Lessons in Mobile UX: “First, do no harm”

Having just completed an extensive ethnographic research project in the mobile space, my head is still chock-full of observations, findings and notes around how people use their mobile devices every day of their lives. But one thought bubbles to the surface: “First, do no harm.”

Paraphrased from the Hippocratic Oath (it’s actually NOT in the text of the Oath – I checked), when I state “First, do No harm” I am directing my comment at all those people out there who are creating mobile apps for the majority of users who access such apps through old or badly-designed devices. Users of such hardware already have enough usability issues with the devices themselves – don’t add to that burden by designing a crappy UI that they have to use to access your own product offering.

Basically, have pity – and don’t make things worse.

So, how does one do this? A couple of ways. First, know the limits of the device you are designing for and (obviously) test your design with the device, even if it is informally. Second, don’t complicate your design with branding or extraneous functionality – make it as simple and discrete as possible. Make it as pleasurable as possible, considering the circumstances.

And finally, don’t assume a highly popular and well-considered mobile devise doesn’t have usability issues as well (I’m glancing in your direction, Mr. iPhone). KNOW THE DEVICE. The best way to provide a quality mobile experience is to be aware of the “wrapper” that this design will be contained in.

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