Simplicity is the king
31. The simpler the application icon, the better. The icon should be perfectly recognizable in different sizes. This does not mean that the image detail is not necessary, but these details should not obscure or tranship the focus of the view area. Try to avoid using text and let the icon visualise the idea of your application.
The 44x44 rule
32. If the visual area of the control bit smaller than the standard size of the touch area of 44x44, make sure that the area of the screen that responds to a tap is bigger. Also do not place the controls too close to each other to avoid the unintended taps by the user.
Some elements can be hidden
33. Try to place items so that the user during operation does not close the necessary information by hand. Usually, the active elements are placed in the bottom of the screen, so that nothing obscures them. If this is unavoidable, consider how you can display the hidden information. A good example of such a solution is the function of text selection in iOS, where a magnifying glass appears when you select the text.
Skeumorphism is out of mainstream now
34. Once, the graphic elements felt like the real thing were most popular. The design approach of using the textures and elements from real-life objects like leather, metal etc. is called skeumorphism. The thing is that after the release of iOS 7 a major paradigm shift in the mobile design approach has place. Instead of a great variety of skeumorphic elements - came a minimalistic flat design approach. Flat design is now a huge trend and you should consider it when designing your app. Try avoiding a lot of textures and a 3D feel of all your elements or your app will look pretty much outdated.
Details make your app stand out
35. If you develop customer-specific topic , it is important to apply it in the development of even the smallest details of the interface. If you are developing , for example , a DJ application that looks like a mixer, you can use the button jammed and textured , shiny wheels. Suddenly appeared control that does not support the overall concept will look completely out of place , so each new component must match the overall theme.
Hierarchy is what matters
36. By their nature, mobile devices have some limitations that developers have to overcome. No keyboard, the screen is very small and only a few buttons that you can feel. When designing the application interface especially for the touch screen , you need to clearly define the hierarchy of important elements of each of the active screens. For example, if one of the buttons is to be constantly in use, place it in the bottom of the screen to make it easier to press it with a thumb.
An icon is your business card
37. If your application icon does not attract attention, it does not perform its function. Bad icons are icons with generic design, filled with text or overloaded with details instead of having an original simple, yet eye-catching design. And again, make sure that your icons are resizable without any harm to it’s layout - if Apple is interested in them, you will have only a couple of days to provide larger images.
Larger screen - different behaviour
38. Despite the fact that resizing the application for a bigger screen by stretching it is easier, it would be wiser to rethink the application controls and maybe add some additional controls and information to fully take advantage of larger sizes. Devices with large screens provide a vast field for custom experiments, whereas for phone screens must be optimised for a fast access to the required information.
Test out your wireframes
39. During the application wireframes development and UI design creation phase, consider each screen separately - think where and how to place information and what controls are needed. It is probably difficult to immediately understand what controls needed so focus on the main functions of each of the screens. When you are done sketching some screens in Photoshop in full size, send them to your iPhone and open them in Photos app to see how they will look like when the app is ready. This will ensure that you are satisfied with the size and positioning of all UI elements.
Focus on where your users should focus
40. Usually controls in applications are located at the edges of the screen with the main focus is in the center. Elements must be positioned in a compact manner since there is not much space on the screen but the user must distinguish between them at arm's length. Also make sure that tapping on one element must not activate other elements by mistake.
Stay tuned for more tips that are to be published later this week. Also, feel free to leave your comments in the section below.
by Dmytro Bilkun