4 Keys To Designing A Great Mobile App

Cet article à été traduit d'un billet de blog de l'équipe officielle de Thunkable. (original disponible à cette adresse : https://blog.thunkable.com/4-keys-to-designing-a-great-mobile-app-3d1ed3694714)

From Amy Ngai, Thunkable Product Designer

So you’ve made your first Thunkable app. It works exactly how you want, but something’s missing. It doesn’t look as nice as you had imagined it. I won’t drone on about the differences about UX and UI design in this article (don’t worry, we’ll get to that soon enough) instead, let’s go over some basic visual design principles to help your apps come to life.

Why doesn’t my app look good?

Many articles talk about visual design being subjective, however, there are some common principles that can be the building blocks of any effective visual design.

  • Hierarchy

  • Consistency + Cleanliness

  • White space

  • Brand tone

Let me go through the principles I’ve outlined above to help improve the visual design of this app.

Establish a Hierarchy

Visual hierarchy tells the user in what order they should look at the elements on a page. This can be accomplished by how components are laid out on a screen, visual weight, relative size, and contrasting colors. A successful layout balances these properties and can visually showcase to a user what to look at first.

  • Location: In most western countries, we read from left to right and top to bottom. This trick can help you organize your items in a layout by placing the most important items near the top left and the least important or last items on the bottom. When designing the UX of an app, you can also keep this trick in mind when adding buttons to go forward and backwards. Right and bottom will often mean “next”, so try to utilize different areas of your screen to help users know where to go.

  • Weight: Instead of making components bigger to indicate importance, think of changing its weight instead. Weight can be created by making a font bolder or darker. The opposite is also true, lessen the visual weight of a subtitle by lightening the font color, or even use a thinner font. Not all fonts need to be black — use tones to create visual weight.

  • Size: The larger the better right? Not always. While a large item can indicate a more important object, it can also take over the items on a page when clashing with other parts of your visual design.

  • Color: The brightness and saturation of a particular color can draw a lot of attention to an object on your page. Colors can also represent a lot of meaning. Red will often indicate danger, yellow as a warning, and green as success. With this in mind, try to design your page without color first to see if your hierarchy works, then add in color later to enhance its visual appeal.

Consistency & Cleanliness

Whereas a lack of hierarchy can make an app feel confusing, the lack of consistency and cleanliness in an app will make it look messy. The top 3 things that contribute to a messy-looking app is poor alignment, too many styles, and low-resolution images.

Low-resolution images: I don’t know about you, but blurry photos make my eyes hurt. They make me feel like I need glasses (aside from the ones I’m already wearing). So how do we fix this when making an app?

Generally, our eyes can perceive 300ppi (that’s pixels per inch) on a screen as looking nearly “real to life”. Anything less than that looks blurry, and anything more is pretty indistinguishable. In the days where monitors were less sharp, we could get away with low-resolution images — this is because nearly everything on the web at 72 ppi didn’t look very sharp. However, as screens and monitors start to improve, so too do our images. The Apple retina display can display 226 ppi and the new Super Retina display can display 458 ppi!

White Space

I personally like the standard of using the 8-pt grid system. A quick google will get you tons of articles on how to set it up (here are a few) but put simply, it sets a system where all the spaces between is a multiple of 8 — small items are 8 px apart, medium items can be 16 px or 32px, larger gutters and margins can be 64px etc etc. I love this system to fall back on because as mentioned above, consistency is the key to a clean UI.

Designing in Greys

At this point, we’re not thinking about what the final images and style are, we’re merely thinking about hierarchy, layout, and relative sizing. This is a great first step to make sure your app feels right before finalizing the colors, fonts, and images of the final app.

Brand Tone

Finally, let’s talk about branding. There’s a whole other article that can be written about branding, but let’s cover the basics. In the consistency section, I showed some examples of how styling a button can create different looks, so the question is how do we go about deciding which look to go for?

In order to keep it simple, let’s not dive too deep into the nuances of developing a brand and instead keep the focus on making the app consistent and clean. My best rule of thumb to do this is:

  • Define a small set of greys to use (4–5, ranging from light grey to dark grey)

  • Define 1 primary color (try to limit yourself to just 1 primary color)

To help me define this set of colors with my KitKat and candle app, I’m going to first find the images for my buttons and base the rest of the styles around that.

Not too shabby. We’re not winning any awards, but it’s clean, clear, and much more usable than how we started! If you want to check out the final app: https://x.thunkable.com/projectPage/6077882727e0bb00122716e5

I hope you've learned a little today, and until next time, happy thunking!

To get started designing your perfect app, check out Thunkable! We are the no-code development platform that makes it easy and fun to build native mobile apps.

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