Mobile & Tablet Articles & Videos

  • Designing Useful Smart Home Notifications

    Smart-home notifications should be timely, relevant, specific, and personalized to avoid overwhelming users and causing distrust or disengagement.

  • What Users Value Most in Smart Homes and How to Design for It

    Smart-home users are driven by 5 key motivations: convenience, safety, ambience control, cost savings, and access to actionable data insights.

  • Beyond the Primary User: 3 Types of Smart-Home Users

    Smart-home devices often serve multiple users with different needs and preferences. Designing for shared use can reduce unnecessary friction and dependency.

  • Liquid Glass Is Cracked, and Usability Suffers in iOS 26

    iOS 26’s visual language obscures content instead of letting it take the spotlight. New (but not always better) design patterns replace established conventions.

  • Foldable Smartphones: New Devices, New Opportunities

    Two types of foldable smartphones blur the boundaries between traditional device sizes. Fold-out and flip phones create new viewports that hint at future smartphones.

  • 13 QR-Code Usability Guidelines

    To be effective, QR codes need clear, brief, contextual information and must lead the user to relevant pages.

  • Should You Build a Smartwatch App?

    Applications native to smartwatch operating systems get used the most. Just because a new smartwatch app could offer basic functionality, it does not mean that users will find it valuable.

  • 6 Types of Useful Smartwatch Interactions

    Smartwatches are for more than just receiving notifications and tracking steps. They afford at least 6 different types of interactions that users find useful.

  • The Negative Impact of Mobile-First Web Design on Desktop

    Mobile-first web designs cause significant usability issues when viewed on desktop. Content becomes overly dispersed across long scrolling pages with expansive white space and enlarged images and fonts, making it difficult for users to consume and understand the information.

  • Dark Mode: How Users Think About It and Issues to Avoid

    Dark mode is popular, but not always a critical feature. Users behave similarly without it. They think about it at the system level, not the application level.

  • Passwordless Accounts: One-Time Passwords (OTPs) and Passkeys

    Two recent developments make login and registration much easier.

  • Bottom Sheets: Definition and UX Guidelines

    A bottom sheet is a user-interface pattern used commonly in mobile apps for providing contextual details or controls in the lower area of the screen.

  • How Screen-Reader Users Type on and Control Mobile Devices

    Users who are blind or have low vision prefer dictation over typing with a keyboard whenever possible. Screen readers on touchscreen devices are restricted to a well-defined set of gestures which makes interaction more challenging than on computers.

  • Conducting Mobile Accessibility Research with Screen-Reader Users

    Use word of mouth to recruit research participants who rely on screen readers. Conduct the study in person to help participants feel comfortable, and plan to record the screen-reader output.

  • Challenges for Screen-Reader Users on Mobile

    Using a screen reader on mobile is challenging because users must access information sequentially and they cannot easily scan page content. Screen-reader users do not consider accessibility menus helpful.

  • Mobile UX: Study Guide

    Unsure where to start? Use this collection of links to our articles and videos to learn how to write and present information that aligns with users’ needs and online behaviors.

  • The State of Mobile User Experience

    Fifteen years from the original iPhone, the quality of mobile user experience has stabilized. Mobile standards have emerged and the lines between the mobile web and native apps are becoming blurrier.

  • The Usability of Augmented Reality

    AR features in mobile apps are plagued by usability issues such as poor discoverability and findability of items with AR, low-visibility instructions, or vague icons and signifiers.

  • Augmented-Reality Calibration in Mobile Apps: 10 Guidelines

    Instructions for calibration should be clear, high-contrast, descriptive, and augmented with unambiguous visual examples. Users should be given explicit feedback about the results of their actions and about the progress of the calibration.

  • AR-Onboarding Walkthroughs in Mobile Apps

    Mobile apps using augmented reality benefit from interactive walkthroughs that guide users through a simple AR experience. These walkthroughs should include information about what to expect, how to handle the device, and how to prepare the environment.