Tips for designing the overall appearance of an application, design tendencies and how the app can be made user-friendly, with clever use of the platform styles, platform UI as well as colors, fonts, sizes and white space.
Jeff SanGeorge and BrianHitney's presentation on iPhone, iPad and Window Mobile 7 App development and marketing. This was presented on 10-01-10 at Converge South.
The document describes the features of the intelligent PDA phone ZEUS. It has an enhanced desktop display that allows users to customize icons and applications. Icons can be resized and organized on invisible grids. The desktop can be viewed in both portrait and landscape modes with different icon sets. Users can also personalize the interface, add shortcuts, and change themes. It supports multi-tasking and viewing multiple apps simultaneously.
This document discusses the development of a mobile application to provide users with public transportation schedule and arrival information. It begins with an overview of the topic and need for easier access to departure times and locations. It then provides personas of potential users, usage scenarios, and the results of a user survey. The survey found most users take public transportation weekly and want timely schedule information. Based on the research, the document outlines requirements for a mobile application to display nearby stops, estimated arrival times, save favorite routes and timetables offline. It acknowledges constraints like multi-platform development and reliance on location services and transportation APIs.
Excellence in the Android User Experiencemobilegui
The document discusses ways to provide an excellent Android user experience. It covers making a great first impression with the app icon, title and description. It also discusses designing for ease of use through clarity in information hierarchy and navigation patterns. The document provides tips on UI design and development, and introduces new prototyping and asset creation tools to help improve the app quality and continue impressing users.
Material Design is a design language developed by Google that is based on real-world materials like paper and ink. It includes principles for color, typography, imagery, and layout. Key aspects of Material Design include surfaces and shadows to provide meaning, grid-based layouts, and responsive animations. Material Design can be implemented on Android using APIs for themes, widgets like RecyclerView and CardView, and the CoordinatorLayout.
Designing cross-platform mobile user interface (UI) is a nightmare. Even if the three main OS speak almost the same language, they actually speak three different lingos.
Enhancers will showcase an optimal workflow – starting with Android Material – to minimize effort and variations, keeping the user experience (UX) great along all platforms.
Launching a Mobile App from Concept to LaunchNick Floro
This session presented at ATD Techknowledge 2016 will provide you with the foundation and resources to get started in mobile design. You'll learn best practices for designing for mobile learning, as well as what challenges you may face in platforms, frameworks, and technology, including smartphones versus tablets versus next-generation touch devices. In this session, the speakers will discuss and provide techniques for designing mobile apps that work—from sketching to prototyping. Learn about development tools and how to use HTML5 and CSS3 with responsive frameworks to create courses and apps that can be delivered to mobile and desktop devices.
Application on the Job:
Explore mobile design and how to create a great user experience.
Apply concepts with free resources and templates as soon as you get back to your office.
Discover the difference between HTML and native app development, and how to choose the right one for your project.
Use dozens of web resources to get started quickly.
QuickSoft Mobile Tips & Tricks 11-03-10Almog Koren
The document provides an overview of mobile design and development. It discusses types of mobile applications, platforms and tools including Flash Lite, Flash Player 10.1 and Adobe Air. It covers considerations for designing mobile user interfaces like screen size and user input. It also discusses best practices for mobile development including performance optimization and testing.
Jeff SanGeorge and BrianHitney's presentation on iPhone, iPad and Window Mobile 7 App development and marketing. This was presented on 10-01-10 at Converge South.
The document describes the features of the intelligent PDA phone ZEUS. It has an enhanced desktop display that allows users to customize icons and applications. Icons can be resized and organized on invisible grids. The desktop can be viewed in both portrait and landscape modes with different icon sets. Users can also personalize the interface, add shortcuts, and change themes. It supports multi-tasking and viewing multiple apps simultaneously.
This document discusses the development of a mobile application to provide users with public transportation schedule and arrival information. It begins with an overview of the topic and need for easier access to departure times and locations. It then provides personas of potential users, usage scenarios, and the results of a user survey. The survey found most users take public transportation weekly and want timely schedule information. Based on the research, the document outlines requirements for a mobile application to display nearby stops, estimated arrival times, save favorite routes and timetables offline. It acknowledges constraints like multi-platform development and reliance on location services and transportation APIs.
