Mobile Interface Design Patterns
J.Serrat
102759 Software Design
June 18, 2014
Index
1 UI patterns
2 Navigation
3 Invitations
4 Sorting
5 Antipatterns
Slides sources
Mobile Design Pattern Gallery: UI Patterns for
Mobile Applications. T. Neil. O’Reilly, 2012.
Android Design Patterns: Interaction Design
Solutions for Developers, G. Nudelman. Wiley,
2013.
Designing interfaces: patterns for effective in-
teraction design. J. Tidwell, 2nd ed. O’Reilly,
2011.
www.androidpatterns.com
UI patterns Navigation Invitations Sorting Antipatterns
UI patterns
Mobile UI design has different challenges than for large screen +
mouse + keyboard:
Tiny screen No sidebars, long header menus, tree controls . . .
Variable screen width Scrolling is easy ⇒ width matters the most.
Controls automatically resized when turning the
mobile 90◦
Touch screen Main interaction mode. Targets must be large
enough (≥ 0.7 or 1 cm) and/or well separated
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UI patterns Navigation Invitations Sorting Antipatterns
UI patterns
Some challenges of mobile design:
It’s hard to type text Make typing unnecessary or very limited.
Autocomplete fields and pre-fill with good default
values
Challenging environments People use their phones in all kinds of
places ⇒ large ambient lighting and noise differences.
Tiny text difficult to read and tap in motion.
Limited attention Users look at the interface while doing other
things : walking, eating, talking to other people,
driving. Design for distracted users: easy, quick
interaction, self-explanatory UI.
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UI patterns Navigation Invitations Sorting Antipatterns
UI patterns
“A user interface is well-designed when the program behaves
exactly how the user thinks it will.”
“The applications that are easy to use are designed to be familiar”
Familiar UI 6= equal but that parts are recognizable enough so that
people can apply their previous knowledge to a novel interface.
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UI patterns
Patterns are
these familiar parts in aspect or interaction, in ways you can
reuse in different contexts
solutions to common UI design problems but not off-the-shelf
components: implementations differ
not concrete controls but relationships among elements (e.g.
place help next to a text field)
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UI patterns
Q: How to show many elements at the same level of importance
and search them quickly ?
Q: Segmented control : place 2-5 buttons or tabs horizontally
aligned, that act as filters.
www.androidpatterns.com
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UI patterns
Q: How to show a vast amount of hierarchical data ?
A: Expandable list : Items are organized in a two-level list. A first
level item can be expanded to show its children. An indicator
shows the state, collapsed or expanded.
www.androidpatterns.com
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UI patterns
Q: How to show a vast amount of hierarchical data ?
A: Sliding layer : after a certain trigger (button click, item
selection, etc), a sticky container will slide from any side of the
screen. Shall be dismissed or closed by swiping it away or tapping.
www.androidpatterns.com
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UI patterns Navigation Invitations Sorting Antipatterns
UI patterns
Q: How to show a vast amount of hierarchical data ?
A: Drill down : tapping on an item in the list opens its children in
next level
www.androidpatterns.com
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UI patterns Navigation Invitations Sorting Antipatterns
Why UI patterns
UI toolkits + style guide + imitation of existing applications =
passable interface.
General UI design principles are necessary but not sufficient: tell
what to do but not how. How do you “provide feedback”, “prevent
errors” . . . ?
Patterns fill the gap between principles and actual UI toolkit
elements.
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UI patterns Navigation Invitations Sorting Antipatterns
Navigation patterns
Navigation : how to move across the application screens,
functionality, content . . .
Poor navigation means “can’t go back”, “can’t find things”,
“don’t know how to do X ”, “don’t know where I am”
Good navigation, like good design, is invisible. Applications with
good navigation just feel intuitive and make it easy to accomplish
any task.
Navigation
Primary : presentation of the main application options.
Secondary : presentation of additional choices derived from
some/each primary navigation choice.
How ?
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UI patterns Navigation Invitations Sorting Antipatterns
Primary Navigation
Springboard
Landing page of menu options that act as a jumping off point into
the application. Use a grid layout for items of equal importance, or
an irregular layout to emphasize some items more than others.
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UI patterns Navigation Invitations Sorting Antipatterns
Primary Navigation
List menu
List of items representing the main choices. Enhanced lists are
simple list menus with additional features for searching, browsing
or filtering.
Work well for long titles or those that require sub text.
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UI patterns Navigation Invitations Sorting Antipatterns
Primary Navigation
Tabs
Partition application functionality or views in different screens
reachable with a single click. Horizontally scrolling tabs avoid a
“More. . . ” tab. Bottom tabs are more thumb friendly.
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Primary Navigation
Metaphor
Landing page modeled to reflect the applications metaphor. Used
primarily in games, but also in applications that help people
catalog and categorize items, like notes, books. . .
