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Design: Mobile UX Design

UXmatters has published 67 articles on the topic Mobile UX Design.

Top 3 Trending Articles on Mobile UX Design

  1. 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

  2. Design for Fingers, Touch, and People, Part 1

    Mobile Matters

    Designing for every screen

    A column by Steven Hoober
    March 6, 2017

    People have now read and referred to my 2013 column How Do Users Really Hold Mobile Devices? almost too much for my comfort. Why? Because, since I wrote that column, I have continued to do research, put my findings into practice for real products, written additional articles, and presented on that topic. In the years since then, I’ve learned a lot more about how people hold and touch their phones and tablets—a lot of which I did’t expect. And that’s the problem with my old columns. I made some assumptions that were based on observations of the usage of desktop PCs, standards for older types of interactions, and anecdotes or misrepresented data. However, through my later research and better analysis, I’ve been able to discard all of those erroneous assumptions and reveal the truth.

    All too often, I see people referring to my oldest, least-accurate columns on this topic. Sometimes readers combine my obsolete data with other out-of-date information, then draw their own incorrect conclusions. I hope put a stop to that now with this updated overview of everything I know about how people interact with touchscreen devices and how you can use that information to design better digital products. Read More

  3. 8 Best Practices for Mobile Form Design

    February 20, 2017

    Designers have now been building mobile forms for a decade. But, as technology continues to go through metamorphoses and our understanding of users’ needs becomes more refined, good mobile form design is constantly evolving. In this article, I’ll provide eight best practices for mobile form design circa 2017.

    Mobile form design presents specific challenges that have, historically, made it difficult for user-interface designers to keep general design best practices top of mind. Challenging factors that pose potential obstacles to creating usable mobile forms include the following:

    • the constrained screen real estate on a mobile device
    • data-input fatigue for users
    • unreliable connectivity
    • back-end storage problems
    • unpredictable contexts of use
    • high costs of interactions Read More

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