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Praise for Essential Mobile
Interaction Design
“In Essential Mobile Interaction Design, Banga and Weinhold do a great job of explaining what
it takes to make a good-looking and easy-to-use app. The accessible language and visual
examples of quality work combine to make this book a great resource for those looking to get
into app design, or to take their craft to the next level.”
— Jon Becker
boom. reactive.
“Essential Mobile Interaction Design is not merely a book full of pictures and design concepts or
one of straight technical drivel. Instead, it is a guidebook for creating human-based interfaces
that feature simplicity, functionality, and value. Whether you have questions about how mobile
design is different from traditional desktop design, how to work with a developer, or even
what tools to use for the creation process, Essential Mobile Interaction Design demonstrates the
answer for that.”
— Phil Dutson
Lead UX and Mobile Developer, ICON Health & Fitness
“Filled with nuggets of useful information, this book is a solid resource for the many aspects
of designing a mobile app. I’ve found many recommendations in this book that we can use in
our apps.”
— Lucius Kwok
CEO, Felt Tip, Inc.
“A well-rounded, easy-to-read book that provides a good grounding in mobile design and how
to keep all those small details in mind so that your apps will really shine.”
— Dave Verwer
Shiny Development and iOS Dev Weekly
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Essential Mobile
Interaction Design
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Essential Mobile
Interaction Design
Perfecting Interface Design in Mobile Apps
Cameron Banga
Josh Weinhold
Upper Saddle River, NJ • Boston • Indianapolis • San Francisco
New York • Toronto • Montreal • London • Munich • Paris • Madrid
Capetown • Sydney • Tokyo • Singapore • Mexico City
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claimed as trademarks. Where those designations appear in this book, and the publisher was aware
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or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is
assumed for incidental or consequential damages in connection with or arising out of the use of
the information or programs contained herein.
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Editor-in-Chief
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Executive Editor
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Project Editor
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Cataloging-in-Publication Data is on file with the Library of Congress
Copyright © 2014 Pearson Education, Inc.
All rights reserved. Printed in the United States of America. This publication is protected
by copyright, and permission must be obtained from the publisher prior to any prohibited
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ISBN-13: 978-0-321-96157-0
ISBN-10: 0-321-96157-9
Text printed in the United States on recycled paper at RR Donnelley in Crawfordsville, Indiana.
First printing, March 2014
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Editorial Assistant
Olivia Basegio
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I dedicate this book to Gavin. Although we’ve only just met, I couldn’t be
more excited to be your uncle. Hopefully, you’ll be interested in interface
design one day so that you can read through this and remind me how silly
and archaic our phones and computers once were.
—Cameron
I dedicate this book to Mallory. Thank you for always encouraging me to
take on new challenges and pushing me to always aim higher.
—Josh
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Contents
Preface
Acknowledgments
About the Authors
1 A Look at Mobile and Its Main Players
xvii
xix
xxi
1
The Field of Interface Design
2
The Dawn of the App
3
Defining an App in Today’s Context
5
Build It and They Will Come
7
What Is a Mobile Device?
A Portable, Pocket Computer
8
9
Tablets, Too
10
Other Devices That Are Part of the Revolution
11
The Industry’s Key Players
Apple
12
12
Google and Android
13
The Other Players
14
Distinctions between Platforms
16
Conclusion
19
2 Design for Humans, by Humans
21
What Is Interaction Design?
22
Goals When Designing an Interface
25
Designing for Humans
25
Designed by Humans
28
Where to Begin
30
Anticipating Your User Base
32
Mobile’s Role in User Workflow
35
Conclusion
37
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x
CONTENTS
3 Dynamic Differences in Mobile Design
39
Understanding the Role of Mobile
40
Mobile-Only Interactions
41
Interactions Only Possible with a Smartphone
42
Interactions Only Possible with a Tablet
44
Interactions That Aren’t Possible on Mobile
46
Keyboards and Data Entry
46
Click, Tap, Point
47
Expandability
48
Universal Appeal
48
Interaction Experiences for Phones and Tablets
48
Interaction Experiences for Multiple Platforms
53
Complementing Traditional Workflows
55
Conclusion
57
4 First Sketches of an App
59
What Tools Do You Need?