Excellence in the Android User Experiencemobilegui
The document discusses ways to provide an excellent Android user experience. It covers making a great first impression with the app icon, title and description. It also discusses designing for ease of use through clarity in information hierarchy and navigation patterns. The document provides tips on UI design and development, and introduces new prototyping and asset creation tools to help improve the app quality and continue impressing users.
Material Design is a design language developed by Google that is based on real-world materials like paper and ink. It includes principles for color, typography, imagery, and layout. Key aspects of Material Design include surfaces and shadows to provide meaning, grid-based layouts, and responsive animations. Material Design can be implemented on Android using APIs for themes, widgets like RecyclerView and CardView, and the CoordinatorLayout.
Designing cross-platform mobile user interface (UI) is a nightmare. Even if the three main OS speak almost the same language, they actually speak three different lingos.
Enhancers will showcase an optimal workflow – starting with Android Material – to minimize effort and variations, keeping the user experience (UX) great along all platforms.
Launching a Mobile App from Concept to LaunchNick Floro
This session presented at ATD Techknowledge 2016 will provide you with the foundation and resources to get started in mobile design. You'll learn best practices for designing for mobile learning, as well as what challenges you may face in platforms, frameworks, and technology, including smartphones versus tablets versus next-generation touch devices. In this session, the speakers will discuss and provide techniques for designing mobile apps that work—from sketching to prototyping. Learn about development tools and how to use HTML5 and CSS3 with responsive frameworks to create courses and apps that can be delivered to mobile and desktop devices.
Application on the Job:
Explore mobile design and how to create a great user experience.
Apply concepts with free resources and templates as soon as you get back to your office.
Discover the difference between HTML and native app development, and how to choose the right one for your project.
Use dozens of web resources to get started quickly.
QuickSoft Mobile Tips & Tricks 11-03-10Almog Koren
The document provides an overview of mobile design and development. It discusses types of mobile applications, platforms and tools including Flash Lite, Flash Player 10.1 and Adobe Air. It covers considerations for designing mobile user interfaces like screen size and user input. It also discusses best practices for mobile development including performance optimization and testing.
This document provides an overview of app design guidelines for iOS, Android, and Windows Phone platforms. It discusses common UI elements and patterns for each platform such as navigation bars, tab bars, buttons, lists, and dialogs. It also covers topics like cross-platform development, mobile optimization, and transitioning designs from desktop to mobile. Examples of specific apps are provided to illustrate design concepts. Guidelines around branding, usability testing, and reducing clutter are also presented. References to additional online resources for mobile development are included.
Seriously, you should start your mobile-related startup with an Android app, but there are many challenges that you need to fight to be competitive. First things first, you need to create a magical user experience solving a real problem. We will discuss why starting from Android could be the right strategy and how to use a lean approach to design a better user experience.
Communication Design for the Mobile ExperienceDavid Drucker
Presented to the Vancouver Chapter of the Society for Technical Communication at their May 2011 meeting. This is a discussion of issues, and strategies for creating usable, navigable, relevant content for mobile computing devices like smartphones. Included many examples and a case study.
The document discusses accessibility (a11y) considerations for design systems. It begins by introducing Mercari and its goals of conducting research and development to benefit society. It then discusses why accessibility is important to ensure products can be used by all, highlighting the large numbers of people with disabilities or situational limitations. The document provides examples of accessibility principles like ensuring content is perceivable through proper color contrast and text sizing, as well as being operable through keyboard navigation and touch target sizes. It emphasizes the importance of consistent, predictable and understandable interfaces. The summary concludes by noting the document discusses testing for accessibility and going beyond minimum standards to be as inclusive as possible.
