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UX Research Set problem hypothesis Try to write down your problem hypothesis in less than 10 words Set customer hypothesis Create a proto persona with the Persona Canvas Test hypothesis Talk to people to test your problem and customer hypothesis Interview tips Talk to your target 11 Define your goals and keep them in mind Get ready to hear things you don't want to hear Ask open ended questions Rephrase what people tell you Look for insights and write them down Validate with currency Analyze learnings and Refine Analyze what you've learned during your conversation Sort what's validated and invalidated Refine persona Start over with new hypothesis Find a lot of solutions Write everything down and keep thinking, focus on quantity and withhold criticism Do a semantic exploration (sun with 10 branches) Look at other products that solve similar problems Look at common human behaviors when trying to solve a similar problem Think about what your target is already using Think about the key issues that affect the problem Try to solve the opposite problem Solve a similar problem in a different field Brainstorm with monetization in mind Find THE solution Prioritize your ideas by asking which ones are the most efficient and the most feasible Get out of the building to get feedback on these ideas Pick the main feature, what all the app will be focused and oriented towards Only keep the subfeatures that are needed to make the main feature work

Mobile App Design Cheat Sheet.pdf

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Page 1: Mobile App Design Cheat Sheet.pdf

UX  Research    Set  problem  hypothesis  -­‐  Try  to  write  down  your  problem  hypothesis  in  less  than  10  words    Set  customer  hypothesis  -­‐  Create  a  proto  persona  with  the  Persona  Canvas    Test  hypothesis  -­‐  Talk  to  people  to  test  your  problem  and  customer  hypothesis    Interview  tips  -­‐  Talk  to  your  target  -­‐  1-­‐1  -­‐  Define  your  goals  and  keep  them  in  mind  -­‐  Get  ready  to  hear  things  you  don't  want  to  hear  -­‐  Ask  open  ended  questions  -­‐  Rephrase  what  people  tell  you  -­‐  Look  for  insights  and  write  them  down  -­‐  Validate  with  currency    Analyze  learnings  and  Refine  -­‐  Analyze  what  you've  learned  during  your  conversation  -­‐  Sort  what's  validated  and  invalidated  -­‐  Refine  persona  -­‐  Start  over  with  new  hypothesis    Find  a  lot  of  solutions  -­‐  Write  everything  down  and  keep  thinking,  focus  on  quantity  and  withhold  criticism  -­‐  Do  a  semantic  exploration  (sun  with  10  branches)  -­‐  Look  at  other  products  that  solve  similar  problems  -­‐  Look  at  common  human  behaviors  when  trying  to  solve  a  similar  problem  -­‐  Think  about  what  your  target  is  already  using  -­‐  Think  about  the  key  issues  that  affect  the  problem  -­‐  Try  to  solve  the  opposite  problem  -­‐  Solve  a  similar  problem  in  a  different  field  -­‐  Brainstorm  with  monetization  in  mind    Find  THE  solution  -­‐  Prioritize  your  ideas  by  asking  which  ones  are  the  most  efficient  and  the  most  feasible  -­‐  Get  out  of  the  building  to  get  feedback  on  these  ideas  -­‐  Pick  the  main  feature,  what  all  the  app  will  be  focused  and  oriented  towards  -­‐  Only  keep  the  sub-­‐features  that  are  needed  to  make  the  main  feature  work    

Page 2: Mobile App Design Cheat Sheet.pdf

Write  User  Narratives  -­‐  The  persona  is  the  voice  of  the  story  -­‐  Start  with  a  goal  story  As  [user  persona]  I  want  to  [accomplish  something]  so  that  [some  benefit  happens]  -­‐  Break  into  smaller  stories  -­‐  Write  the  stories  on  post  its  and  stick  them  to  the  wall  -­‐  Remove  as  much  friction  as  we  can,  make  the  first  steps  of  the  flow  very  easy    Use  the  Desire  Engine    -­‐  Trigger:  something  that  triggers  the  use  of  the  product.  External  (like  an  email  or  a  notification)  then  Internal.  -­‐  Action:  what  the  user  does  with  your  product  -­‐  Variable  reward:  give  the  user  a  reward  that  varies  after  he  has  done  the  action  to  get  him  hooked  -­‐  Commitment:  action  that  makes  the  user  more  likely  to  come  back  and  that  improves  the  service  for  the  next  go  around            

