Punchcut

Our experience and insights define our perspectives
on the evolving digital world.

PERSPECTIVES

Best Practices for
Mobile Design
Best Practices for Mobile Design
A Punchcut Perspective, September 24, 2010

As specialists in the mobile industry, we are often asked about the state of mobile and the practices that can best move UI design forward. To that end, we've collected 10 considerations that drive our design practice. Together, they inform our thinking on how mobile can keep pace with human activity, and guide our partners' mindsets as they strive for success.


1. Relationships matter when everything is connected.

This is no longer a single-device world. People live in digital ecosystems where they are surrounded by multiple devices. The new mobility comes in new form factors: tablets, TVs, phones, and laptops to name a few. By focusing on just the handset experience or on just one device at a time, designers are missing an opportunity to craft deeper connections with people's lives. How do we help these devices work better together, rather than just coexist? The answer lies in "Distributed Experiences" — digital solutions that reach across the various devices within an ecosystem. (Read our perspective Distributed Experiences: Multi-Device Design.)

2. Great experiences come from specialists.

The mobile experience is not owned by any one design discipline. In fact, the best experiences we've crafted at Punchcut have been ones where team members from Strategy, Interaction Design, Visual Design, Motion and Technology have been equally present and active in brainstorming potential solutions to a given design problem. Each member of the team is encouraged to bring depth from their field, and contribute to a collaborative work style. We don’t just “throw over” a design solution to a visual designer when it needs to be skinned. Both visual and interaction designers actively participate in early stages of projects, challenging and extending each others' concepts rather than just executing on another's vision.

3. Create spaces people care about.

When designing an interface, you are designing a virtual space. Whether or not that space has physical properties, its rules and physics must be applied consistently. We pay meticulous attention to lighting, shading, material and gravity models even if the UI feels especially virtual or digital. The rules don't have to be realistic, but they should be believable and viscerally understandable. It should be engaging, even delightful, to "be" in that space.

4. Focus on the Minimal Viable Product.

Fight feature addiction. Resist the temptation to throw everything into an app. Focus instead on doing less and doing it exceptionally well. (Read our perspective on overcoming feature addiction.) With living platforms that can push updates at any time, what matters most is the Minimal Viable Product. Launch your experience with a core set of features that are insightfully crafted. Remember, they can be updated as you go. The most important thing is building loyalty by building thoughtfully.

5. Create experiences that users want, not what they ask for.

We believe in involving users throughout the design process. They keep us honest. Starting with Participatory Design, we explore their true needs by inviting them to design with us. Once we've refined our recommendations, we'll bring back users for Concept Validation to see how well the concepts resonate. Finally, when we're getting closer to a tightened-down design solution, Usability Testing will help catch any false assumptions and ensure users can perform tasks efficiently. At every stage, we have an opportunity to refine the concept.

Still, throughout this process, we know that when asking users what they want, you can’t always rely on what they tell you. Observation is the best teacher. Watching users over time reveals what they actually do, and allows us to design for those scenarios. Taking a principle from game design, there's no substitute for play testing.

Taking a principle from game design, there's no substitute for play testing.


6. Fail early and quickly.

When you've got a good concept, get sketches or screens on a device as soon as possible. Use it, simulate interactions. See how it looks with simple built-in photo galleries on existing hardware. Make physical objects out of foamcore. Rearrange the furniture and role-play with it as much as possible. Learn from your prototype and iterate. Experiences must be felt, not simply seen or discussed.

7. Downtime is just as important as the uptime.

When teams are heads-down on a project for weeks on end, productivity suffers. Good ideas suffer. Recognize that design teams need to push away from their desks and get out of the office for inspiration from the real world. Encourage designers to check out peripherally related industries and adapt existing ideas to new contexts. A little downtime can go a long way to re-energize designers and their work.

8. Mobile UIs don't have to solve it all.

Sometimes in our addiction to features it's tempting to have a UI try to solve the world's problems. Resist the desire to spell out every possible interaction with an interface. Remember, we're shaping human behavior with these interfaces. The amount of screen time may directly influence face time with other people. Every step doesn't have to be dictated by the UI. Leave room for human interaction, and allow the power of inference to give users choices about how they wish to interpret the information and take action.

9. Dogfood it.

Eat your own dogfood. Rely entirely upon the mobile UI you are trying to develop. If you want to understand how something will be used, use it as your own. Migrate your Contacts and forward your phone number to the new device. Depend on it for every task. Resist the urge (and it will be there!) to jump back to your trusty old device. Capture real-time observations for improvement and channel those into the design effort. You'll find the little things really add up.