John Slatin AccessU presentation: UX-Driven & Inclusive Data Visualizations, May 18, 2017 by Michelle Michael
Contact Michelle for a transcript: https://www.linkedin.com/in/MichelleRMichael
The document discusses strategies for website design including branding, usability, lead generation, and accessibility. It provides tips in each area and examples of how companies successfully implement them. Branding involves consistent colors, personality, emotions and value proposition. Usability focuses on clarity, learnability, credibility and relevancy. Lead generation utilizes content, graphics, A/B testing and targeting goals. Accessibility ensures responsiveness across devices and compliance with standards for disabilities. The overall message is that an effective website delivers value to customers while also generating value for the business.
Slides for my introductory workshop to iPhone app design. These slides specifically for Creative South 2015.
Coordinating video course available on mijngo: https://mijingo.com/products/screencasts/iphone-app-design-tutorial/
Rick is a designer at funsize.co in Austin Texas.
10 Design Commandments for Mobile App DevelopersJigyasa Makkar
Top ten design blindspots for Mobile app developers. Mostly based on my first experiences with Mobile design, as a developer.
Original deck presented at XConf 2011, ThoughtWorks, Pune.
Images used in the keynote are for illustrative purposes only.
With 120 attendees our workshop App Design, organized by AFT Leuven, was a big success.
Dennis Covent & Frederic Berghmans talked about their daily job: designing mobile apps at iCapps.
An inspiring journey.
The document provides an overview of creating mobile apps without coding using ViziApps. It discusses the ViziApps workflow which allows visually designing apps without coding. The design process involves four main steps - designing the app interface, defining data handling using options like Google Docs spreadsheets, previewing the app, and publishing. It also covers basics of app design like defining goals and usability considerations for small screens.
The document discusses the Android interface and how to design responsive Android apps. It covers the main screens of Android like the home screen and recent apps screen. It also discusses the app bar, navigation patterns, view collections, colors and animations that make up the Android design language. The document emphasizes designing for different screen densities and using density-independent pixels. It concludes with tips like using touch feedback, avoiding splash screens, utilizing empty states and following material design patterns and resources.
This document discusses ways to improve user interface design in LabVIEW. It emphasizes making the UI desirable through attractive colors, graphs, and layouts that follow principles like the golden ratio. The UI should also be accessible to those with color blindness through use of textures, icons, and supplemental text. Elements should be findable using consistent layouts, searchable dropdowns instead of long lists, and animation. Credibility comes from consistency in navigation, terminology and responsive designs. The overall goal is to remove friction, aim for an enjoyable and intuitive experience, and focus on users' needs above all else.
This document provides an overview of UI and UX considerations for mobile developers using Material Design. It discusses key Material Design components like floating action buttons, cards, tabs, and toolbars. It also covers principles of interface design like focusing on the user, making the right things visible, showing proper feedback, being predictable, and being fault-tolerant. The document recommends using density-independent pixels, supporting different screen densities, and handling orientation changes properly. It emphasizes using animation and shadows to provide visual cues about objects' depth.
To create the best mobile applications possible we have to look at the design from a user perspective before we start programming a single line of code. And the design process doesn’t stop after the first deployment. When an application has been submitted to a marketplace or appstore we can start monitoring the usage and study the end-user reviews.
The following topics are covered in this slidedeck:
1. Creating awareness on the importance of app strategy and design.
2. What should be happening before we start developing mobile apps?
3. What should be done once the mobile app has been deployed?
4. Wrap up and next steps.
iOS 11 introduces new features like CoreML, ARKit, and updated Siri that allow apps to gain artificial intelligence capabilities and augmented reality functionality. The App Store is also being redesigned with shorter metadata fields and new search functionality to emphasize keywords, requiring developers to adapt their app discovery strategies. Design guidelines provide specifications for app icons, launch screens, and typography to ensure high quality interfaces across Apple devices.
Material Design is a design language developed by Google that simplifies Android application design through use of grid-based layouts, responsive animations, padding, and depth effects like lighting and shadows. It addresses issues with device variety, branding, usability, and development/design efforts. Key aspects of Material Design include surfaces, bold graphic design using typography, grids, color palettes, and imagery, animation transitions, and UI widgets like RecyclerView, CardView, floating action buttons, and CoordinatorLayout.