Page 3: Mobile App Design Cheat Sheet.pdf

Mockups    Definition  -­‐  Mockups  (or  wireframes)  =  blueprint  of  your  app    -­‐  Mockups  allows  you  to  create  a  layout  that  serve  your  content.    For  each  screen  you're  designing  ask  yourself  what  the  user  is  going  to  do  with  the  content.  Most  common  actions  with  content:  create,  consult,  share  and  edit    Building  your  mockups  -­‐  Plan  the  flow  according  to  your  user  stories    -­‐  Not  more  than  1  or  2  steps  in  a  screen  -­‐  Below  each  screen  write  in  1  or  2  sentences  what  the  user  is  supposed  to  do  in  the  screen                        

Page 4: Mobile App Design Cheat Sheet.pdf

Visual  concept    Inspiration  -­‐  Don't  be  afraid  to  steal  ideas.  -­‐  Collect  inspiration  all  the  time.  Use  Gimmebar  -­‐  Inspiration  sources:    http://dribbble.com/  http://www.behance.net/  http://pttrns.com/  http://www.mobile-­‐patterns.com/  http://uxarchive.com/  http://www.android-­‐app-­‐patterns.com/  http://androidniceties.tumblr.com/            http://androidux.com/      Typography  basics  -­‐  Typography  is  both  verbal  and  visual    -­‐  Elements  of  a  typeface    

• Type  size  (cap  height):  overall  height  of  capital  letters  • Ascender:  upward  tail  on  letters  like  h,  l,  t,  b,  d,  and  k  • Descender:  downward  tail  for  letters  like  g,  q,  and  y  • Counter:  white  space  located  inside  letters  like  o  and  p        • X  Height  (corpus  size):  height  of  the  letter  x    • Baseline:  the  line  upon  which  most  letters  "sit"    

 -­‐  Kerning:  space  between  individual  characters    -­‐  Tracking  (letter  spacing):  space  between  letters  in  a  line/block  of  text      -­‐  Leading:  vertical  space  between  lines  of  text  Body  text:  1.2-­‐1.5x  size  of  the  font    Title:  1.1-­‐1.2x  size  of  the  font    -­‐  Text  Alignement  

• Left:  default,  easiest  to  use  • Center:  for  titles    • Right:  for  buiness  cards  or  letters  • Justified:  alignment  on  the  left  and  right  sides.  Be  careful  of  rivers  of  white  

space  (reduce  tracking).    -­‐  The  Measure:  optimum  width  of  a  paragraph:  52-­‐78  characters  Small  measure  less  leading,  wide  measure  more  leading.      

Page 5: Mobile App Design Cheat Sheet.pdf

-­‐  Typeface  (font):  design  for  a  set  of  characters  Font:  specific  size,  weight  and  style  of  a  typeface    -­‐  Typefaces  families  

• Serif:  typeface  with  serifs  (small  lines  attached  to  the  end  of  a  stroke  in  a  letter  or  a  symbol)  +  combination  of  thin  and  thick  strokes.  Easy  to  read    

• Sans  Serif:  typeface  without  serif  and  with  even  strokes.  Easy  to  read  • Script:  typeface  that  imitates  handwriting.  Only  for  titles  

   Mixing  Typefaces  -­‐  Avoid  using  fonts  from  the  same  family  -­‐  Play  with  size,  weight,  color    -­‐  Mobile  apps  