60
Becoming a Designer
65
Planning for a Specific Platform
66
Starting with a Workflow
68
Meeting Design Expectations
70
Wrapping Up Design Documentation
73
Creating Pixel-Perfect Digital Mockups
73
Reiterating Before It’s Too Late
75
Preparing for the Next Stage
77
Conclusion
79
5 Finding the Right Design Flow
The Big Three App Types
81
82
Native Apps
82
Web Apps
83
Hybrid Apps
84
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CONTENTS
Common App Navigation Methods
85
Single View
85
Stacked Navigation Bar
87
Tab Controller
88
Scroll Views
89
Search-Driven Navigation
90
Modal Controller
91
Gesture-Based Navigation
92
Picking an Interaction Type
93
Minimizing Interface Friction
96
Preparing for Connectivity Failure
98
Conclusion
6 Designing for Visual Appeal
How Appearance Changes Interactions
102
103
104
Skeuomorphic Design
104
Flat Design
106
Creating an App Icon
107
Finding a Unique Look
111
Matching Art to Interaction Design
115
Crossing Platforms
117
App Branding Guides
118
Building Art That Scales
119
Adding the Final Touches
123
Conclusion
126
7 Working with Programmers
127
Understanding Your Programmer
128
Learning Programming Languages
128
From Sketch to Programmable Design
130
Describing Your Design
132
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xi
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xii
CONTENTS
Communicating During Development
136
Clear Communication
136
Tracking Issues
137
Learning More
139
Comprehending the Source Code
141
A Designer’s Introduction to Programming
141
Writing Source Code
143
Knowing What to Change
144
Conclusion
8 Making Apps Usable by All
148
149
Knowing Your Audience
150
How Sandboxing Changed Mobile
152
Interactions for the Mass Market
157
Trait 1: Not a Computer Geek
157
Trait 2: Only Uses a Handful of Apps
158
Trait 3: Uses Apps in Short Bursts
159
Trait 4: Follows the 80/20 Rule
159
Trait 5: Likes What Everyone Else Likes
160
Building Multilingual Interaction Designs
160
Designing for Users with Disabilities
163
Conclusion
166
9 Designing for Simplicity
The Sophistication of Simplicity
167
168
Striving for Simple Interaction Design
168
The Difficulties of Simplicity
170
Simple Design Goals
171
Clarity
171
Continuity and Flow
172
Retention and Growth
173
Interfaces That Do It Well
175
iOS’s Slide-to-Unlock
175
Android’s Action Bar
176
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CONTENTS
Creating Simple Interactions
178
Learning to Say No
178
Making Tasks Obvious
178
Offering Subtle Hints
179
Putting Elements in the Right Location
180
Addition by Subtraction
182
Simplicity through Familiarity
Using Well-Known Visuals
183
184
Following Industry Leaders
185
Going Against the Grain
186
Testing Simplicity
186
Speed of the App
186
How the App Is Being Used
187
Social Reach
188
Dogfooding
189
Conclusion
10 Gaining Valuable Feedback
191
193
Showing Off Your Work
194
Protecting Your Secrets
194
Choosing the Right Testers
195
When to Share Your Work with Testers
196
Devising a Beta-Test Strategy
198
Tracking an App’s Issues
199
Prepping Every Build
200
Handing the Beta Off
203
Analyzing Valuable Test Data
204
Knowing Where Testers Spent Their Time
205
Finding Software Bugs and Crashes
206
Managing Issue Resolve
207
From Beta to Positive Changes
208
Determining When Enough Is Enough
208
Releasing the App
210
Conclusion
211
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xiii
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xiv
CONTENTS
11 Refreshing a Design
Improving as a Designer
213
214
Maintaining a Work Journal
215
Evaluating Your Own Work
216
Judging Who Is Worth Listening To
218
Review Web Sites
219
App Store Reviews
221
Personal Messages
222
Avoiding Negativity
223
Turning Requests into Changes
224
Preparing Users for Design Changes
226
The Resubmission Process
228
Conclusion
230
A Standout Apps
231
1Password
232
Amazon Mobile
232
CNN News
233
Coach’s Eye
234
Evernote
234
Facebook
235
Flipboard
236
Google Chrome
237
Google Maps
237
Instagram
237
Instapaper
239
MLB.com At Bat
240
Twitter
240
TuneIn Radio
241
Wolfram|Alpha
242
B Apps for Designers
243
Adobe Photoshop
244
Balsamiq
244
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CONTENTS
Bugshot
245
Dribbble
246
Icon Slate
247
MindNode Pro
247
Pngyu
248
Skitch
249
Spark Inspector
249
xScope
249
C Artwork Requirements for Android and iOS
Android
251
252
Icon Sizes
252
General Art File Format
252
General Art File Management
253
Naming Conventions
254
Other Tips
254
iOS
255
Icon Sizes
255
General Art File Format
256
General Art File Management
257
Naming Conventions
258
Other Tips
258
Index
261
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PREFACE
This text offers an introduction to and general overview of interaction design for all mobile
computing platforms, with a particular emphasis on Google’s Android and Apple’s iOS
platforms.
