Mobile & Tablet Articles & Videos

  • How to Fit Big Tables on Small Screens

    No matter your screen size, some data tables will be too big for the screen. This problem is particularly common on mobile devices. Simple interaction techniques can help, but you may need to offer users more advanced features for information hiding and column reordering.

  • Multitasking on Microsoft’s Surface Duo

    The Duo is a two-screen foldable mobile device that enables users to use two applications side by side, but most apps do not take advantage of the two screens. Support for information transfer from one app to the other is limited and multitasking within the same app is at times confusing.

  • Easier Input on Mobile Devices

    Form filling and other user input on mobile devices such as smartphones can be awkward and error prone, but by taking advantage of the strengths of the phone, designers can improve the usability of these tasks substantially.

  • UX Guidelines for Augmented-Reality Shopping Tools

    Ecommerce AR tools are relatively new, so must be highly discoverable and easy to learn. Calibration issues run rampant, and users must dedicate focused attention to interact with this unfamiliar feature.

  • User Interface Design Fails

    Jakob Nielsen discusses the biggest failures in today's user interface design. (Recorded at the Virtual UX Conference.)

  • Virtual Reality and User Experience

    Virtual reality (VR) user interfaces are currently more difficult for users to manipulate than a traditional GUI, partly because of more degrees of freedom and partly because VR is still new, so people have less experience using it. Advice for how to employ usability studies to alleviate this problem.

  • Accordion Icons: Which Signifiers Work Best?

    The caret icon most clearly indicated to users that it would open an accordion in place, rather than linking directly to a new page.

  • Mobile-App Onboarding: An Analysis of Components and Techniques

    Onboarding is the process of getting users familiar with a new interface. It can involve one or more of the following components: feature promotion, customization, and instructions.

  • Mobile Tutorials: Wasted Effort or Efficiency Boost?

    Our research shows that tutorials don’t make users faster or more successful at completing tasks; on the contrary, they make them perceive the tasks as more difficult.

  • Mobile Microsessions

    Notifications, widgets, quick actions, and Siri shortcuts or Google Assistant routines are all ways to support mobile sessions shorter than 15 seconds, with minimal interaction to complete a user goal.

  • Designing Effective Carousels for Websites and Mobile Apps

    Sliding hero images that rotate through a set of promotions, news, or the like on the top of web pages are often annoying to users and are definitely error prone, unless they are designed according to usability guidelines.

  • Simple Design Is Relative

    Simplicity depends on the capacity of the information channel and what's simple for one device, can be primitive or intricate for another, since screens are information channels with a limited capacity. When you're designing for multiple devices, don't go by common cliches like "simple is good."

  • Touch Targets on Touchscreens

    Interactive elements must be at least 1cm × 1cm (0.4in × 0.4in) to support adequate selection time and prevent fat-finger errors.

  • 3 Design Considerations for Effective Mobile-App Permission Requests

    Mobile permission requests are often poorly designed. Consider the content and timing of these requests, avoid dark patterns, and enable users to reverse their decision.

  • Why Users Feel Trapped in Their Devices: The Vortex

    Many users report anxiety and lack of control over the amount of time they spend online. We call this feeling “the Vortex.”

  • Mobile-Checkout Experience: Tips

    Remember these essential experience elements that are often overlooked or easily forgotten during the mobile-checkout design process.

  • Designing Effective App Permission Requests

    App permission requests are an important part of the overall user experience, yet they are often neglected by app designers. Here are 3 tips for designing them well: get content, timing, and decision reversal right, or users will just say NO.

  • Social Features in Chinese Apps

    Social features (like online communities and experience sharing) are very popular in Chinese apps. This video offers examples and tips for adding social features to your product.

  • The Mobile Checkout Experience

    Optimize the checkout experience on mobile ecommerce channels by taking into account the strengths and limitations of mobile devices. Aim to minimize the number of steps and typing, and take advantage of capabilities such as geolocation and the camera.

  • Five Mistakes in Designing Mobile Push Notifications

    Provide value to users before asking them to receive your app’s notifications; tell them what the notifications will be about. Don’t send notifications in bursts; make it easy to turn them off.

  • How to Fit Big Tables on Small Screens

    No matter your screen size, some data tables will be too big for the screen. This problem is particularly common on mobile devices. Simple interaction techniques can help, but you may need to offer users more advanced features for information hiding and column reordering.

  • Easier Input on Mobile Devices

    Form filling and other user input on mobile devices such as smartphones can be awkward and error prone, but by taking advantage of the strengths of the phone, designers can improve the usability of these tasks substantially.

  • User Interface Design Fails

    Jakob Nielsen discusses the biggest failures in today's user interface design. (Recorded at the Virtual UX Conference.)

