Mobile & Tablet Articles & Videos

  • iOS 7 User-Experience Appraisal

    Flat design hides calls to action, and swiping around the edges can interfere with carousels and scrolling.

  • Mobile: Native Apps, Web Apps, and Hybrid Apps

    Native and hybrid apps are installed in an app store, whereas web apps are mobile-optimized webpages that look like an app. Both hybrid and web apps render HTML web pages, but hybrid apps use app-embedded browsers to do that.

  • Mobile Intranet Design

    Supporting field staff and mission-critical apps are core reasons to take enterprise computing mobile, but users also value access to news and internal social networks.

  • Tablet Usability

    Flat design and improperly rescaled design are the main threats to tablet usability, followed by poor gestures and workflow.

  • Kindle Fire HD: Much Better Than Original Kindle Fire

    Amazon's new Kindle Fire has much better usability than last year's model—and the 7-inch tablet beats the 9-inch version.

  • Windows 8 — Disappointing Usability for Both Novice and Power Users

    Hidden features, reduced discoverability, cognitive overhead from dual environments, and reduced power from a single-window UI and low information density. Too bad.

  • Hardware Specs vs. User Experience

    Product quality has to be judged in the context of human tasks, and reviews should emphasize real use—not raw numbers.

  • Mobile Email Newsletters

    Mobile use strengthens email marketing's benefits by offering ubiquitous newsletter access, but it also introduces new usability limitations for template design.

  • Repurposing vs. Optimized Design

    It's cheap but degrading to reuse content and design across diverging media forms like print vs. online or desktop vs. mobile. Superior UX requires tight platform integration.

  • Mobile Site vs. Full Site

    Good mobile user experience requires a different design than what's needed to satisfy desktop users. Two designs, two sites, and cross-linking to make it all work.

  • Mobile Sites vs. Apps: The Coming Strategy Shift

    Mobile apps currently have better usability than mobile sites, but forthcoming changes will eventually make a mobile site the superior strategy.

  • Overloaded vs. Generic Commands

    Overloading different outcomes on similar commands can be confusing. Using the same command for multiple actions enhances usability if the results are conceptually the same.

  • Mobile UX Sharpens Usability Guidelines

    Many guidelines are similar for mobile and desktop design, but their mobile interpretation is much more unforgiving.

  • Mobile Content: If in Doubt, Leave It Out

    Writing for mobile readers requires even harsher editing than writing for the Web. Mobile use implies less patience for filler copy.

  • Mobile Usability 2nd Research Study

    The user experience of mobile websites and apps has improved since our last research, but still has far to go. A dedicated mobile site is a must, and apps get even higher usability scores.

  • Transmedia Design for the 3 Screens (Make That 5)

    Mobile use will rise, but desktop computers will remain important, forcing companies to design for multiple platforms, requiring continuity in visual design, features, user data, and tone of voice.

  • Defer Secondary Content When Writing for Mobile Users

    Mobile devices require a tight focus in content presentation, with the first screen limited to only the most essential information.

  • Intranet Portals: Personalization Hot, Mobile Weak, Governance Essential

    19 new case studies of enterprise portals find slow growth in new features; the focus is on robust integration and formalizing governance.

  • Why WSJ Mobile App Gets ** Customer Reviews

    A confusing startup screen that offends existing subscribers dooms The Wall Street Journal's iPhone app to low ratings.

  • Mini-IA: Structuring the Information About a Concept

    In a miniature information architecture, coverage of a single topic is chunked into units that are connected through simple navigation.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • Shopping Cart or Wishlist? Saving Products for Later in Ecommerce

    On ecommerce sites, saving shopping-cart items for possible later purchase must be discoverable and low-effort.

  • Mobile Login Methods Help Chinese Users Avoid Password Roadblocks

    In China, QR-code scanning and verification codes are popular mobile-login alternatives that circumvent the problem of remembering and typing passwords.

  • Carousels on Mobile Devices

    Carousels on touch screens are plagued by low discoverability and sequential access, and not all designs implement swipe as a carousel control.

  • Design for Kids Based on Their Stage of Physical Development

    As kids’ physical development throughout childhood changes, so do their physical abilities, constraints, and device preferences. Touch gestures such as swiping and tapping big targets are easy for all children, but fine mouse or trackpad gestures such as dragging are hard for young kids.

  • Distracted Driving: UX’s Responsibility to Do No Harm

    I walked away from two distracted-driving accidents in one week. Can we use known UX principles to reduce harm?

  • Banner Blindness Revisited: Users Dodge Ads on Mobile and Desktop

    Users have learned to ignore content that resembles ads, is close to ads, or appears in locations traditionally dedicated to ads.

  • The State of Mobile User Experience

    Ten years from the original iPhone, the field of mobile UX has finally reached maturity.

  • M-Commerce: Terrible UX

    Traffic and sales data show that ecommerce sites had 111% higher sales-per-visit on desktop than on mobile on Cyber Monday 2017. Better than 2014 when desktop sold 288% more.

  • iPhone X: The Rise of Gestures

    Replacing the Home button with a swipe gesture creates some UX difficulties, but they are likely to be overcome by the benefit of a larger screen.

  • We Can Do Better on Mobile: Designing for the Medium

    Mobile designs need to do more than shrink a desktop experience to a smaller screen: they must create innovative, integrated and enhanced experiences.