10. Engage designers early.

We cringe when we hear about products that have been defined solely by product managers, engineers and marketers — without any input from designers. Bringing in a design team only after the product has already been defined dramatically limits the scope and impact of the design. The organizations that are succeeding today are those that embrace the role that designers can play in shaping a product. If you are in a position to engage an external design agency, bring them in before any RFPs are issued to brainstorm around the problem, bring insights around user desire and behavior, and uncover any missed opportunities.

Contributor: Jared Benson.

Jared recently shared some of these insights in a panel on Mobile Design Best Practices at Mobile Monday Silicon Valley alongside design representatives from Nokia, RIM, Google and Microsoft.

A Punchcut Perspective. © 2010, Punchcut LLC. All rights reserved. Image: Gilberto Taccari


oliverw via Twitter: RT @Punchcut New Article: "Mobile Design Best Practices" @benson shares his thoughts from @MoMoSV this week. http://pnch.it/cqV1MP

24 September, 2010 - 09:47

VanguardBot via Twitter: Best Practices for Mobile Design | pnch.it/cqV1MP via @punchcut #uxdesign

24 September, 2010 - 09:50

PeterLoring via Twitter: Best Practices for Mobile Design | pnch.it/cqV1MP via @punchcut

24 September, 2010 - 09:52

nuysew via Twitter: @benson posts his Best Practices from our Mobile Monday SV panel http://t.co/a0I20Rx via @punchcut. Good stuff.

24 September, 2010 - 12:49

sandyfershee via Twitter: 10 Best Practices in Mobile Design: http://pnch.it/cqV1MP #mobile #momosv (via @benson)

27 September, 2010 - 10:07

benson via Twitter: 10 Best Practices in Mobile Design: http://pnch.it/cqV1MP #mobile #momosv

27 September, 2010 - 10:16

chrismcclelland via Twitter: RT @Punchcut: New Article: "Mobile Design Best Practices" @benson shares his thoughts from @MoMoSV this week. http://pnch.it/cqV1MP

27 September, 2010 - 10:20

missy_kelley via Twitter: RT @Punchcut: New Article: "Mobile Design Best Practices" @benson shares his thoughts from @MoMoSV this week. http://pnch.it/cqV1MP

27 September, 2010 - 10:21

AndrewCrow via Twitter: And, while you're reading awesome stuff, try this from @benson. 10 Best Practices in Mobile Design: http://pnch.it/cqV1MP

27 September, 2010 - 10:22

samiq via Twitter RT @AndrewCrow: And, while you're reading awesome stuff, try this from @benson. 10 Best Practices in Mobile Design: http://pnch.it/cqV1MP

27 September, 2010 - 10:23

gretared via Twitter: RT: @benson 10 Best Practices in Mobile Design: http://pnch.it/cqV1MP #mobile #momosv

27 September, 2010 - 10:26

ales via Twitter: 10 Best Practices for Mobile Design - http://bit.ly/9SDbyv

27 September, 2010 - 14:26

arielwaldman via Twitter: @Punchcut i wish @twitter would take that advice to heart on the iPhone. @Tweetie was great, then they forced everything into it, now awful.

27 September, 2010 - 14:27

UXfeeder via Twitter: Delicious: Best Practices for Mobile Design | Punchcut: RT @Punchcut: Fight feature addiction. Resist the temp... http://bit.ly/cZ0urT [UX]

27 September, 2010 - 14:28

davidnbrooks via Twitter: RT @Punchcut: Fight feature addiction. Resist the temptation to throw everything into an app. http://pnch.it/cqV1MP

27 September, 2010 - 14:29

preciousforever via Twitter: RT @Punchcut: Fight feature addiction. Resist the temptation to throw everything into an app. http://pnch.it/cqV1MP #mobile #ux

27 September, 2010 - 14:33

glent via Twitter: RT @Punchcut: Fight feature addiction. Resist the temptation to throw everything into an app. http://pnch.it/cqV1MP #mobile #ux

27 September, 2010 - 15:32

nacarac via Twitter: Best Practices for Mobile Design | http://t.co/asC9WcB via @punchcut

27 September, 2010 - 16:45

DigitalPlanner via Twitter: Best Practices for Mobile Design | http://t.co/OJV8M9u via @punchcut

28 September, 2010 - 14:13

BrillantLeblanc via Twitter: RT @DigitalPlanner: Best Practices for Mobile Design | http://t.co/OJV8M9u via @punchcut

28 September, 2010 - 16:40

UXfeeder via Twitter: Delicious: Best Practices for Mobile Design | Punchcut: http://bit.ly/cZ0urU [design, method]

29 September, 2010 - 08:29

masafresh via Twitter: RT @Punchcut: New Article: "Mobile Design Best Practices" @benson shares his thoughts from @MoMoSV this week. http://pnch.it/cqV1MP

29 September, 2010 - 11:59

calvinogood via Twitter: http://pnch.it/cqV1MP, best practices for Mobile Design!