• One  typeface  for  the  text  • One  typeface  for  the  title/logo    

 Color  picker  -­‐>  Subtractive  colors  -­‐  When  light  hits  an  object,  you  attribute  it  a  color  depending  on  what  part  of  the  color  spectrum  the  object  absorbs  or  reflects.  -­‐  Primary  subtractive  colors:  Cyan,  Magenta  and  Yellow    -­‐>  Additive  colors  -­‐  Objects  that  generate  light,  like  digital  screens,  create  colors  by  mixing  Red,  Green  and  Blue  lights  -­‐  Primary  additive  colors:  Red,  Green  and  Blue  (RGB  model)    -­‐>  RGB  Model  -­‐  Intensity  of  each  color  ranges  from  0  (no  light)  to  255  (full  intensity)  -­‐  A  Hexadecimal  value  is  a  number  between  1  and  16  represented  by  a  number  or  letter  from  0  to  F  (0123456789ABCDEF)  -­‐  Hex  code:  each  color  intensity  is  represented  by  2  hex  values  -­‐>  #FF0000  =  pure  red    -­‐>  HSB  model  -­‐  Hue:  a  color  in  its  purest  form  The  Hue  scale  ranges  from  0  to  360  -­‐  Saturation:  purity  of  the  hue  0%  (desaturated)  to  100%  (fully  saturated)  x  axis  of  the  color  picker  -­‐  Brightness:  how  light  or  dark  a  hue  is  0%  (dark)  100%  (bright)  y  axis  of  the  color  picker    

Page 6: Mobile App Design Cheat Sheet.pdf

-­‐>  Alpha:  opacity  of  the  color  0%  (full  transparency)  100%  (full  opacity)    Color  Theory  -­‐  Color  theory  was  developed  by  painters  therefore  relies  on  the  subtractive  color  system  -­‐  Primary  colors  for  color  theory:  Blue,  Red  and  Yellow  -­‐  Secondary  colors  are  created  by  mixing  primary  colors  2  by  2  Orange,  Green  and  Purple  -­‐  Tertiary  colors  are  created  by  mixing  a  primary  color  to  a  tertiary  color,  e.g  red-­‐orange    -­‐>  Tints,  shades  and  tones  -­‐  tint  :  add  light  to  a  hue  -­‐  shade:  add  black  to  a  hue  -­‐  tone  :  add  grey  to  a  hue    -­‐>  Color  Scheme  -­‐  Choice  of  colors  used  in  the  designs  -­‐  Framework  to  come  up  with  color  schemes  1.  Select  a  base  color  2.  Select  secondary  colors  using  harmony  principles  3.  Adjust  tints,  shades  and  tones    Colors  meanings  -­‐  Warm  colors:  red,  orange  and  yellow  Arousing  and  stimulating.  Advance  to  the  foreground  -­‐  Red:  fire  &  blood,  love  &  passion,  Energy,  strength,  power,  romance,  determination,  action,  confidence,  courage,  vitality,  desire,  danger  -­‐  Yellow:  sunshine,  hope,  joy,  cheerfulness,  wisdom,  intellectual  energy  good  to  get  attention  -­‐  Orange:  energy,  joy,  tropics,  enthusiasm,  creativity,  success,  determination,  attraction,  encouragement,  stimulation,  strength  good  to  get  attention    -­‐  Cool  colors:  green,  blue  and  purple  Calming  and  relaxing.  Tend  to  recede  -­‐  Blue:  sky,  sea,  stability,  depth,  expertise,  trust,  intelligence,  calm  -­‐  Green:  nature,  growth,  renewal,  fertility,  freshness,  and  hope,  healing,  wealth,  money,  stability,  endurance,  harmony,  safety  used  a  lot  to  signify  validation  -­‐  Purple:  royalty,  power,  nobility,  luxury,  wisdom,  ambition,  extravagance,  creativity,  mystery,  magic    -­‐  Neutral  colors:  Black,  White,  Grey  often  served  as  the  backdrop,  combined  with  brighter  colors  

