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"So you've already learned how to navigate the tricky world of cross-platform app design and worked through all of the common pitfalls of developing your app. You have a vision, some inspiration and maybe even a name that you know will be perfect. So ... now what?\nIt's time to get down to the nitty-gritty and begin designing the structure, flow and features that will combine to form your finished mobile app. But actually performing these tasks isn't easy \u2014 there are tons of moving parts and project management aspects to keep in mind during development. Developing a functioning and enjoyable mobile app requires discipline and practicality. If you don't tend to the nuts and bolts of production, you're putting yourself at risk for disaster.\nThese mobile design \u201Cdon\u2019ts\u201D will help any mobile designer avoid some messy obstacles, so make sure to keep them in mind. Your app \u2014 and your sanity \u2014 will thank you for it.\n1. Don\u2019t Begin Wireframes or Designs Without a Flowmap\n\n\nHave a well-thought-out user flow ready to go before wireframes and designs begin. Even simple applications should have a well-considered flowmap in place to help ensure a logical and reasonable navigational structure. \nAnother thing to pay attention to is making sure that key functional screens are close to the top rather than buried beneath multiple levels of navigational elements. Skipping the flowmap and simply designing or wiring screens without a plan is the easiest way to create a convoluted flow that leaves users confused and turned off.\n2. Don\u2019t Disregard the Development Budget\nEverything a designer creates will have to go through a developer in order to bring those designs to life. Sometimes very simple design changes can make the difference between a feature that takes a few hours to build and one that takes a few days. Be weary of over-defining functionality in the design. \nIn other words, the design should not dictate the functionality. For example, an app might have been planned to have a search box, one the designer envisions with a type-ahead search that generates live results as the user types. But this can be a significant developmental undertaking to properly implement, and the designer should not be the sole decision-maker for such a significant element.\n3. Don\u2019t Start With Low Resolutions &amp; Avoid Bitmaps\nAlways design for retina, high-res, pixel-dense screens first, then scale down. This should be obvious to any serious designer but it\u2019s still worth mentioning. As the number of common screen resolutions on mobile devices continues to expand (iOS alone has 4 different resolutions to worry about), always start with the highest resolution device and scale down from there. Even better: Design with vector graphics rather than scale-challenged bitmaps or rasterized graphics.\n4. Don\u2019t Undersize The Hit Area\nRemember that most users' index fingers are 1.6 to 2 cm wide. Take into account the width of a finger, plus the fact that users are moving quickly and aren\u2019t able to reliably tap a tiny area of the screen. It\u2019s all too easy to pack lots of buttons and functionality into a screen, but be sure to always make buttons big enough \u2014 and spaced enough \u2014 to be easily tapped by users.\n5. Don\u2019t Gratuitously Use Intro Animations\nThose fun little animations when an app first opens can be really nice, but it\u2019s important not to go overboard with them. The catch with intro animations (Path and Thrillist\u2019s JackThreads have cool ones) is that they technically can\u2019t begin until the app is already loaded. So in effect, they actually delay the user from accessing the app. If you\u2019re going to use one, make it quick, subtle and appealing enough to be worth the extra second or so that the user has to wait. \nAs an app loads, a still image should display, which then transitions into an animation. Make sure the transition is seamless. Some poor implementations have a jump or glitch as the app transitions from the still loading image to the intro animation, and that\u2019s no fun.\n6. Don\u2019t Leave Users Hanging\nLeaving the user out of the loop when the app is loading or processing could cause users to think the app is malfunctioning. It\u2019s also just a poor experience. \nDon't keep your users waiting on a blank screen while the app is loading content from the web. Use loading indicators and animations to give users a heads up that the app is working, but it\u2019s just waiting on the phone or the network. A progress indicator is even better, but it\u2019s worth checking with your developers or having a backup plan before designing them into the interface (per our second tip).\n7. Don\u2019t Blindly Copy Style From Other Operating Systems\n\n\nBad conversions from one mobile OS to another can confuse and annoy users. Every mobile OS has its own style and the OS\u2019s creator has probably published detailed Human Interface Guidelines that have codified their unique aesthetic. iPhone, Android and Windows Phone 7 have very different aesthetics. For example, an app on the iPhone that uses the WP7\u2019s block-layout and navigation style would be unfamiliar and confusing to users.\nIt\u2019s not necessary to make every app look like it was built by the operating system\u2019s creator, but be careful not to make the app look like it doesn\u2019t belong on the platform.\n8. Don\u2019t Overstuff Pixel-Dense Screens\nWhen designing for high PPI (pixel per inch) displays, there can be a temptation to fit more into an interface because you have more pixels to play with. This is especially true if you're reviewing designs on an 27-inch high-res display, where even the most busy interfaces will have plenty of room to breathe. Remember to preview all your work on the actual device you're designing for, even if it\u2019s just a screengrab in the device\u2019s photo viewer.\nOverstuffing an interface can result in an app that's cluttered and difficult to navigate. In the worst cases, critical parts of the interface may actually be downright impossible to see.\n9. Don\u2019t Assume Everyone Will Use Your App The Same Way You Do\nUsability testing is a must, no matter how good your app looks. Consider organizing a closed beta to small group of trusted people (including a few experienced designers) and update the interface before releasing the app to the public. \nAnother easy way to get some decent feedback on the cheap is to put up a Craigslist ad for a testing focus group. Target college students who would be willing to come in and play around with a pre-release app in exchange for a few bucks and some pizza.\n10. Don\u2019t Forget About Gestures, But Don\u2019t Abuse Them Either\nKeep in mind that not every single element of the interface has to be fully visible or easy to get to immediately. \nA great example is the deletion process in the Mail app for iPhone. In the inbox view, a user can swipe a message to reveal a delete button. This is a shortcut that saves the user the hassle of tapping \u201Cedit,\u201D selecting a message to delete and then tapping delete. But it\u2019s a balance: The \u201Cdelete\u201D shortcut is a way to quickly remove an email, while the \u201Cedit\u201D menu is reserved for those who don\u2019t know about the shortcut or who want to take advanced actions such as deleting or flagging multiple messages at a time.\nIn other words, keep gestures in mind, but don\u2019t become overly reliant on them. And generally avoid using a gesture-accessed menu or action as the only point of access.\nConclusion\nIf there\u2019s a single unifying element to all these design faux pas, it\u2019s that the best designs are carefully considered. It comes down to thinking critically and completely about your methods. Really think through what your users are trying to achieve and let that inform your designs. Don\u2019t cut corners, don\u2019t skip testing and don\u2019t create designs that you wouldn't put in your portfolio or use yourself.\nHave you built a mobile app before and have some tips on what not to do? Let us know in the comments.\nSeries supported by Sourcebits\n\n\n\n\nThe Mobile App Trends Series is presented by Sourcebits, a leading developer of applications and games for all major mobile platforms. Sourcebits has engineered over 200 apps to date, with plenty more to come. Sourcebits offers design and development services for iPhone, Android and more. Please feel free to get in touch with us to find out how we can help your app stand apart in a crowded marketplace. Follow Sourcebits on Twitter and Facebook for recent news and updates.\nImage courtesy of iStockphoto, TommyL, AccessTheNight"^^<http://www.w3.org/2001/XMLSchema#string>
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