30 September, 2010 - 13:33

weatherpattern via Twitter: RT @sandyfershee: 10 Best Practices in Mobile Design: http://pnch.it/cqV1MP #mobile #momosv (via @benson)

5 October, 2010 - 12:37

decheza via Twitter: Best Practices for #Mobile Design http://ow.ly/2PKwl

7 October, 2010 - 11:22

ritters90 via Twitter: RT @decheza: Best Practices for #Mobile Design http://ow.ly/2PKwl

7 October, 2010 - 11:23

thinknow via Twitter Mobile design best practices. http://pnch.it/cqV1MP #agileux

8 October, 2010 - 09:30

jily_lane via Twitter RT @thinknow: Mobile design best practices. http://pnch.it/cqV1MP #agileux

8 October, 2010 - 09:31

Monique Excellent article! Just tweeted it out.

10 October, 2010 - 15:45

WebsiteGuyz via Twitter RT @thinknow: Mobile design best practices. http://pnch.it/cqV1MP #agileux

10 October, 2010 - 18:32

uxfeeds via Twitter Best Practices for Mobile Design | Punchcut: http://bit.ly/cguDZU #ux

10 October, 2010 - 18:33

smartecram via Twitter RT @uxfeeds: Best Practices for Mobile Design | Punchcut: http://bit.ly/cguDZU #ux

10 October, 2010 - 18:34

moniquepowell via Twitter #design "Best Practices For Mobile Design" - http://pnch.it/cqV1MP

10 October, 2010 - 18:36

dmaterialized via Twitter: RT @punchcut best practices for mobile design: http://bit.ly/99cuG1

19 October, 2010 - 12:25

ingah Great post by @Punchcut on Best practices for mobile design http://bit.ly/f85fjR

19 January, 2011 - 09:52

needmedia via Twitter

Best Practices for Mobile Design | Punchcut - #ux #userexperience http://bit.ly/hSecPb

23 February, 2011 - 17:24

noniekimp via Twitter

Couldn't have said it better! "Create experiences that users want, not what they ask for." -@benson /cc @Punchcut http://bit.ly/e2aazZ

16 March, 2011 - 15:17

@lievesmeulders via Twitter:

RT @Punchcut: 10 practices that drive our mobile UI design http://pnch.it/cm4YOF

26 April, 2011 - 14:55

@Jeff_Yoon via Twitter

RT @Punchcut: 10 practices that drive our mobile UI design http://pnch.it/cm4YOF

26 April, 2011 - 14:55

@Made4u4Mobile via Twitter

RT @Punchcut: 10 practices that drive our mobile UI design http://pnch.it/cm4YOF

26 April, 2011 - 14:56

@missy_kelley via Twitter

"Experiences must be felt not simply seen or discussed" yes 10 practices that drive our mobile UI design http://pnch.it/cm4YOF - @Punchcut

26 April, 2011 - 14:57

@susiewee via Twitter

Nice RT @sagarchugh RT @Punchcut 10 practices that drive our mobile UI design http://pnch.it/cm4YOF

26 April, 2011 - 14:58

@sagarchugh via Twitter

RT @Punchcut: 10 practices that drive our mobile UI design http://pnch.it/cm4YOF

26 April, 2011 - 14:58

@Carlos_Adam via Twitter

RT @ilicco: Reading: Best Practices for Mobile Design | Punchcut http://goo.gl/7vt8z

2 May, 2011 - 12:35

@crowlow via Twitter

Best Practices for Mobile Design | http://t.co/ADzGkGV via @punchcut

2 May, 2011 - 12:36

@marconz via Twitter

Best Practices for Mobile Design | http://t.co/t6w4YQv via @Punchcut

3 May, 2011 - 11:05

@xcogitator via Twitter

My favorite is #5 // “@Punchcut: 10 practices that drive our mobile UI design http://t.co/M9BFBF0”

3 May, 2011 - 11:05

@xcogitator via Twitter

My favorite is #5 // “@Punchcut: 10 practices that drive our mobile UI design http://t.co/M9BFBF0”

3 May, 2011 - 11:06

@greenacid via Twitter

Best Practices for Mobile Design: http://t.co/48ayWIn via @Punchcut

3 May, 2011 - 11:07

@mightymobile_nl via Twitter

RT @Punchcut: 10 practices that drive our mobile UI design http://t.co/ksTJQh1

3 May, 2011 - 11:08

Responses

The content of this field is kept private and will not be shown publicly.
By submitting this form, you accept the Mollom privacy policy.