Mobile apps should feel natural and intuitive. Users should quickly and easily understand them.
This means that effective interaction and interface design is crucial to the success of any mobile
app. Few mobile app developers (or even designers), however, have had adequate training in
these areas.
Touchscreen-focused, mass-market mobile applications are a type of technology that’s only
been possible to create since 2008, and the industry has seen monumental shifts and growth in
the six years between the introduction of the “app economy” and the publication of this work.
This book aims to help put you in a place to succeed as a designer in today’s app market by
teaching proven principles and techniques that you can use in your next app, no matter what
mobile platform, targeted device, form factor, or user base you’re targeting.
In short, the tutorial style used here aims to help you master the mindset, processes, and vocabulary of mobile interaction design so that you can start making better choices right away. This
book guides you through the entire process of app design, demystifying many of the tasks and
issues that arise during the many stages of developing, releasing, and improving a mobile app.
Cameron Banga has been working in mobile application development since 2009, and in the
nearly five years since releasing his first app he’s contributed as a designer or as an adviser to
more than 100 applications for iPhone, iPad, Android, and OS X. In that time, he’s seen firsthand
the growth and change experienced in the mobile industry and has worked to meet client and
customer expectations throughout the many evolutions of mobile platforms.
This book aims to serve as a central resource for programmers or designers looking to best
determine how to establish themselves in today’s modern mobile landscape by offering advice
formulated and acquired through Cameron’s experiences over the past several years as a pioneer of the mobile app economy.
Topics chosen for this book were selected carefully by Cameron with advice from and in coordination with several successful and award-winning industry colleagues. The goal of each chapter
was to focus on a particular strong primary skill required of any successful designer, breaking
that skill down into a few key components that any novice could focus on and, with some
strong advice and clear guidance, work to master quickly.
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xviii
PREFACE
No programming knowledge and only basic design knowledge is required to understand this
book, as it’s been carefully crafted to be universally readable and helpful. In situations in which
it does dive into extremely specific terminology or a topic for which prior information would
be required, breakout boxes offer context and suggestions as to where the reader can look for
further information that’s beyond the scope of this book.
Only basic design tools were used to create the example work included in this book, and the
software or hardware that was used is detailed where relevant. Much of this book focuses on
general theories and somewhat universal design practices that can be slightly modified and
fine-tuned to the reader’s specific circumstances. Additional resources that are required or may
be helpful have been posted online at />We hope you enjoy this book and that it helps you make progress toward your goal of becoming an outstanding mobile app designer. If you would like to share your thoughts or if you have
a question, feel free to contact the authors at
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ACKNOWLEDGMENTS
This book would not exist without the dedicated work of Laura Lewin (our gracious and everhelpful executive editor) and Olivia Basegio (our wonderful editorial assistant, always willing
to lend a hand and keep us on track). We’d like to give a huge thank you to the entire AddisonWesley editorial team, especially Michael Thurston and Melinda Rankin.
Special thanks go out as well to our technical reviewers: Jonathon Becker, Victor Lara, and
Francisco Velazquez. The book is significantly better due to their recommendations, nitpicking,
and fact-checking.
Cameron
I am extremely thankful for all of the people who worked with me and tolerated me throughout the lengthy process of book development, particularly my mother, father, brother, and
sister-in-law. I can’t explain the gratitude I have for my family and their ability to put up with
the absences, stress, and limited schedule that comes with writing a book. Thanks to the entire
9magnets team: Dillon Carter, Nathan Feldsien, Michael Phelps, and Francisco Velazquez; they
were amazing coworkers and even better friends throughout the entire process. I would also
like to give special thanks to all the amazing people that I’ve had the pleasure to meet in the
independent app development community that serve as my biggest source of inspiration every
day. Cabel Sasser, I hope that this makes you proud.
Josh
I am incredibly grateful for the patience and understanding of my wife, Mallory, who was amazingly focused on planning our wedding while I was off working on this book. I’m also thankful
for my parents, who never stopped encouraging me to work hard and see what followed, and
for the grandparents, aunts, and uncles who feigned amazement at the not-so-creative writing
of my childhood. I’m also indebted to the many teachers and editors over the years who offered
invaluable lessons and priceless opportunities, especially Jeff Burton, Greg Halling, Linda
Jegerlehner, Marshall King, Pat Milhizer, Paul Oren, Mark Schwehn, and Susan Swift.
