It is not difficult to conceive an idea of a mobile app and then engage a team of developers to work upon it to make it a reality. However it is certainly a big deal to create an amazing app that has the potential to attract masses. Though there is no sure short way to achieve huge success, a few best practices can still help you get what you want for your app.
So which are those best practices for mobile app development?
Considering Audience while conceiving an idea: It is crucial to consider audience while ideation simply because you don’t want to create an app that is Redundant or Unwanted. The key lies in finding answers of who would want to use your app and how? Read in Detail.
Finding if there is already an app with the similar concept: Undoubtedly you may have a great idea but it may not necessarily be as virgin as you may think. There is a high chance someone might have already created an app you’re trying to build or something very similar to it. And if that’s the case, then use the already existing app as a Case to Study to furnish a unique experience with the same concept. For this, you can consider a few metrics related to an existing app that may give you an insight about an existing app’s performance. Read more about considering downloads and reviews.
Test User Experience of People other than your team: ONLY working with your mobile app development team keeps you from getting a real user insight that could potentially contribute in a great design. There is a high likeliness that your design might not interact with the real world the way you would have wanted it to happen. The best way to avoid it is to engage potential end users (other than your team) in the design process and use their feedback for making required changes.
Storyboarding: Storyboarding is like assembly line in manufacturing; it puts all the parts together. So if there are any problems or missing links, you can get them fixed in this very stage. Precisely it allows you to plan all the aspects of design effectively.
Focusing on Friendliness instead of Fanciness: Though graphics can bring all the fanciness in your app, they still have 2 major downsides
Slow Loading: Adding too many graphics can increase the Load Times that would ultimately result into poor user experience (UX). Probably this is why some apps do not even make it through the Apple App Store which is believed of rejecting apps because of their “Slow Performance”.
Confusion: Using too many pictures with little to no text leave users guessing and goofing around the app.
Hence it is always a good idea to use graphics adequately and aptly with descriptions wherever necessary since clear instructions are helpful for users to interact well with the app without getting lost in it.
Taking a Good Account of Mobile Interface and Arena: Again there are 2 crucial considerations to be made here
Screen Environment: Mobile interface has a limited space, therefore adding too many icons or too big buttons can create a clutter.
Human Finger Tip: Another important aspect is the size of the human fingertip which should be kept in mind while designing buttons or other touch targets. Users could make errors with selecting the wrong one due to close proximity or less space between 2 touch targets (as it happens quite often while typing a text on smart phone). Hence Finger-Friendly design should be preferred.
Focusing on Crux: It is quite tempting for app owners and developers to incorporate a bundle of features however they may end up losing focus on the core of the application. After all an app is created to serve a specific purpose, isn’t it? Overcrowding an app with excessive features may not be a wise or a viable idea. Having said that a few additional features can be added at a later stage when users express their interest to have an advanced functionality through their comments and feedback.
Testing the Final Mobile App: If the mobile app development team has been already following the above mentioned strategies it must have been testing its app every step on the way. Yet, it becomes very critical to test the finished product even more than once and with different users so that possible bugs and flaws that have remained in an app can be fixed.