Mobile Design Principles – Topic 3a

Concept of Mobility

• Mobility goes beyond hardware & communication – it must encompass software implementation and the overall user‐experience.

• Key sub-concepts
• Mobilising the application (designing for mobility)
• The Carry Principle (users carry the device everywhere, all the time)

• A mobile app is not a shrunken desktop / web app. Treating it as a subset is called miniaturisation; treating it as a unique context is mobilisation.

• Users live a ‘mobile lifestyle’ – they want content & entertainment that move with them (Ken Olewiler quote: “Life is mobile!”).

Mobilising vs Miniaturising

Miniaturisation = simply shrinking a web/desktop UI to fit the small screen without factoring in mobile characteristics.
• Ignores mobile-specific context (multitouch, one-hand use, sensors…).
• Carries over desktop/web drawbacks plus mobile weaknesses.
• Example: AirAsia mobile site that forces long forms / tiny tap targets.

Mobilisation = redesigning around mobile user needs & capabilities.
• Leverages sensors: camera, GPS, accelerometer, etc.
• Adapts to single-window UI, thumb reach, intermittent connectivity.
• AirAsia mobilised screen: tabs for One-way / Round-trip, bottom-fixed button within thumb’s reach, auto-detect destination, QR scan for check-in, nearest-airport suggestions.

• Snacking vs meal metaphor: mobile use sessions are short (“snacks”), so screens must be concise.

• Practical tips to avoid miniaturisation
• Infer data automatically: GPS → Country/State, phone settings → Language, social login → e-mail.
• Split long forms into multiple short screens; show inline hints.
• Detect profile data (username, photo) or calendar/location automatically.

• Quiz prompt (slide 29): pros & cons → see Advantages & Drawbacks section below.

The Carry Principle

• Definition (Ballard 2009): “The user typically carries the device everywhere, all the time.”

• Implications for device design
• Form-factor must be small & portable.
• Battery powered with built-in keyboard/touch screen.
• Features tightly integrated on one board (camera, radios, sensors…).
• UI is single-window; content folds/slides to conserve space.

• Implications for software
• Must assume random usage contexts (bus, queue, low light, slow network…).
• Must support glanceable interactions (< 60 sec60\text{ sec} typical).

Native vs Web vs Hybrid Applications

Native App
• Written with platform SDK (Swift/Obj-C for iOS, Kotlin/Java for Android, C#/XAML for Windows).
• Installed via an app-store; can work offline; full access to hardware APIs.
• Steeper learning curve; larger budget per platform.

Mobile Web App
• Runs in browser; built with HTML, CSS, JS; served over HTTP.
• Cheapest & quickest; uses open W3C standards; depends on live connection.
• Limited sensor access; UI may lack native feel; performance tied to browser.

Hybrid / Cross-platform App
• Source code in web tech but bundled in a native container.
• Can call native APIs via plug-ins (Cordova/PhoneGap, Ionic, React Native, Flutter).
• One code-base → multiple binaries; cheaper maintenance; possible UI/performance trade-offs.

• Structural comparison
• Native: code runs directly on OS.
• Web: code runs in browser sandbox.
• Hybrid: HTML/JS runs inside a native WebView; plug-ins bridge to OS.

• Key decision factors
• Speed to market, team skills, need for offline access, performance, monetisation, app-store presence.
• When launching on a new, small-audience platform → web app may suffice as a ‘fallback’. Facebook example.

• Summary matrix (from slides)
• \text{Speed: }\text{Web} < \text{Hybrid} < \text{Native} (Native fastest) • \text{Development cost: }\text{Native}>\text{Hybrid}>\text{Web}
• App-store approval not required for pure web; mandatory for native; sometimes for hybrid.

Advantages & Drawbacks

Web App – Advantages
• Portable (any device w/ browser), open standards, cheap, centralised updates.

Web App – Drawbacks
• Needs constant data, limited sensors, slower graphics, no app-store revenue unless wrapped.

Native App – Advantages
• Richest experience, top performance, full hardware use, offline mode, stronger security, marketing via stores.

Native App – Drawbacks
• Separate code per platform, higher cost/time, store approval delays.

Hybrid App – Advantages
• One code-base, faster initial release, moderate access to hardware via plug-ins, cheaper.

Hybrid App – Drawbacks
• UI may not feel native, performance slower, dependent on plug-ins & WebView, tooling still maturing.

Mobile UI Design Principles

• Always be user-centric; no room for confusion.

• 1 primary action per screen – 100100 clear screens > 1 cluttered screen.
• Uber example: auto-detect location, only ask for pickup.

• Navigation must be coherent, consistent, & show current location.

• Design finger-friendly tap targets; edges visible on touch.

• Ensure text ≥ 11pt11\,pt for legibility; account for small screens.

• Use colour & contrast to make elements visible; WCAG contrast ratios apply.

• Minimise typing – short forms, auto-complete, default values.

UI Design Patterns

• A pattern = documented solution to a recurrent design problem → becomes a user expectation.

• Violating common patterns jars the user and increases cognitive load.

• Common pattern groups discussed:
• Screen layout (List, Grid)
• Navigation (Tabs, ViewPager, Navigation Drawer, Dropdown Spinner)

Screen Design Layouts

List-based Layout

• Default for large datasets; matches vertical orientation; efficient scrolling.
• Users can scan at a glance; minimal horizontal movement.
• Examples: call logs, recipe lists, news feeds.

Grid-based Layout

• Best when items are image/icon centric (photos, album art, app launchers).
• Can scroll horizontally or vertically.
• Images attract attention & convey meaning quickly.
• Ex: Flipboard topic grid, music album grid, Google Play store tiles.

• Scenario preference: a photo gallery or catalogue where visuals carry more information than titles.

Application Navigation Patterns

Tabs

• Let users switch between peer views quickly without deep navigation.
• Fixed or scrollable; can categorise data or modes.

ViewPager (Horizontal Swipe Pager)

• Full-screen panels switched by swipe; indicators (dots) show position.
• Common for onboarding walkthroughs, image carousels, day/week views.

Navigation Drawer

• Hidden left panel revealed by edge swipe or hamburger icon.
• Saves screen real-estate; acts as global app menu; avoids repeated ‘Back’ presses.
• Advantages: non-intrusive, scalable menu list, quick context switch.

Dropdown / Spinner (Action-bar based)

• Small toolbar area; good when switching content is needed but not constant.
• Keeps anchor point visible; popular in calendars (month chooser) & mapping apps (search category switch).

Tips Summary – Mobilise Your Forms

• Use device sensors / OS profile to pre-fill fields (GPS, language, social login).
• Break long forms into short wizard-like screens; show progress; give field hints.
• Persist previously entered data; leverage calendar/location for suggestions.

Review & Exercise Prompts (from slides)

• Compare Miniaturising vs Mobilising; list 2 advantages of mobilising.
• Explain Native, Web, Hybrid; cite when web is advantageous.
• Advantages of Navigation Drawer; pros/cons of dropdown; compare Tabs vs ViewPager.
• Re-state The Carry Principle; define Concept of Mobility.