Designing for a mobile device, and making the transition from web design can be challenging. Thus, it’s fundamental to understand its specific and distinctive characteristics, to be able to design meaningful apps and mobile websites. This course will guide you through a workflow that you will be able to apply in your mobile projects —from the idea, to interaction patterns and animations.
During this course you’ll work following a step-by-step process to design a mobile product, from the initial idea to the interface’s details. Workflows, techniques and tools that work in real life will be presented along theoretical contents and short, hands-on exercises. During the course you will be able to put into practice what you learn, in a fun and relaxed environment. Also, contents will be presented in an easy to understand, non-technical manner.
We’ll teach you how to face a professional design project for mobile devices from the beginning. Along the way, you’ll learn how to design quick prototypes, wireframes and interaction patterns for different operating systems, visual design, interactions and animations, among other things. In the end, you’ll have a working medium-fidelity prototype that you’ll be able to share and test.
This seminar was developed for people who are responsible for the design and conceptualisation of digital products for mobile devices. These are, for example, designers and design managers from all fields (user experience, visual design, product design). People with other professional backgrounds such as project and product managers, web and software developers may also benefit from the contents of this seminar.
Mobile UX design basic and interaction design
Mobile Lean UX design, and development process
Overview of the main workflow when designing a mobile product, from its conceptualization to launching.
How to choose: Mobile app vs. mobile website
Should it be an app or does a mobile website fit the users needs better?. Not everything needs to be an app. In some cases, a mobile website will do. Learn to choose when to make what.
Practical exercise: Given a product idea, participants will need to decide between making it as a mobile app or mobile web, and explain the benefits of their decision.
Ideas that are worth making as an app
Everyone has an idea for an app, but does it worth it? The key aspects to know if you have a good concept in front of you.
Taking advantage of the mobile’s phone hardware
A small computer in your pocket, learn how to take advantage of your phone’s hardware potential.
Navigation systems for both web and apps
When structuring your app or site, you need to know how to think navigation from the very beginning of your project.
Practical exercise: Sketching low-fidelity wireframes on paper to accomplish the main flow of the app, and then making a navigable prototype from it.
Interaction patterns in iOS and Android
Similar but different: we’ll learn how the same things are accomplished in both iOS and Android, following each one’s particular conventions.
Designing for touch and visual design
On the second day, you will learn the particular characteristics of designing for complex information on touch screens. You’ll also learn the main aspects of visual design, including how to apply Android and iOS design languages.
Interaction design for touch screens
From touch target sizes, to interaction areas and ways of holding of a device. Learn how all this will affect your design decisions.
Dealing with data and complex information
Forms, filters and menus are normally used to split information. We’ll review good practices to use them.
Practical exercise: Participants will design a small search system using filters and resources to split information on screen.
Visual design on mobile: color, typography, grids
Visual design has to adapt to a smaller screen than a desktop, so this will affect the way all visual elements and layout are presented.
iOS and Android design languages
Both operating systems base their design decisions on principles. We’ll see how to follow them, and when to break them.
Sketch / Figma introduction
We’ll have a basic introduction to learn the tools that you’ll need to design an UI.
Practical exercise: Designing medium fidelity wireframes, and then adding interaction with InVision.
Designing an interface in motion
On the third day, you will learn how to design an interface that will evolve and change to different states. You’ll also learn the principles beyond animation, and how to apply them with purpose to convey meaning.
Designing a screen in all its states
An approach on how to design interfaces that change over time, and that have many intermediate states that are often not considered.
Practical exercise: We’ll take a main screen as a base, and participants will design its different loading and intermediate states.
Gestures on mobile devices
How to use gestures on mobile devices as one of the main ways of interacting with information, and how to make the most of them.
Principles of UI animation
How to use animation with care to make transitions, give feedback and reinforce meaning in specific parts of the product.
An overview of those ‘small’ interface details that could make a big difference when they are designed in a thoughtful way.
Introduction to animation tools: Framer
Framer is becoming a more and more powerful tool, so we’ll learn how to use its main features to add interaction and animation to prototypes.
Practical exercise: Designing an animation for one part of the app that attendants select.
Preparing assets for developers
The designer’s job should also include handling assets to the rest of the team, and we’ll see what to keep into account when doing that.