Captain Evidence recommends: 10 tips for a mobile developer
So, you want to create a mobile app, and you have an idea, inspiration, an original name, and even, if you’re lucky, money.
Our colleagues from the online resource Mashable.com they advise how to avoid common mistakes in the difficult but fascinating business of creating mobile applications. These 10 “not” seem to be edited by Captain Obvious. And almost all of them will be useful to you even if you decide to develop a mobile game.
1.Don’t neglect the flowchartGetting started, first of all, make a thoughtful flowchart.
Even the simplest applications cannot do without it: in the process of work, it is necessary to have a logically verified and understandable navigation structure in front of your eyes.
Make sure that the key functional elements are above the others, and not buried under layers of navigation elements. If you skip the flowchart creation stage and immediately skip to the design stage, the application may become illogical and scare the user away.
2. Don’t follow the designer’s leadIt may take from several hours to several days for a developer to bring some of the designer’s ideas to life.
Try to first estimate how long it may take to develop a particular feature, and then methodically implement it, adhering to the schedule. Remember: the whims of the designer in this case are for your money.
3. Don’t waste time on low resolutionNow we will say the obvious, but, as practice shows, actual truths: always create your application for high-resolution screens.
Then, if necessary, reduce the picture. If possible, try to work with vector graphics.
4. Do not underestimate the size of the user’s fingersIn an ideal world, mobile phones are used only by individuals with elegant musical fingers and surgically precise coordination of movements.
In harsh reality, the diameter of the user’s fingers is from 1.6 to 2 cm. Add to this the fact that most often the phone is held with one hand, and the buttons on the screen are pressed quickly and not always accurately. Make sure that all the buttons in your app are big enough. After all, if you could fit all the necessary buttons into the screen at once, why would you need a designer?
5. Do not use the introductory animation unnecessarilyThe little animation inserts are cute.
But don’t overdo it. Keep in mind that animation increases the weight of the application and distracts the user’s attention. In addition, sometimes poorly loaded animated inserts hang – and generally make a negative impression. Let your animation be worth the money spent on it – use it wisely and where appropriate.
6. Do not leave the user without a loading screenIf the user doesn’t see the loading screen while the app is loading, he may decide that it just doesn’t work well.
Don’t leave the user alone with an empty screen. Use the loading indicator or animation to let the user know that everything is fine with the application, it’s all about the mobile operator. Well, or an iPhone – an old model.
7. Don’t try to blindly copy the style of popular operating systemsThe main operating systems have their own recognizable style.
An unsuccessful attempt to copy, for example, the iOS design in an application created for Android will certainly scare the user away. Your app doesn’t have to look like it was created by Steve Jobs in the best years (especially if your goal is Windows Phone), but try to think about how the design of the product does not argue with the operating system for which it is made.
8. Do not overload high-resolution screensIf you are creating an application for high-resolution screens, then it is tempting to try to fit as many useful functions into the interface as possible.
But if you overdo it, you risk getting a product with inconvenient navigation. So remember that more is not always better.
9. Don’t think that everyone will use your app the same way as youNo matter how great your application looks in the end, A/B testing is still necessary.
Before the final launch, arrange a beta test for a small group of users – and the chances of embarrassing yourself in front of a larger audience will decrease significantly.
10. Do not forget about “gestures”, but you should not rely on them completelyNot every interface element should be immediately visible or accessible from the very beginning.
A great example of this rather controversial thesis at first glance is the process of deleting emails in the Mail for iPhone application. The user can “slide” the message sideways, and then the “delete” button will appear. At the same time, there is another way: you can select the “edit” function, then select the letter and delete it. The first method allows you to quickly delete a message – and at the same time, a “workaround” is saved for those who do not know about it yet, or for those who want to move or mark letters.
In other words, remember about “gestures”, but do not try to make them the only way the user and the application interact.
The only universal rule when it comes to mobile applications is the following: every stage of creating your product should be considered. It is necessary to be critical of the results of their work. In general, you need to try to make such applications so that you are not ashamed to indicate them in your portfolio.
Source: http://mashable.com