![]() ![]() It has now become ubiquitous as a way to interact with images on touch screens. It allows users to zoom in and out of images by pinching two fingers together or away from each other. ![]() Pinch to Zoom - This was a very novel interaction when introduced by Apple. Think of it as an interaction that allows for initiating other actions. Press and Hold - Press and hold interaction is most commonly used to rearrange apps on a phone's home screen. Think of swiping through images on your phone's photo library. Also for deleting content in a list.įlick - A shorter swipe of your finger. Swipe - A swipe is used for scrolling up or down long pages. Tap and Double Tap - Pretty much the same as clicking with your mouse. When you design for a native mobile application you have more possible types of interactions to work with. Look for some links to my favorites at the end of this article. They are similar to content blocks they’re reusable and you can mix and match them to build your app. Seeing how different apps used similar patterns opened my eyes to the issues I was experiencing with my app.ĭesign patterns are common in every type of design. I then took a step back and luckily stumbled upon a few websites that focused solely on presenting native mobile application design patterns. I hadn’t done much competitive analysis or research, but just dove in with my knowledge of using apps for years and designing countless websites. While testing the first prototype it just didn’t feel right. When I started my first native mobile app design project, I designed it too much like a website. The action sheet then presents a series of options for the user to choose from. They rise from the bottom of the screen after the user taps a button. The first thing you need to remember is that when designing a mobile application you aren’t designing pages, you are designing screens.īeyond that, here are some common mobile design elements you should become familiar with.Īn action sheet is similar to a pop-up alert. It’s helpful to understand these terms when starting to wireframe because it will allow you to better communicate with the development team. Mobile UI concepts and terminologyīefore diving in let’s take a moment to learn a bit about what makes designing for mobile unique.Įven though web design and app design are pretty similar, there are differences in how apps are developed, and that brings with it different names for some UI elements. In this article I’ll outline some things I’ve learned in order to help you transition from web design to app design. It’s important to leverage this knowledge and use established patterns while designing your mobile app. Swiping left or right to navigate through a photo gallery, for example. Most users are already familiar with design patterns that are unique to phones. Not to mention that you’ll have less space to work with! If you are creating a native app from an existing web product, you will have to translate an experience where the user uses a mouse and clicks around to one where they can tap, swipe and pinch-to-zoom to navigate. There are different terms and design patterns, and new modes of interaction. The process of wireframing mobile applications is similar to that of wireframing websites, but there are some key differences to be aware of. ![]() We cover the basics of mobile wireframing: design patterns that are unique to phones, common native mobile interactions, and tips for designing your app. ![]()
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