my own.
Strangely enough, it seems as though many gurus actually agree on
the basics of functionality, usability and aesthetics required for
making an effective mobile application. Here Ive gathered up what I
think are the best practices of mobile app design and applied them
to mobile learning and mobile performance support when possible.
1. Use a broad definition of mobile
Although mobile applications are often used while someone is busy
and on the go, they are also used in a calmer context. For example,
people check Twitter updates on their mobile phones while at home,
they read articles on the phone while waiting in a doctors office,
and they may even use mobile phones at their desks, if the
convenience factor is greater than using a computer.
2. Design for short bursts of activity
Probably the most realistic model for mobile learning and
performance support is similar to how people use phones for other
purposesin short bursts of activity. Users probably wont sit for an
hour going through a full-blown eLearning course on a phone. The
more likely scenario is that people will squeeze a mobile learning
segment in between other activities. And they will access a
performance support app while doing a task. Think micro-learning
and micro-instruction, which is ideal for informal learning and
learning augmentation. See Clark Quinns Designing mLearning for
more on this.
3. Minimize functionality for a simple user
interface
Many people who design for the web and for eLearning like to pack
in the functionality. But when youre dealing with something like a
320480 screen, small selection regions and somewhat limited
processing capacity, its best to minimize your grand ideas to a
simple set of options that gets the job done. Less functionality
should translate into a simple user interface that users can easily
perceive and understand. For example, a micro-lesson might provide
topic navigation from a list, a way to navigate through the lesson
and links to a glossary. Simple and straightforward.
4. Make efficiency a goal
Consider the fact that users expect to get the information they
need in just a few taps. This is particularly important if youre
designing a mobile performance support app. Structure information
so it can be easily accessed. When designs lack efficiency, people
will be less likely to use the app.
5. Think differently when designing for touch
Touch screens have a huge cognitive advantage over using an input
device because they more closely resemble interactions with the
physical world. Touch screens allow users to directly manipulate
content. Designing for the gestural interface takes a different
mind set. Although you can be innovative when designing for the
mobile phone touch screen, dont go too far. See the limitations
below.
6. Use the simplest features of the gestural
interface
According to Josh Clark, author of Tapworthy: Designing Great
iPhone Apps, most people dont know about the more esoteric gestures
that work on some mobile phones. There isnt room to explain the
user interface on a small screen. For example, I probably had my
iPhone for four months before I discovered that a pinch open
gesture will magnify the text. (Someone told me.) Keep in mind that
the most well-used gestures are simple taps and swipes.
7. Consider one-handed users
The more dexterous among us use their mobile phones in a one-handed
manner, while holding something else in the other hand or while in
conversation as it seems (slightly) more polite. One-handed use
might be particularly applicable for some performance support
scenarios. During design, consider whether your app will be used
with only one thumb. If so, design for it.
8. Design for visual clarity
There are certain visual design principles to help ensure users
wont misinterpret the cues on the screen. For example, keep the
screen uncluttered as much as possible to promote clarity. This
means thinking through which features and content are extraneous
and which are essential. In addition, take advantage of the human
inclination to see relationships in groupings. When items are close
together or bounded by a border, people assume they belong
together. Heres an article about visual grouping.
9. Design for a low error rate
Selection errors on mobile phones are higher than on desktops
because fingers can be clumsy, people are often distracted during
use and some people have large hands. The navigation bar at the
bottom of the iPhone is 44 pixels in height in an effort to reduce
selection errors. When designing your app, therefore, consider ways
to reduce tap errors, such as surrounding selection areas with as
much white space as possible. Ideally, when a user taps something
on the screen, it should invoke the correct action.
10. Prototype first with a web app
Even if you are considering developing a native app (these reside
on the phone), there are many advantages to prototyping your app on
the web first. In an interview, digital product designer Luke
Wroblewski points out that prototyping apps for the web first gives
designers a quick way to learn what works and what doesnt. You can
experience your app by carrying it around, accessing it in
different situations, and providing access to target audience group
members for feedback.