  • Virtual Reality and User Experience

    Virtual reality (VR) user interfaces are currently more difficult for users to manipulate than a traditional GUI, partly because of more degrees of freedom and partly because VR is still new, so people have less experience using it. Advice for how to employ usability studies to alleviate this problem.

  • Designing Effective Carousels for Websites and Mobile Apps

    Sliding hero images that rotate through a set of promotions, news, or the like on the top of web pages are often annoying to users and are definitely error prone, unless they are designed according to usability guidelines.

  • Simple Design Is Relative

    Simplicity depends on the capacity of the information channel and what's simple for one device, can be primitive or intricate for another, since screens are information channels with a limited capacity. When you're designing for multiple devices, don't go by common cliches like "simple is good."

  • Why Users Feel Trapped in Their Devices: The Vortex

    Many users report anxiety and lack of control over the amount of time they spend online. We call this feeling “the Vortex.”

  • Mobile-Checkout Experience: Tips

    Remember these essential experience elements that are often overlooked or easily forgotten during the mobile-checkout design process.

  • Designing Effective App Permission Requests

    App permission requests are an important part of the overall user experience, yet they are often neglected by app designers. Here are 3 tips for designing them well: get content, timing, and decision reversal right, or users will just say NO.

  • Social Features in Chinese Apps

    Social features (like online communities and experience sharing) are very popular in Chinese apps. This video offers examples and tips for adding social features to your product.

  • How To Setup a Mobile Usability Test

    There are a lot of elements involved in a mobile usability test. In this video, we'll walk you through an example test setup, including the necessary equipment, and discuss how to prepare for a test.

  • Palm Foleo: A Failed Mobile Device

    There is room in the market for a device in-between laptops and cellphones. But Palm Foleo isn't it. It's too close to a laptop.

  • Why Mobile Phones are Annoying

    Bystanders rated mobile-phone conversations as dramatically more noticeable, intrusive, and annoying than conversations conducted face-to-face. While volume was an issue, hearing only half a discussion also seemed to up the irritation factor.

  • Mobile Devices: One Generation From Useful

    New mobile devices show a huge improvement over previous generations, but they're still not good enough to score a real win. To get there, we need both PC-integrated applications and specialized mobile services rather than repurposed website content.

  • Supporting Multiple-Location Users

    About half of the users now access the Internet from more than one location. Despite the implications of this for service design, many systems assume that users remain bound to a single computer.

  • Deferred Hypertext: The Virtues of Delayed Gratification

    Navigating a full browsing session to find information can be unpleasant and slow, particularly on mobile devices. Instead, issue a deferred request and have the information arrive later, as done by some SMS systems.

  • Mobile Devices Will Soon Be Useful

    New mobile devices and services are more realistic and useful than last year's models, and will likely expand mobile device adoption. Design usability and simplicity are key, particularly for the automotive market where complexity can be dangerous. DEMOmobile Conference on Mobile Computing 2001.

  • Japanese Products Map the Mobile Road Ahead

    Japan is now shipping a wide variety of new Internet-connected devices. Among the highlights are new mobile photography units like Eggy, and i-mode telephones with liberating two-dimensional controls.

  • Mobile Phones: Europe's Next Minitel?

    Europe's cellular phone system is far superior to that in the United States. However, telephones will not be the platform for the mobile Internet. Given this, Europe's advantage may in fact be an obstacle to real innovations, as France's experience with Minitel shows.

  • WAP Mobile Phones Field Study Findings

    Following a UK field study, 70% of users decided not to continue using WAP mobile phones. Mobile's killer app is killing time; m-commerce's prospects are dim for the next several years. Current services are poorly designed, have insufficient task analysis, and abuse existing non-mobile design guidelines.

  • New Devices Augur Decent Mobile User Experience

    The current generation of mobile Internet products and services has miserable usability (as shown at the DEMOmobile 2000 conference). New devices like Blackberry, Modo, and a prototype Microsoft telephone do better.

  • WAP Backlash

    Experience with WAP in Europe shows that it is hard to use. Because of the miserable usability of the small phones, services must be re-designed for each handset, increasing maintenance costs.

  • Predictions for the Web in Year 2000

    Micropayments will start with value-added content; mobile access; advice and sales become unbundled and physical experience environments may launch.

  • Graceful Degradation of Scalable Internet Services

    Specialized Internet applications will return to provide richer UIs than are possible in browsers, but browsers will remain and new, smaller devices will arise, so content and features must work across three levels of sophistication. WAP will fail.

  • Telephone Usability: Voice is Just Another Datatype

    "Data phones" would be more widely adopted if they functioned more like a computer with voice communication, rather than a telephone with data memory.