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UI patterns Navigation Invitations Sorting Antipatterns
Primary Navigation
Beware of using a wrong metaphor:
left: educational application for exploring facts from around the
globe
right: a globe for navigating news content? Stories are not surfaced
from specific geographic locations.The globe is just a spinning
sphere that is hard to read and harder to browse.
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UI patterns Navigation Invitations Sorting Antipatterns
Secondary Navigation
Secondary Navigation
Navigation within a page or module. Any of the primary navigation
patterns can be reused as secondary navigation patterns.
1 tabs, 2 springboard 1 tab, 2 list
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UI patterns Navigation Invitations Sorting Antipatterns
Secondary Navigation
Page carousel
Used to quickly navigate an small set of pages using the flick
gesture. Add always a page indicator to displays how many pages
are in the carousel. The two examples use the page carousel within
a selected tab.
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Secondary Navigation
Expanding list
Allows a single screen drill down to reveal more information.
Tapping the > icon expands/collapses the list to show the
individual instances. No further expandable.
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Invitations
Remember the first time you run Eclipse ? Tens of buttons, several
panels, multiple menu and submenu options, five tabs . . . “I’ll
never manage to use it!” But there was no choice.
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UI patterns Navigation Invitations Sorting Antipatterns
Invitations
Mobile is different. There may be tens of competitor apps to yours
and it takes less to install any of them than struggling with an
intuitive interface. You must make it right from the very beginning.
Invitations
Helpful tips that are displayed the first time a user opens an
application or arrives at a new place. They suggest actions and
guide the user to the intended functionality. How ?
dialog
tip
tour
transparency
first time through
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UI patterns Navigation Invitations Sorting Antipatterns
Invitations
Dialog
A plain dialog with text instructions. Most common type of
invitation probably because it is the easiest to program. It is also
most likely to be dismissed and ignored. Keep instructions short.
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UI patterns Navigation Invitations Sorting Antipatterns
Invitations
Tip
Small globe with text. Can be implemented anywhere in the
screen, making it more contextually relevant than a dialog. Keep
the content short, and remove the tip once screen is touched.
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UI patterns Navigation Invitations Sorting Antipatterns
Invitations
Tour
Provides the ultimate invitation by offering a screen-by-screen,
feature-by-feature exploration. Offered on the home screen.
Highlights key features of the application. Keep it short and
visually engaging.
Problem with short term memory.
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UI patterns Navigation Invitations Sorting Antipatterns
Invitations
Transparency
See through layer with an usage diagram over the actual screen.
Not meant to compensate for poor screen designs. Remove the
transparency once the screen is touched.
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UI patterns Navigation Invitations Sorting Antipatterns
Invitations
First time through
Unlike the other invitations, don’t precede the screen they refer to
but are built into the screen design. They remain in the interface
until they are overwritten with content or the action is performed.
Clearly differentiate the invitation from other content : with icon,
color, text size different from regular content.
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UI patterns Navigation Invitations Sorting Antipatterns
Sorting
Sorting content
Content like lists, search results etc. need to be sorted to be
visually searched in a fast way. Choose a reasonable default sort
and offer sorting according to other criteria.
How ?
onscreen sort
sort order selector
the sort form
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UI patterns Navigation Invitations Sorting Antipatterns
Sorting content
Onscreen sort
A row with a few toggle buttons placed horizontally at the top or
bottom, each corresponding to a sorting criterion. Clearly show
which option is selected or “on”. Also, distinguish ascending from
descending.
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UI patterns Navigation Invitations Sorting Antipatterns
Sorting content
Sort order selector
When the number of sorting options is 5 or more, use some OS
selection control like the spinner or the contextual menu in
Android. The option titles can be longer, more explicit, and more
options can be displayed.
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UI patterns Navigation Invitations Sorting Antipatterns
Sorting content
Sort form
Some applications have fused the sort and filter functionality into
one screen form. This is the most effort intensive sort pattern,
requiring the user to 1) open the form, 2) select two options, 3)
tap a “done” button.
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UI patterns Navigation Invitations Sorting Antipatterns
Antipatterns
Antipatterns
Classes of commonly-reinvented bad solutions to design problems.
They are studied as a category so they can be avoided in the
future.
Which ?
Novel notion
Metaphor mismatch
Idiot box
Oceans of buttons
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Antipatterns
Novel notion
Novel designs intended to be creative and innovative. But they’re
just hard to understand and use. Can be found anywhere in an
application, from primary navigation down to an individual control,
or gesture.
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Antipatterns
Metaphor mismatch
Picking the wrong metaphor for the interface. Can occur at a low
level, when a control or icon is used inappropriately, or at a high
level, where the conceptual model for the application doesn’t
match the user’s mental model.
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Antipatterns
Idiot box
Disrupting the user interaction when not really necessary. Avoid
disrupting the user’s workflow, only show a confirmation dialog
when an irreparable action is being taken (like a permanent delete).
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Antipatterns
Oceans of buttons
Very long button bars or grid. All the buttons of the same size and
color so it is difficult to determine which one to click without
reading them all.
Use contextual tools when you find yourself repeating the same
buttons.
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