Architecture of mobile applications and wireframes
Introduction
Objectives
Know what information architecture is and its relationship with the experience of user.
Know techniques to classify and represent information, as well as to structure navigation in our application.
Understand what interaction design is.
Review the principles that inspire the design of mobile applications.
Know rapid prototyping techniques for our ideas and their usefulness within the design process.
1.Information architecture
Clarifies the mission and vision of the product.
Determine what contents and functionalities will have the place.
Indicates how users will find information by defining of systems organization, navigation, labeling and search of it.
Projects the way the site will be will adapt to change and growth with him passage of time.
How is it going to classify information. In the first phase, the architect of information will have to analyze all the available information and determine to what degree it is can be broken down into smaller units, but fully endowed with meaning.
How is it going to be navigation structure, the hierarchy between content and the relationship between information nodes.
How are they going to label the different options available.
How is it going to be search system.
1.1.Classification of the information
1.1.1.Inventory of contents
1.1.2.Sorting of cards
1.2.Structures of navigation

1.2.1.Structure hierarchical

1.2.2.Structure linear


Home button- to allow the user to jump to the main page without need to undo all the path done.
Navigation menu: to allow the user to jump quickly between categories.
1.2.3.Structure of hub

1.2.4.Structure in eyelashes

We have to clearly show which tab is active, how many there are eyelashes available and what is the content behind each tab.
It is advisable that each tab has a title that allows identifying the content behind it. If it does not fit, we can truncate the text, even if it is not completely advisable (in these cases we can make, for example, the text circulate through the tab as if it were a marquee when it is selected).
If we have more tabs than the screen can show, we have to indicate clearly the user can move them laterally, using, for example, arrows.
The tabs work well on horizontal, since vertically they are not usually well interpreted by users.
We must follow the design guides of each operating system regarding the use and location of tabs. In this sense, it is common in Android and iOS to allow the navigation between tabs by sliding your finger laterally on the screen (in addition to pressing above the tab title), as long as this gesture does not interfere with the interaction with the content in the application.
1.2.5.Structure of network

1.3.Representation of the information
Information has no value by itself, it only has value if it is communicated with success. If it is not understood or cannot be accessed, it is useless.
We must remain faithful to the objectives set, the reasons why We want to transmit the information, and find the best way to achieve it.
We must always keep in mind who we are addressing, how the experience is going to be experienced. information and what will be its consumption context.
Relevant. Not only from the point of view of what the user wants, but also what the user need.
Clara. The information must be easy to integrate and understandable. We must eliminate all barriers that make understanding difficult or impossible.
Memorable. In a world characterized by the excess of available information, Only that information that remains in our memory is causing a true impact. one Well-designed information, therefore, will stand out from the prevailing information “noise.”
1.3.1.Design of the content

2.Design for interaction
2.1.Gesture gallery
2.1.1.Touch


2.1.2.long touch


2.1.3.Swipe

The speed with which it is done. In fact, it is the user himself who, once accustomed to the movement of sliding your finger on the screen, you will begin to do it more and more faster and shorter to minimize efforts. This quick movement of the finger on the screen in an address is called flick and can be used to turn pages of a book, photographs from a gallery, scroll quickly through a web page, etc.
The number of fingers that we slide at the same time on the screen. we can design actions for two, three and even four fingers sliding at the same time and in the same direction on the screen, although for phones – given the size of their screens – it is It is advisable not to exceed two. On the other hand, on tablets you should not abuse gestures with three or four fingers, since they are uncomfortable and hinder the view of a good part of the screen.
2.1.4.Drag

2.1.5.Separate and pinch with two fingers


2.1.6.Rotate

2.1.7.Twist and rotate the device






2.1.8.Move

2.1.9.squeeze


2.2.Graphic elements
2.2.1.Typography
Better sans serif. Dry stick typefaces, without serif, are more clean and comfortable to read on the screen, especially when it is small. If the design allows it, we can play with two different fonts (for example, one for the titles and another for the body of text).
Font size. It must be large enough to be read. comfortably (we must avoid at all costs that the user feels the need to zoom in with the fingers to enlarge the letter), although without going overboard: a text that is too large will cause many line breaks, making reading difficult. A simple way to calculate it is by counting the number of characters that fit on one line: thirty to forty characters per line is a good starting point.
Color and contrast. Although it may seem to go against common sense, it is not It is always necessary to resort to "black on white" to achieve legible text. In fact, in In some cases, pure black on white may even make reading difficult or fatigue the user. user. To soften the contrast, shades of gray can be used (both for the background and for the the letter). For example, instead of “pure” black text (#000000), we can use dark shades of gray, such as #0D0D0D or #0F0F0F for the font, or very light tones.
Hierarchies. While on the web we have become accustomed to the use of multiple levels (H1, H2, H3, H4, etc.), on small screens two will often be enough levels to hierarchically organize our text; To make the topic easier, we can play with variations (bold, italic) to have greater typographic richness.
Spacing. As in the previous point, on small screens We will slightly increase the spacing – both between words and between lines – to improve the text readability. We can also apply this increase in space between paragraphs, helping This helps the reader better identify blocks of text. Again, it is not advisable to go through excess: text with too much white space between words or lines is uncomfortable to read.
Responsive Typography. If our application is going to be used in different screen sizes, it is advisable to make sure that both the font size and the spacing are scaled appropriately.
Alignment. The basic rule is to avoid justified text, since in On certain occasions it can leave us lines with too many blank spaces. For the rest of alignments, the general recommendations are:
Left alignment. This is the preferred alignment, since It works great on all occasions, even with large blocks of text.
Centered text. It is advisable to use it in moderation. It works either with titles, within buttons or in small blocks of text.
Right alignment. It should also be used in moderation and small blocks of text.
2.2.2.Icons


2.2.3.Widgets




2.2.4.Notifications


3.Principles for design of mobile interfaces
3.1.Simplicity
3.2.Efficiency
3.3.Consistency
Aesthetic consistency: refers to the visual appearance (logos, colors, fonts, graphic resources), which allows rapid recognition of the system by the user.
Functional consistency: is what allows the user to apply knowledge previous ones in a new context. For example, the controls in a video application replicate the "old" symbols used on VHS video players (play, pause, rewind, forward...), which which makes it easier for the user to control from the first moment.
External consistency: in the case of mobile applications, refers to the consistency of the application with the design principles of the operating system or respect for the established design patterns.
Internal consistency: refers to the coherence of the design of the application, its visual and functional unity, which provides peace of mind and confidence to the user while driving it. For example, the buttons are always in the same place and have the Same behavior on all screens.
3.4.Interaction

3.5.Metaphors
3.6.Answer

4.Sketching and wireframes

Available budget for the project, both in money and time. Yes We don't have much of one or the other, our prototypes will be fast and in low fidelity, which just to draw the main lines of the project.
Resources and ability of the design and development team: the prototypes in High fidelity requires specialized personnel who master prototyping tools.
4.1.Low prototyping fidelity

Speed: Design iterations and improvements happen quickly. Simply tear out the page and start again.
Efficiency: By not focusing on visual details, our designs go straight to the point, thus making it easier for us to direct all our attention to the key points of our product.
Collaboration: Anyone knows how to draw with paper and pencil. Share the First sketches with all the participants in the project will allow us to easily collect ideas and improvements by all team members.