Page 7: Mobile App Design Cheat Sheet.pdf

-­‐  Black:  death,  darkness  and  mystery,  power,  strength,  authority,  prestige.  Good  anchor  color  for  media  content.  Don't  use  it  if  you  have  a  lot  of  text  Use  Dark  grey  instead  of  pure  black  for  text.  -­‐  White:  cleanliness,  purity,  perfection,  space,  objectivity,    goodness,  innocence,  purity,  virginity,  health  White  and  light  grey  is  great  as  a  background  color  if  you  have  a  lot  of  content.    Mixing  colors    -­‐>  Traditional  color  schemes  -­‐  Monochromatic  scheme:  different  tones,  shades  and  tints  within  a  specific  hue  -­‐  Complementary  scheme:  colors  opposite  to  each  other  on  the  color  wheel  -­‐  Split  complementary  scheme:  one  hue  plus  two  others  equally  spaced  from  its  complement  -­‐  Analogous  scheme:  colors  adjacent  to  each  other  on  the  color  wheel  -­‐  Triadic  scheme:  colors  that  are  evenly  spaced  around  the  color  wheel  -­‐  Tetradic  scheme:  four  colors  arranged  into  two  complementary  pairs    -­‐>  Create  a  color  scheme  -­‐  Use  Kuler  -­‐  2  easy  and  effective  ways  to  create  a  color  scheme  

1.  1  color  +  shades/tints  of  this  color  +  1  color  at  least  three  spaces  away  on  the  color  wheel  2.  1  color  +  shades/tints  of  this  color  to  create  neutral  colors      

         

Page 8: Mobile App Design Cheat Sheet.pdf

Interface  design      Retina  /  non-­‐retina  -­‐  1pt  =  1px  non  retina  =  4px  retina  -­‐  1x  =  design  non  retina  /  2x  =  design  retina  -­‐  Check  resolution:  http://screensiz.es/  -­‐  Convert  dimensions:  http://www.teehanlax.com/blog/density-­‐converter/      Layout  /  Visual  hierarchy  -­‐  Use  grey  rectangles  to  create  the  layout  of  your  app  and  make  sure  the  visual  hierarchy  is  well  balanced  -­‐  Position  everything  carefully  -­‐  Once  your  pleased  with  your  layout,  replace  the  grey  rectangles  by  the  real  elements      Preview  your  designs  on  the  device  you’re  designing  for  -­‐  Use  Sketch  Mirror  (built  in  Sketch)  -­‐  Or  Skala:  http://bjango.com/mac/skalapreview/      Sketch  Shortcuts  See  the  Sketch  Keyboard  Shortcuts  file.    -­‐  Hold  alt  when  an  element  is  select  and  hover  over  another  element  to  display  the  distance  between  the  two        Effects  -­‐  How  to  give  a  recess  look:  

• gradient  with  the  darkest  color  at  the  bottom  • glow  (white  shadow)  at  the  bottom        • inner  shadow  (dark)  at  the  top  and  the  bottom  

 -­‐  Make  an  object  come  out  of  the  screen  

• dark  shadow  at  the  bottom    • white  inner  shadow  at  the  top  

 -­‐  Gradient  

• light  color  at  the  top  and  dark  color  at  the  bottom:  convex  • dark  color  at  the  top  and  light  color  at  the  bottom:  concave  

