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Important little things when developing mobile applications

Probably, you have repeatedly searched the markets for a mobile application for some keyword, downloaded a version without a big name, did several actions in it, and then safely deleted it. Have you thought about why? Most likely, it did not meet your expectations, did not have the most intuitive interface and seemed to “slow down”. This is understandable, since often branded apps are the brainchild of product development. And the customers, not wanting to spend money or wait, sent users a raw and unfinished product.

Important little things when developing mobile applications

What is the difference between custom mobile app development and product development?

Let's take a look at the differences between product mobile development and custom development and app development in general.

The product assumes that the application is constantly improving, changing, and user feedback is taken into account when it is modified.

That is, one of the tasks of creating a product is the satisfaction of the target audience.

A custom project is almost always limited by budget, time, and the desire “if only to hand over and have time to finish another project.”

And all this is very reminiscent of the plots of Tarantino films: how to deceive everyone, so that later there would be nothing for it.

Could this lead to something?

Such an attitude to custom development is fraught with the loss of the target audience, and with it the money for further work with the project. Yes, and the outflow of personnel, most likely, cannot be avoided. Developers who have gone “from the order to the project” boast that now they work much more comfortably: there are no constant revisions and regular “wish lists”, because of which they have to redo everything.

But let's leave the issues of personnel to HR and talk about the quality of mobile applications being developed.


Have you noticed how functionality is implemented in product development? First, the basic functions of the application are made, and after that, from release to release, additional modules and features are added to it. Moreover, before starting to implement something new, a market analysis is carried out and it turns out - does the user need it? If not, then a decision is made not to waste resources on an unclaimed function. In addition, there is always time for quality testing. As a last resort, the release dates will be shifted, but the unfinished and untested product will not be allowed to reach users.

In custom development, the list of functions is often dictated by the customer. And he does this not based on user experience and market analysis, but simply because "I know it's brilliant!" or "I saw this at a neighbor's." And the argument that the neighbor is selling screws and nuts, and we want to teach people the Klingon language, does not interest him. Also, in custom development, there are often overlays in terms of time and resources - the release date is already planned, and the iOS or Android developer suddenly hit Buddhism, went to the mountains, and, in general, there is no one to replace him. Therefore, after an emergency search for a new employee, we get N days behind the schedule, and features or even basic functionality have to be done somehow in order to meet the deadline. Yes, and there is no time to really test the application. And the raw product with bugs goes to the markets.


If the application does not have a wunderwaffle, but it covers the necessary functions and is convenient to use, this is better than if there are a lot of tricky features and “circles”, but the user cannot find the desired button or item in the menu.

There is quite a lot of user experience that is vital to consider when developing a UIX. It should be remembered that applications must be native. So the designer who draws the same components for iOS and Android simply because “it needs to be the same”, drive to the Internet or from the project, depending on the time. An Android user will spit the poison of the rattlesnake if he has to choose the time on the iOS drum.

Applications must be native. The designer who draws the same components for iOS and Android, drive to the Internet or from the project.

But there are also general points that need to be considered when implementing the user interface. And the most important of them is the start of the application. If the user sees a white screen where nothing is happening, and the application is loading at that time, this is very embarrassing. Add a splash screen, and without a bunch of text - they won’t have time to read it in a few seconds, and the feeling of something missing may remain. Choose something simple and easy to understand.

If your application has input fields, it's essential to change the appearance of the on-screen keyboard. If the user enters an e-mail, he should not look for the "@" symbol in additional tabs. And if he dials a phone number, provide him with a keyboard with numbers and the signs "+", "*" and "#". Also, the rule of good form will be the duplication of the interface buttons "OK" or "Next" on the on-screen keyboard. Also, keep in mind that the button hidden behind the expanded keyboard acts like a red rag for some users.

The button, hidden behind the expanded keyboard, acts like a red rag for some users.

An important issue to work out is how to display errors that have occurred in the application? Just put yourself in the place of the user and think: do you understand what happened and what to do next? If not, then it is worth reformulating the text of the error and a description of further actions. And in no case leave system errors and errors for developers who will lead the user into a stupor. Come up with a stub or understandable processing.

And the last thing I will write about today is the offline mode of the application. If your app is unusable when your internet connection is lost, how quickly will you lose your audience? Provide an offline mode for working with part of the functions, where appropriate.


There are many more cases that we will not list in this article.

The main advice for developing a good mobile application is this: try to look at your application through the eyes of the user. Is something bothering you? Seems non-obvious? Then it is better to reconsider the implementation or design.

Of course, when developing a product, you have much more time and can bring to mind even minor details. But don't forget that "they are greeted by clothes", and even if your application does not contain any cool features in the first release, it should be convenient and pleasant to use.

Artists, develop any mobile application as if it were your product. In the end, to some extent it is. And customers, be patient and do not be greedy where it is inappropriate.
There are many more cases that we will not list in this article.

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