26/03/2021
1. Unreasoned and
Just as you can’t build a house without blueprints, so you cannot create a good design without sketches and prototypes. Sometimes, trying to take into account the client’s basic requirements – for instance, the app's appearance – the designer has to re-do everything eventually.
You might have to repeatedly redraw the interface elements and rewrite code because you you didn'tinitially take the logic of the app into account, or user behavior scripts and navigation.
The prototype should help visualize the user's route within the app, as well as the interaction scheme.
2. and Interface
Murphy's Law for mobile apps can be rephrased into something like: "Everything that users can misunderstand, they will misunderstand."
In practice, it is difficult for an average person to understand even something that seems obvious to the designer. To avoid this, it is advisable to use familiar and well known symbols in the interface – symbols have unambiguous associations and won't be confused for anything else.
For example, green is usually associated with "yes," "forward" or "allowed"; red, as a rule, means "no," "stop" or "prohibited"; the "+" icon usually means add something.
Try to avoid symbols that are not immediately understandable, or can be interpreted as meaning two different things.
3. Lack of Consistency
Another common mistake is the use of several different fonts and color schemes in one style. There is no need to re-invent the wheel. It's easier to get used to one style, and then understand the purpose of the remaining elements in other places of the app.
4. Bad or No Onboarding
Mobile onboarding is a thought-out sequence of screens, which should be shown to the user when they use the app for the first time, and with relevant hints on the interface.
The first acquaintance with the app is the most important. During this time a person gaines a certain impression of the app and decides whether or not to use it in the future. "Where?", “How?" and most importantly, "Why?"are questions that should not arise.
Many mobile app developers neglect this step and leave the user all alone as soon as they install the app on the device. It is very important to make everything clear from the very beginning - take the user by the hand and show them all the properties of the app, step-by-step.
5.
Excessive use of notifications is like a very annoying friend who cannot get the message that you are too busy to meet up with him right now.
Even if the user's perception of the notifications is positive, there may well be a malfunction when there is no synchronization with the user's . No one wants to read the same notices over and over again. Just as in the creation of software, an element of good style is not to repeat yourself.
Even worse are meaningless advertisements and other unwanted mail. It is very seldom that the user is really interested in knowing that they can buy three new characters in your game.
If you want to make a good interface, you simply have to conduct a comparative analysis of your UX design relying on advanced experience and user behavior data, so you will be able to find and fix the existing shortcomings.