This document discusses various topics related to user interface design for Android applications. It covers generic UI development, Android users, different types of interfaces like graphical, voice-controlled and gesture-based. It also discusses layouts, intents, services, screen design elements and animation in Android. The key layout managers include frame, linear, relative and grid layouts. Intents are messages passed between application components, and there are implicit and explicit intent types. Animation can be added using property, view or drawable animation in Android.
This document outlines a training workshop on how to design a minimum viable product (MVP). It discusses using Figma to design mobile screens, prototyping an app, and testing and deployment. The workshop covers setting up a Figma workspace, exploring frames and pages, building registration and login forms, creating components and variants, and prototyping user flows. Mockups are presented for mobile and web versions of screens like splash screens, registration, login, and a dashboard. Tools discussed include Figma, unDraw, Mockflow, Siter.io, and Coolers.
Payment trend scouting - Kurt Schmid, NetceteraNetcetera
The document discusses various payment trends that have emerged or shown potential. It notes the success of contactless card payments in some countries and mobile wallets. Other trends discussed include use of biometrics for authentication, open banking interfaces, increasing online payments, and merchants integrating payments into their apps. The document also examines blockchain applications that have yet to breakthrough, as well as ideas around IoT payments, walk out retail payments, and banking ecosystems. It invites attendees to a workshop to brainstorm on trends, assess top trends, and discuss the German payments landscape and challenges for banks.
Boost your approved transaction volume - Ana Vuksanovikj Vaneska, NetceteraNetcetera
The document discusses the benefits of EMV 3DS 2.2.0 and PSD2 exemptions for improving online payment approval rates. It notes that 3DS 2.2.0 enhances the user experience with features like decoupled authentication and system initiated transactions. Finally, it promotes Netcetera's 3DS products and services for helping merchants comply with 3DS and PSD2 regulations.
Contenu connexe
Similaire à Designing for Mobile: User-centering; How-tos; Trends
This document provides an overview of app design guidelines for iOS, Android, and Windows Phone platforms. It discusses common UI elements and patterns for each platform such as navigation bars, tab bars, buttons, lists, and dialogs. It also covers topics like cross-platform development, mobile optimization, and transitioning designs from desktop to mobile. Examples of specific apps are provided to illustrate design concepts. Guidelines around branding, usability testing, and reducing clutter are also presented. References to additional online resources for mobile development are included.
Seriously, you should start your mobile-related startup with an Android app, but there are many challenges that you need to fight to be competitive. First things first, you need to create a magical user experience solving a real problem. We will discuss why starting from Android could be the right strategy and how to use a lean approach to design a better user experience.
Communication Design for the Mobile ExperienceDavid Drucker
Presented to the Vancouver Chapter of the Society for Technical Communication at their May 2011 meeting. This is a discussion of issues, and strategies for creating usable, navigable, relevant content for mobile computing devices like smartphones. Included many examples and a case study.
The document discusses accessibility (a11y) considerations for design systems. It begins by introducing Mercari and its goals of conducting research and development to benefit society. It then discusses why accessibility is important to ensure products can be used by all, highlighting the large numbers of people with disabilities or situational limitations. The document provides examples of accessibility principles like ensuring content is perceivable through proper color contrast and text sizing, as well as being operable through keyboard navigation and touch target sizes. It emphasizes the importance of consistent, predictable and understandable interfaces. The summary concludes by noting the document discusses testing for accessibility and going beyond minimum standards to be as inclusive as possible.
John Slatin AccessU presentation: UX-Driven & Inclusive Data Visualizations, May 18, 2017 by Michelle Michael
Contact Michelle for a transcript: https://www.linkedin.com/in/MichelleRMichael
The document discusses strategies for website design including branding, usability, lead generation, and accessibility. It provides tips in each area and examples of how companies successfully implement them. Branding involves consistent colors, personality, emotions and value proposition. Usability focuses on clarity, learnability, credibility and relevancy. Lead generation utilizes content, graphics, A/B testing and targeting goals. Accessibility ensures responsiveness across devices and compliance with standards for disabilities. The overall message is that an effective website delivers value to customers while also generating value for the business.
