Mobile UX is not like Web UX
It is, in fact, kind of exactly the opposite.
Working through the UX for an iOS app today I had an epiphany. 20 years of web UX instincts are wrong for mobile.
total Aha moment designing an iOS app today re: why web UX prax won’t work for iOS— Paul Souders (@axoplasm) January 18, 2016
Web UX goal: reduce clicks. Web = 2D, spatial, static, laggy iOS UX goal: afford interaction. iOS = linear, temporal, instantaneous— Paul Souders (@axoplasm) January 18, 2016
Web UX instinct: reduce user motions w/display density Mobile UX instinct: reduce display density w/user motions— Paul Souders (@axoplasm) January 18, 2016
I’m sure this is all very obvious to you young ppl but it is blowing my mind right now— Paul Souders (@axoplasm) January 18, 2016
When people use a website, they move their eyes a lot and their hands a little.
The phone flips all that around. The display is tiny. Your finger is right on top of all of it and there is no cursor to swing around it. Network responses happen asynchronously and transitions are instantaneous. You spend most of your time in transition between points on a line, instead of continuously reorienting yourself to a series of spaces. The perfect app UX is an infinite series of swipes.
When people use an app, they move their eyes not at all but their fingers are constantly in motion.
My web UX habits are reflected in my UX artifacts. Wireframes and flow diagrams and comps. Static. Snapshots.
These might not be the best possible artifacts for reproducing a good mobile experience.