 -­‐  Use  icons  from  templates  and  icons  set  

Page 9: Mobile App Design Cheat Sheet.pdf

-­‐  Flatten  the  icon  before  your  resize  it    Boolean  -­‐  You  can  create  almost  any  graphic  representation  by  assembling  simple  shapes  -­‐  Use  boolean  operations  to  combine  shapes  -­‐  Boolean  operations  in  sketch  are  non  destructive  -­‐  Union:  merges  shapes  -­‐  Subtract:  subtracts  the  shapes  at  the  top  from  the  one  below  it  -­‐  Intersect:  displays  the  intersection  between  the  shapes  -­‐  Difference:  remove  the  overlapping  part    -­‐  Use  the  pixel  view  if  you  need  to  be  more  precise  -­‐  View  >  Show  pixels    Vector  edit  mode  -­‐  double  click  on  a  shape  to  make  the  vector  points  appear,  or  hit  enter  if  the  shape  is  selected  -­‐  hold  cmd  +  click  to  add  a  vector  point  in  the  middle  of  a  segment    Vector  tool  -­‐  Click  anywhere  on  the  canvas  to  add  a  first  vector  point  -­‐  Add  another  vector  point  and  a  line  will  connect  bothe  points  -­‐  Hold  down  the  mouse  and  drag  away  when  you  add  a  point  to  draw  a  curve  -­‐  The  two  small  dots  connected  to  the  new  point  are  called  control  points.  Their  position  determines  the  exact  curve  between  the  main  points.  -­‐  Hold  shift  to  align  the  new  point  at  a  45°  angle  -­‐  Hold  the  alt  key,  to  make  a  circle  appear,  you  can  place  your  new  point  anywhere  on  the  circle    -­‐  Use  the  arrows  on  the  keyboard  to  move  the  control  point  to  be  more  precise,  and  count  -­‐  Close  the  path  by  selecting  the  first  point  again.  Or  press  Enter  or  Escape  if  you  don’t  want  to  close  the  path    Point  modes  -­‐  Straight:  no  control  points  and  therefore  just  straight  lines.  -­‐  Mirrored:  Control  points  mirror  each  other;  they  are  opposite  each  other  and  at  the  same  distance  from  the  main  point.  If  a  vector  point  is  not  straight,  this  is  the  default.  -­‐  Asymmetric:  Distance  between  the  control  points  and  the  main  point  is  independent,  but  they  do  mirror  each  other.  -­‐  Disconnected:  Control  points  are  completely  independent  of  each  other.  -­‐  Rounded:  The  point  is  rendered  as  a  rounded  corner  with  a  specific  radius,  that  you  can  change  here      Scissor  tool  -­‐  If  you  don’t  have  it  in  your  tool  bar,  right  click  >  customize  toolbar  

Page 10: Mobile App Design Cheat Sheet.pdf

-­‐  Allows  you  to  cut  a  segment  between  2  vector  points        Masks  -­‐  Masks  are  used  to  selectively  show  parts  of  other  layers    -­‐  Right  click  on  the  layer  you  want  to  use  as  a  mask  -­‐  All  the  layers  above  the  mask  will  be  affected  -­‐  Unless  you  right  click  on  them  and  select  ignore  underlying  mask  -­‐  Or  unless  you  put  the  mask  and  the  layers  you  want  clipped  inside  a  group      -­‐  Content  -­‐>  Padding  -­‐>  Border  -­‐>  Margin            

Page 11: Mobile App Design Cheat Sheet.pdf

Style  guide  and  exporting    Talk  with  the  developer  before  exporting    Export  file  -­‐  Collect  bricks:  design  elements  you  and  your  team  can  use  to  build  the  screens  of  the  app  -­‐  Prepare  slices:  Slices  of  elements  from  a  same  category  have  to  have  the  same  size    Style  Guide  -­‐  Document  everything  from  colors  to  typography,  buttons,  content,  margins,  …  -­‐  This  style  guide  is  for  the  developer  -­‐  And  for  you  and  your  team  to  keep  the  consistency  of  the  design    Export  -­‐  Select  a  layer  or  a  group  of  layers,  go  to  file>add  slices  for  selection  -­‐  Entre  the  export  mode  by  clicking  the  export  button  in  the  toolbar  on  the  right  -­‐  You  can  create  new  slices  and  edit  existing  ones  in  the  export  mode  -­‐  Export  slices  as  PNGs  -­‐  The  slide  preview  can  be  dragged  outside  sketch  to  export  -­‐  If  you  don’t  want  to  export  everything  that’s  inside  the  slice,  check  “only  include  the  following”,  uncheck  everything  in  the  menu  below,  and  recheck  what  you  want  to  keep.  -­‐  Trim  transparent  pixels  will  reduce  the  size  of  the  slice  by  removing  the  unused  pixels  -­‐  Also  export  as  Double  size  if  designing  1x  or  Half  size  if  designing  2x  -­‐  @2x  naming  convention  for  retina  files        App  icon    -­‐  Find  one  simple  graphic  element  that  represents  your  app      -­‐  If  you  can't  find  any  graphic  element,  use  the  first  letter  of  the  name  of  your  app  -­‐  Export  without  the  mask