Slides for my introductory workshop to iPhone app design. These slides specifically for Creative South 2015.
Coordinating video course available on mijngo: https://mijingo.com/products/screencasts/iphone-app-design-tutorial/
Rick is a designer at funsize.co in Austin Texas.
10 Design Commandments for Mobile App DevelopersJigyasa Makkar
Top ten design blindspots for Mobile app developers. Mostly based on my first experiences with Mobile design, as a developer.
Original deck presented at XConf 2011, ThoughtWorks, Pune.
Images used in the keynote are for illustrative purposes only.
With 120 attendees our workshop App Design, organized by AFT Leuven, was a big success.
Dennis Covent & Frederic Berghmans talked about their daily job: designing mobile apps at iCapps.
An inspiring journey.
The document provides an overview of creating mobile apps without coding using ViziApps. It discusses the ViziApps workflow which allows visually designing apps without coding. The design process involves four main steps - designing the app interface, defining data handling using options like Google Docs spreadsheets, previewing the app, and publishing. It also covers basics of app design like defining goals and usability considerations for small screens.
The document discusses the Android interface and how to design responsive Android apps. It covers the main screens of Android like the home screen and recent apps screen. It also discusses the app bar, navigation patterns, view collections, colors and animations that make up the Android design language. The document emphasizes designing for different screen densities and using density-independent pixels. It concludes with tips like using touch feedback, avoiding splash screens, utilizing empty states and following material design patterns and resources.
This document discusses ways to improve user interface design in LabVIEW. It emphasizes making the UI desirable through attractive colors, graphs, and layouts that follow principles like the golden ratio. The UI should also be accessible to those with color blindness through use of textures, icons, and supplemental text. Elements should be findable using consistent layouts, searchable dropdowns instead of long lists, and animation. Credibility comes from consistency in navigation, terminology and responsive designs. The overall goal is to remove friction, aim for an enjoyable and intuitive experience, and focus on users' needs above all else.
This document provides an overview of UI and UX considerations for mobile developers using Material Design. It discusses key Material Design components like floating action buttons, cards, tabs, and toolbars. It also covers principles of interface design like focusing on the user, making the right things visible, showing proper feedback, being predictable, and being fault-tolerant. The document recommends using density-independent pixels, supporting different screen densities, and handling orientation changes properly. It emphasizes using animation and shadows to provide visual cues about objects' depth.
To create the best mobile applications possible we have to look at the design from a user perspective before we start programming a single line of code. And the design process doesn’t stop after the first deployment. When an application has been submitted to a marketplace or appstore we can start monitoring the usage and study the end-user reviews.
The following topics are covered in this slidedeck:
1. Creating awareness on the importance of app strategy and design.
2. What should be happening before we start developing mobile apps?
3. What should be done once the mobile app has been deployed?
4. Wrap up and next steps.
iOS 11 introduces new features like CoreML, ARKit, and updated Siri that allow apps to gain artificial intelligence capabilities and augmented reality functionality. The App Store is also being redesigned with shorter metadata fields and new search functionality to emphasize keywords, requiring developers to adapt their app discovery strategies. Design guidelines provide specifications for app icons, launch screens, and typography to ensure high quality interfaces across Apple devices.
Material Design is a design language developed by Google that simplifies Android application design through use of grid-based layouts, responsive animations, padding, and depth effects like lighting and shadows. It addresses issues with device variety, branding, usability, and development/design efforts. Key aspects of Material Design include surfaces, bold graphic design using typography, grids, color palettes, and imagery, animation transitions, and UI widgets like RecyclerView, CardView, floating action buttons, and CoordinatorLayout.
This document discusses various topics related to user interface design for Android applications. It covers generic UI development, Android users, different types of interfaces like graphical, voice-controlled and gesture-based. It also discusses layouts, intents, services, screen design elements and animation in Android. The key layout managers include frame, linear, relative and grid layouts. Intents are messages passed between application components, and there are implicit and explicit intent types. Animation can be added using property, view or drawable animation in Android.