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ABOUT THE AUTHORS
Cameron Banga is the lead designer at a company he cofounded, 9magnets, LLC. He has
worked on more than 100 mobile apps for clients ranging from professional sports teams, to
educators, to large corporations. His first application, Battery Go!, quickly became an iPhone
best-seller, and his apps have been recommended by the New York Times, Fox Business News,
Macworld, PC Magazine, and many other media outlets. Cameron holds a B.A. in economics
from Valparaiso University.
When not writing, Cameron is an avid photographer, novice runner, and coffee connoisseur in
training. Cameron can be most easily reached via Twitter, at @CameronBanga.
Josh Weinhold is the assistant editor of the Chicago Daily Law Bulletin newspaper and Chicago
Lawyer magazine. He spent five years as a political reporter and has written hundreds of news
articles and feature stories published in the Daily Law Bulletin, the Elkhart Truth, the Dubuque
Telegraph Herald, and on msnbc.com. He shared a National Press Club Online Journalism Award
with other members of an msnbc.com and Elkhart Truth reporting team, and won The Chicago
Bar Association’s Herman Kogan Award for legal beat reporting.
He spends his free time slowly working through the long list of movies and TV shows he’s been
dying to see and fanatically following many real-life and fantasy sports teams.
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CHAPTER 1
A LOOK AT MOBILE AND
ITS MAIN PLAYERS
Apple may have popularized the use of smartphones
and tablets, but a number of other companies
followed its path and moved quickly to get in on
this latest digital revolution. Now the marketplace
is filled with hardware manufacturers and
platforms. In this chapter, you’ll find an overview of
introductory topics that will be crucial to understand
as you begin designing for iPhone, Android, and
other mobile platforms.
You’ll also find a brief history of mobile app
design and information about how this industry
grew. As a designer, you’ll need to understand the
past in order to successfully design for the future.
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2
CHAPTER 1
A LOOK AT MOBILE AND ITS MAIN PLAYERS
The Field of Interface Design
There once was a very dark time in the world of mobile computing: a time when we navigated
phones using small arrow keys or a rough scroll ball, a time when a calculator and an alarm
clock were considered advanced features on a device that primarily made calls and sent text
messages, a time when the most advanced game a phone could run involved a rectangular
“snake” chasing after pixelized “fruit.”
But in the late 2000s, a combination of two companies, touch-screen technology, and one ad
campaign changed all of that.
Just a few years after Apple touted in print and television advertising that “there’s an app for
that,” asserting that there was a way to accomplish anything you wanted to on the iPhone, it
seems that there has become an application for any task our hearts desire to perform. Yet, there
can’t be an app for everything already; otherwise, you wouldn’t be looking to jump into the
world of mobile development.
Today, smartphones function as portable computers that respond to our every touch and that
come equipped with a digital marketplace flush with programs for every imaginable purpose.
In just a few short years, the world of mobile computing has gotten noticeably brighter.
Now there are a host of companies competing for consumers’ mobile device dollars and even
more companies competing for consumers’ mobile application dollars. If you’re reading this
book, you’re most likely a developer, designer, or project manager working in mobile, and you’re
looking to gain a better understanding of interface and interaction design on a mobile phone.
Over the course of this book, we hope to be able to lend a hand by explaining many of the most
difficult problems that pop up in mobile interaction design. We’ll offer in-depth analysis of the
differences between mobile and traditional computing, the tools needed to optimize design, how
to develop a visually attractive design, the best methods of gaining feedback, and much more.
If you’re not a programmer or technically minded, fear not; this book is intended for everyone.
The topics discussed—including theoretically optimal interaction design and operating-systemagnostic interface implementations—should be helpful regardless of the platform you’re using.
This book may be most helpful for people who have some experience with general software
design, perhaps on the Web or traditional desktop computers, and are now looking to learn
how they can best apply their skills to mobile devices. If you’ve never worked in software
before, though, don’t fret; everything in this book is served up for easy digestion. Likewise, if
you’re a grizzled mobile veteran there are also a ton of tips and tricks you should find handy.
As with many technical volumes, this content is not necessarily designed to be consumed in a
linear fashion. If only one or two chapters seem most applicable to your next app development
project, feel free to skip ahead and take in the relevant pieces as you see fit.
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