Top

Design: Mobile UX Design

UXmatters has published 75 articles on the topic Mobile UX Design.

Top 3 Trending Articles on Mobile UX Design

  1. Dark Isn’t Just a Mode

    Mobile Matters

    Designing for every screen

    A column by Steven Hoober
    January 6, 2020

    In my last column, I wrote about dark patterns, but this time I want to discuss something that is literally rather than metaphorically dark: inverted polarity–display methods, or dark mode.

    I haven’t addressed this as a stand-alone topic before, even though I’ve been doing dark interface design for years. I have a lot of experience designing for dark palettes and have discovered what works, what doesn’t, and have tried to learn why things do or don’t work so I can improve my designs.

    But, for many UX designers, dark mode is a new thing because operating systems are now supporting it. In fact, dark mode is now so ubiquitous that it is almost a requirement for many new apps. Plus, it’s even making its way onto the Web. But the usual backlash has started, with some people questioning its value.

    So let’s set aside all the rumors, opinions, and hot takes on this design style and, instead, take a look at what it actually means to be in dark mode, why it exists, and what the research on dark mode actually says. Read More

  2. How Do Users Really Hold Mobile Devices?

    Mobile Matters

    Designing for every screen

    A column by Steven Hoober
    February 18, 2013

    Editor’s note: Since writing this column, Steven has done additional user research and has updated his design guidelines for mobile phones accordingly. Read his latest column on this topic: “Design for Fingers, Touch, and People, Part 1.”

    As UX professionals, we all pay a lot of attention to users’ needs. When designing for mobile devices, we’re aware that there are some additional things that we must consider—such as how the context in which users employ their devices changes their interactions or usage patterns. [1] However, some time ago, I noticed a gap in our understanding: How do people actually carry and hold their mobile devices? These devices are not like computers that sit on people’s tables or desks. Instead, people can use mobile devices when they’re standing, walking, riding a bus, or doing just about anything. Users have to hold a device in a way that lets them view its screen, while providing input.

    In the past year or so, there have been many discussions about how users hold their mobile devices—most notably Josh Clark’s. [2] But I suspect that some of what we’ve been reading may not be on track. First, we see a lot of assumptions—for example, that all people hold mobile devices with one hand because they’re the right size for that—well, at least the iPhone is. [3] Many of these discussions have assumed that people are all the same and do not adapt to different situations, which is not my experience in any area involving real people—much less with the unexpected ways in which people use mobile devices. Read More

  3. Mobile First: What Does It Mean?

    March 5, 2012

    Mobile first has become a popular trend within the UX design and development communities. But, what does mobile first mean, exactly? I first encountered this concept at TechWeek, in Chicago, in the summer of 2011, when I attended a talk on mobile UX design by John Buda, who taught the audience how to write responsive behavior. I was stunned. By implementing responsive JavaScript, it’s possible to tell Web sites to adapt to whatever device a person is using to view a Web site. I had seen Web sites behave in this manner, but until that moment, I hadn’t understood that mobile first is both a strategy and a new way of writing code. I left the conference with some questions, including: What is mobile first? What is a mobile-first strategy? And, why is mobile first becoming increasingly popular? I’ve since come up with some answers to these questions that I’ll share with you in this article. Read More

Champion Advertisement
Continue Reading…

Columns on Mobile UX Design

New on UXmatters