This document outlines a training workshop on how to design a minimum viable product (MVP). It discusses using Figma to design mobile screens, prototyping an app, and testing and deployment. The workshop covers setting up a Figma workspace, exploring frames and pages, building registration and login forms, creating components and variants, and prototyping user flows. Mockups are presented for mobile and web versions of screens like splash screens, registration, login, and a dashboard. Tools discussed include Figma, unDraw, Mockflow, Siter.io, and Coolers.
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The document discusses various payment trends that have emerged or shown potential. It notes the success of contactless card payments in some countries and mobile wallets. Other trends discussed include use of biometrics for authentication, open banking interfaces, increasing online payments, and merchants integrating payments into their apps. The document also examines blockchain applications that have yet to breakthrough, as well as ideas around IoT payments, walk out retail payments, and banking ecosystems. It invites attendees to a workshop to brainstorm on trends, assess top trends, and discuss the German payments landscape and challenges for banks.
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The document discusses the benefits of EMV 3DS 2.2.0 and PSD2 exemptions for improving online payment approval rates. It notes that 3DS 2.2.0 enhances the user experience with features like decoupled authentication and system initiated transactions. Finally, it promotes Netcetera's 3DS products and services for helping merchants comply with 3DS and PSD2 regulations.
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This document discusses trends, challenges, and technologies related to e-commerce checkouts. It notes that 61% of checkouts are card-based, which face issues like abandonment, declines, and fraud. Tokenization and Secure Remote Commerce (SRC) are presented as key technologies to address these problems by digitizing cards, improving security with cryptograms, and providing a more seamless user experience through features like automatic user and device recognition. SRC in particular is described as a future standard that could create a consistent checkout experience across payment schemes. Examples are given of how tokenization and SRC could increase approval rates by 6%, conversion rates, and overall convenience and security for online transactions.
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This document discusses the opportunities provided by 3-D Secure 2.0 for all stakeholders, including financial institutions, consumers, and merchants. It summarizes the key differences between 3-D Secure 1.0 and 2.0, noting that 2.0 provides more sophisticated authentication, an enriched dataset, and additional use cases beyond just payments. The document also outlines the PSD2 regulation timelines and requirements around strong customer authentication. It emphasizes that risk analysis and access to data are critical to enabling frictionless authentication under 3-D Secure 2.0 and PSD2.
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The document summarizes the key topics discussed at the Swiss Payment Forum 2019 including the challenges facing digital payments such as new fintech competitors, changing regulations, and shifting user behaviors. It also covers new developments in e-commerce payments including merchant tokenization and Secure Remote Commerce (SRC). The document discusses how solutions like tokenization, delegated authentication, push provisioning, and SRC can help drive adoption by improving the user experience and security of digital payments.
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Aleksandra Hristova's presentation at JavaSkop 2019.
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Presentation by Peter Frick, Managing Director Payment Security at Netcetera at the Swiss Payment Forum, November 2018.
Kurt Schmid discusses digital payment trends and strategies for issuers. He outlines the growth of digital wallets and proximity payments. Tokenization securely digitizes cards and scales payments by using scheme token services. Wallets offer issuers opportunities to build brands and relationships through additional services beyond payments. While third party wallets control interfaces, issuers can deploy their own wallets and enable Apple Pay to retain customer touchpoints. Tokenization also benefits e-commerce by replacing stored card data with tokens to reduce fraud while maintaining security. Issuers should view digital payment investments strategically rather than just financial returns due to benefits like increased customer loyalty and transactions.
Schafft die Kreditkartenindustrie mit SRC doch
noch die Wallet-Kurve?
