George Frigo Provectus
George Frigo .

George is the action man in UI/UX team at Provectus. He infuses the world with beautiful animation, aesthetic, and usability.

A Checklist for Your Mobile UX

There’s a great rule of thumb – every dollar invested into usability of your app can return hundredfold. When planning your mobile design and development projects, remember that great UX design is the key to success just as much, as bad one is the path to failure.

The thing is UX is more than meets the eye, there are tens, hundreds, thousands of ways your users may interact with your app… But fear no more, we’ve got you covered in all things mobile design. Make sure you follow this comprehensive UX checklist for your current and future projects – and you’ll win the hearts of your users.

Check out this mobile UX design ifographic on the things you have to care of to make your app really stand out and get loved by the users.

Mobile UX checklist


  1. You have a great icon
  2. Your app icon should make your app easily recognizable in the sea of others. Remember the apps you use every day – you can notice them in a huge list of app icons on the screen. It’s worth it putting some thought and effort in creating a custom design, shapes and colors to really stand out.

  3. Your images are high-quality
  4. Studies show that HD product images in mobile application interfaces can increase mobile conversion by as much as 9%! Avoid cheesy stock images, people have learned to ignore suits shaking hands. Photo quality is important, creating “attraction” in the sense of polish and professionalism. We’ve had cases when UI/UX improvements boosted online sales by 20%.

    Having zoom-in photos is a great idea to give your users a better look at the product. Pick a default image that is shown in full size and display clickable thumbnails that produce enlarged images. Don’t just show a single image, show as many as you can – from different angles. That’s called good mobile UX:

    Click to close up mobile UX

  5. Your app interface is user-friendly
  6. Make sure your targets are easy to tap. Apple’s iPhone Human Interface Guidelines recommends a minimum target size of 44 pixels wide 44 pixels tall. Microsoft’s Windows Phone UI Design and Interaction Guide suggests a touch target size of 34px with a minimum touch target size of 26px. Nokia’s developer guidelines suggest that the target size should be no smaller than 1cm x 1cm square or 28 x 28 pixels. And remember – micro UX matters.

  7. Buttons and CTAs are clearly visible
  8. There’s no sense in pixel-perfecting your CTAs and buttons if other elements cover them on the screen, or the colors mix up to become tough to read. There’s a fun and effective technique of checking whether your buttons and calls to action are visible on the screen: The Squint Test. It’s quite literal – display your design on screen and squint your eyes (close them partially to distort your vision). The CTA or buttons should still be visible. “Don’t squint too much, or they’ll stay that way”.


  9. All copy is legible and proofread
  10. Using 10 pixel Verdana made sense back in the days when screens were 640 pixels wide. Today it is a mistake. The recommended font size is 14px or even 16px and above. Don’t make your users pinch to read the text.

    16 pixels is not big. It’s the text size browsers display by default. It looks big at first, but once you use it you quickly realize why all browser makers chose this as the default text size.

    Says usability expert Oliver Reichenstein, “The 100% Easy-2-Read Standard”.

    And, of course, proofread your copy. For an app interface, being well-written is just as important, as being well-designed and engineered. Bad copy is bad user experience.

  11. Portrait/landscape reflow is seamless
  12. Modes matter. Make sure it all looks and works equally good no matter how your user interacts with the app. Designing for device orientation brings various challenges and requires careful thinking. The experience must be as unobtrusive and transparent as possible, and we must understand the context of use for this functionality.

  13. Image gallery is a swipable carousel
  14. Arrows and buttons may be a bad idea, since interaction with them can be tough on smaller screens.

    Swipable mobile image carousel

    Areas, where the tap actions are performed with the thumbs, should be even bigger. Ensure such elements in the mobile UI are located within the actual reach of the user’s thumbs.


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George Frigo Provectus
George Frigo .

George is the action man in UI/UX team at Provectus. He infuses the world with beautiful animation, aesthetic, and usability.

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