What are the best practices to design an app for Android devices?
Hi there, I have recently started working on mobility and during these projects I have worked with few companies already in this market and hired some freelances to do the job, but I didn't receive that satisfaction. They got stuck up with logic and failed to meet my expectations, but my question is purely based on design part. What are the best practices to design an app? Let's say for Android devices they are large in number so we have to maintain the quality of graphics when we get in to the development. After reading too many online blogs and articles on android.google.com I still wonder if I am missing something that is stopping me to free my mind to design what ever I want to and get the same result when I see that working. Can anyone tell me what are the best ways to get started? How shall I design the apps in a way that I do not have to wonder later on and wasting precious time on re-designing or juggling with the different sizes of icons and other graphics?
Thanks for your help :)
Top Mobile App Design Trends Of 2019:
-> Seamless interface
-> Custom illustrations
-> Storytelling with character design
-> Full-screen background images
-> Buttonless UI
-> Experimental palettes and layouts
-> Hero images for landing pages
One of the best practice will I would suggest is “Keep it short and simple”. Believe me keeping it simple is the toughest thing to do in this world. Also add the user-friendly factor in your apps. Make sure your apps are responsive in nature.
After so many articles read I have found something which is a life saver for the designers building their first Droid App. There is an article by this guy - http://grahamtodman.co.uk/blog/2013/02/how-to-design-android-apps-in-photoshop-what-the-frak-is-a-dp/#respond
which explains few basic ideas on how to get started which can be really helpful for the first timers.
Thanks everyone for your replies :)
We develop extremely user friendly apps for a living at Neon Mobile. This is your basic premise - if you want to look unique, you will need to bridge design elements between IOS and Android. Right now we are in the flat look era. There is a android and IOS design guidelines on the web. We have a highly proprietary design methodology and approach, you are correct that is is not simple to layout a great UI/UX design besides getting the logic right. Here are the basics:
Assuming this is not a game...
1. use a tool like FLUID-UI for mock-ups. You need to understand that real-estate and responsive design applies to mobile / tablet as well.
2. You MUST photoshop the major design elements, you MUST pick a palette, you must pick the CSS elements that you want to be able to change, you MUST pick default font styles and sizes for each and every element.
3. Now you have a standard design palette to choose from, you need to re-use as much as possible on the screens.
4. Hire a 3D designer or modeller for the graphics that must snap, crackle and pop. These will need to vector based or rendered as needed for the different platforms.
5. I won't touch backend, but it is important to use a good web services layer.
6. Consider a cross platform mobile app tool like Sencha Touch. This will take a lot of time and energy out of the design but will limit creativity a bit.
Fluid-UI - Photo-Shop - SRS (includes all the logic) - development - beta - repeat - assuming you are using AGILE and Sprints
You may want to go through an online HCI course
It should change the way you design the apps
i think the most important part before you get into the visual design aspect,
Prototyinge > testing> prototyping > testing
I am not sure there is a best way, RE-SEARCH ME? first thing first, are your ideas viable, can your outcome actually increase volume, or eliminate work time or load. Apps come out by the hundreds every year, but few actually last, why simply stated most of their developers are only thinking of themselves, their problems, their hangups.
Take a stab at the larger picture, is your project going to solve the world's problem or yours.
You may want to consider designing your apps in a way which supports multiple screens. When you do so, make sure you declare the screen sizes your app is able to support, design it in a way you will be able to distinguish different screen sizes by have different layouts for different screen sizes, and allow your app to cater for high density and low density screens.
Some people are just about so up to android and their pride in it for having the skill to manipulate and even hack as in black hat hacker for that matter....
You should have found your answers in android.google.com by now....I am a technical writer by profession......I hope I helped you!
I'vs been using www.appsgeyser.com. It is very easy to use for basic apps. Here there are some of the apps that I have designed just to give yo an idea of waht that site can offer you: http://www.appsforandroid.tk/
Are you designing games or functional apps for companies? If for companies... What type of companies are you designing apps for?
We make sure to specifically design for android, even if using the same graphics and basic workflows for an iOS version, the differences in having more aspect ratios to account for (and the back button) usually reveal different design needs that are specific to android. We built a nice little framework to test different designs for different android screen sizes, but this is more of a luxury than a necessity. For design best practices, we always follow this process:
1. Document requirements and a cohesive design strategy for all dimensions - aesthetics, data, UI/UX, and brand presence.
2. Present mockup images: while still light and easy to make changes, this is the time to iterate, get customer/user feedback, and progress with one design concept.
3. Develop a native interactive prototype that is still mostly made up of static images, but presents animations, primary use cases, and workflows.
4. Unbiased user testing: this is to make sure you or your customer are not over-supporting and attached to some elements of the design, and to reveal some potential trouble spots. We usually ask a handful of 5-10 unbiased users the same 20 or so targeted questions specific to the design we are testing..
5. Final prototype: incorporate lessons learned from user feedback (usually one or two particularly risky parts of the design), get final customer/user approval, and then move into development.
I hope this helps. Thank you for the excellent questions.
Firstly think about what you want he app the to do then get out a pen and plenty of paper and start drawing. You'll discover the app as you do this. Once you have done this you'll start to get a feel for it all. Download some free wire framing software and mock it up in black and white. Once again you'll go through a round of discovery. Now you start developing a prototype with basic functions. Get it front of people and get feedback. Incorporate feedback into the basic prototype.
I am a firm believer in making sure something performs the function we design it for. You can use the worlds most elegant hammer to break a pane of glass but you can also use a rock!