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An important phase in multilingual software systems is text translation. Since same text may be used in different contexts, it is difficult to determine whether the translation is proper in the context of the environment in which the text is used. Sharing only text keys and values with translators usually is not enough. Simple screenshots showing only the text content, also didn't help in situations where text keys were re-used on multiple places, or when there are highly generic templates. This presentation contains an efficient automated way of delivering the necessary artifacts to translation experts. These artefacts contain text keys, text values and also the context where they are used.
https://www.seleniumconf.us/talks#mirjana-andovska
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This presentation provides a comprehensive guide to the best digital marketing strategies for 2024, focusing on enhancing your online presence. Key topics include understanding and targeting your audience, building a user-friendly and mobile-responsive website, leveraging the power of social media platforms, optimizing content for search engines, and using email marketing to foster direct engagement. By adopting these strategies, you can increase brand visibility, drive traffic, generate leads, and ultimately boost sales, ensuring your business thrives in the competitive digital landscape.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
2. Source: Venturebeat, Business Insider
Since 2013 there are more than
actively used worldwide and the number
is constantly growing.
Android runs on 80% of them
1.4 bilion smartphones
3. Small screen sizes
Using it on the move
Limited bandwidth and
connectivity
The Challenges
iPhone 4
640 x 960
iPad 2
768 x 1024
Galaxy S5
1080 x 1920
4. Focus on the most important stuff
Design based on functionalities
Well known UI elements from the
platforms
Positive outtakes
Small screen sizes
Using it on the move
Limited bandwidth and
connectivity
The Challenges
iPhone 4
640 x 960
iPad 2
768 x 1024
Galaxy S5
1080 x 1920
5. Native elements that users know how to use
Frameworks like jQuery (Mobile) or Bootstrap
Icon fonts,Web fonts, SVG images
Convenient resources
7. Having in mind...
Way of interaction (mouse, touch, movement, voice,…)
Screen sizes & resolutions
Platform (font, navigation, input type)
Hardware capabilities (camera, GPS, audio, …)
8. Organize information
Plan the content
Ask ourselves:What is the goal? Why will
the users use our app?
Goal You could use...
I wanna get tickets for Arcade Fire Visible search field.
Prominent “Buy tickets” button.
I wanna find the Van Gogh Museum. “Locate me” button
Link to the Amsterdam map.
I wanna see when is the next bus. Menu with all the lines.
Search input to find my line.
9. Hit areas are areas of the screen
the user touches to activate something
Average fingertip: 1 to 2cm wide
=
from 44px to 57px (88px to 114px on Retina)
Holding devices. Hit areas.
lukew.com
10. Placing content? Essentials, options, extras...
GO SEE
Name or logo
List with options
Option 1
GO
SEE
Ова е параграфче со објаснување на
опцијата 2. Ова е параграфче со
објаснување на опцијата 2.
Опција 1
Option 1
Option 2
This is introductory paragraph for
my app. This is introductory para-
graph for my app. This is introducto-
ry paragraph for my app. This is
introductory paragraph for my app.
This is paragraph that contains info
for the option 1. This is paragraph
that contains info for the option 1.
This is paragraph that contains info for the
option 1. This is paragraph that contains
info for the option 1.
This is introductory paragraph for
my app. This is introductory para-
graph for my app. This is introducto-
ry paragraph for my app. This is
introductory paragraph for my app.
Name or logo
Option 2
This is paragraph that contains info
for the option 2. This is paragraph
that contains info for the option 2.
Option 3
List with options
14. This is Serif font And this is Sans Serif font
Fonts, line heights and whitespaces
yogurtlabs.com tweaked yogurtlabs.com
15. Highlighting the interactive areas
...by using color for call to action, links, etc.
...for implying touch action
Finnova canopy.co/app
16. Highlighting (the interactive areas)
...by using color for call to action, links, etc.
...for implying touch action
Hipmunk App Sunrise CalendarBetpicker App concept by Gökhan Kurt
17. Reuse elements
colors for the button could be link colors too.
get inspired by the branding. Use those elements.
18. Designing navigation
Expanding menu Side menu
For apps with a high number of menu options.For responsive web sites
Starbucks Homepage Hipmunk App
19. Designing navigation
Tab menu
For apps with fewer menu options.
Hub and spoke menu
For quickly exposing the app’s features
Tab Bar iOS icons
of Wemlin App
Tumblr App