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Ingredients of Awesome app
Good to Great to Awesome
GOOD GREAT AWESOME 
Stable 
Uses Best Practices 
User-tested 
Runs 4.0 and above 
Provides solid experience 
Revise everything 
Branding and Consistency 
Variation 
Polish 
Guenther Beyer 
http://bit.ly/androiddesigngtg
AWESOME 
Supports user goals with frustration-free experiences 
Provides customer delight 
Provides sufficient help for potential blockers 
Empower the users and build positive relationship 
Make them feel magical
1 Animations/Transitions
1 Animations/Transitions 
WHY 
Provide continuity experience 
Capture and focus attention 
Provide feedback for interactions 
Give information - Spatial Relationship, Functionality 
Help user in perceiving the changes without heavy processing
1 Animations/Transitions 
RULES 
Purposeful and Informative 
Subtle yet noticeable 
Buttery smooth (60fps) 
Proper motion speed 
Don’t overdo it
2 Feedback
2 Feedback 
WHY 
Interactions happens on/in the glass surface – no physical feedback 
To communicate hidden rules 
To let the user know the system is working on your request 
To provide seamless experience
2 Feedback 
RULES 
Feedback must be informative 
Feedback must have proper number 
Feedback must be planned and prioritized 
Feedback must be immediate 
Feedback can be visual, acoustic, tactile
TRIGGER RULES FEEDBACK LOOPS & MODES 
Microinteractions – Dan Saffer
Example: Overscroll Edge Effect 
TRIGGER RULES FEEDBACK LOOPS & MODES
Interaction feedback is very important 
to give the touch confidence. 
And always care about the touch area.
Dialog is a very direct way of giving 
information or capture attention. But it 
can be annoying. 
Minimize the usage and use it wisely. 
And don’t confuse the user.
Error Message tells the user why 
something isn’t work – but don’t just tell 
them why it doesn’t work, if it’s possible, 
give them the solution/possible action as 
well. 
Better yet, try not to allow them to execute 
the error.
Loading indicator tells the user something 
is working at the background based on 
the request – but do give them options or 
inform them if it’s taking too long. 
Also try to mask the time-wasting loading 
into a delightful experience. 
Better yet, try to avoid loading by eg. 
Preload.
Empty state must be handled properly so 
the user knows what is needed to be done 
next. Give them that action(s). 
It’s not the job of the user to figure out why 
it is empty.
Acoustic and tactile feedback is equally 
important to give high quality feedback.
3 Help
3 Help 
WHY 
Users are lazy and don’t like to think 
Users require waypoint 
Users curious about the value 
Users need help to operate professional application 
Users always rely on default settings
3 Help 
RULES 
Help must be genuine 
Help must be planned and timed well 
Help must be simple and efficient 
Help must be user-oriented
Quick Tutorial gives brief introduction 
of the value of the app to the user 
(read: not on how to use the app). 
And do allow the user to skip it.
Users sometimes regret for their 
action, so if it’s possible, allow them to 
Undo – For less critical stuffs, it can be 
as forgivable as possible. 
And make it easy to undo.
Confirmation is a must if the 
action is a critical one eg. Delete. 
Do not ask for every actions 
though.
Help section always helps - even if it’s 
just 0.1% of the users will be using it. 
And make it available offline.
Cares about the default settings that 
you are putting in. 95% of the users 
rely on the default settings.
4 Touch Gestures
4 Touch Gestures 
WHY 
Empower the user 
Enhance interactivity 
Natural manipulation 
Potentially quicker interaction
4 Touch Gestures 
RULES 
Gestures must coupled with great corresponding animations 
Gestures should not be the only interaction for a certain task 
Gestures must not have conflicts 
Gestures must be discoverable
Always explore simple yet efficient 
gestures that enhance interactivity. 
Touch screen isn’t just meant for tap. 
Chrome is a great example.
Sensitive for gesture trend that 
enhance interaction experience. 
Eg. Swipe to dismiss/delete is almost 
like a must-have gesture for item 
manipulation.
Avoid gesture conflict at all cost! 
Bad example: In Rdio, full screen swipe 
calls Navigation Drawer, and it conflict 
with the progress slider.
Don’t be afraid to explore and integrate 
gestures to enhance usability! 
Example: Double swipe is currently at 
system level only, but it can be very well 
integrated in app interaction as well! 
Carbon for Twitter
5 Polish³
From the moment the user launches 
the app…
…to a button, a line of text, a picture…
…until the user quit the app. 
Everything counts.
1 
2 
3 
4 
5 
Animations/Transitions 
Feedback 
Help 
Touch Gestures 
Polish, polish, polish
Perfection is not attainable, but if we chase 
perfection we can catch excellence. 
Vince Lombardi
Taylor Ling 
AndroidUIUX.com

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Ingredient of awesome app - DroidCon Paris 2014

  • 2. Good to Great to Awesome
  • 3. GOOD GREAT AWESOME Stable Uses Best Practices User-tested Runs 4.0 and above Provides solid experience Revise everything Branding and Consistency Variation Polish Guenther Beyer http://bit.ly/androiddesigngtg
  • 4. AWESOME Supports user goals with frustration-free experiences Provides customer delight Provides sufficient help for potential blockers Empower the users and build positive relationship Make them feel magical
  • 6. 1 Animations/Transitions WHY Provide continuity experience Capture and focus attention Provide feedback for interactions Give information - Spatial Relationship, Functionality Help user in perceiving the changes without heavy processing
  • 7. 1 Animations/Transitions RULES Purposeful and Informative Subtle yet noticeable Buttery smooth (60fps) Proper motion speed Don’t overdo it
  • 9. 2 Feedback WHY Interactions happens on/in the glass surface – no physical feedback To communicate hidden rules To let the user know the system is working on your request To provide seamless experience
  • 10. 2 Feedback RULES Feedback must be informative Feedback must have proper number Feedback must be planned and prioritized Feedback must be immediate Feedback can be visual, acoustic, tactile
  • 11. TRIGGER RULES FEEDBACK LOOPS & MODES Microinteractions – Dan Saffer
  • 12. Example: Overscroll Edge Effect TRIGGER RULES FEEDBACK LOOPS & MODES
  • 13. Interaction feedback is very important to give the touch confidence. And always care about the touch area.
  • 14. Dialog is a very direct way of giving information or capture attention. But it can be annoying. Minimize the usage and use it wisely. And don’t confuse the user.
  • 15. Error Message tells the user why something isn’t work – but don’t just tell them why it doesn’t work, if it’s possible, give them the solution/possible action as well. Better yet, try not to allow them to execute the error.
  • 16. Loading indicator tells the user something is working at the background based on the request – but do give them options or inform them if it’s taking too long. Also try to mask the time-wasting loading into a delightful experience. Better yet, try to avoid loading by eg. Preload.
  • 17. Empty state must be handled properly so the user knows what is needed to be done next. Give them that action(s). It’s not the job of the user to figure out why it is empty.
  • 18. Acoustic and tactile feedback is equally important to give high quality feedback.
  • 20. 3 Help WHY Users are lazy and don’t like to think Users require waypoint Users curious about the value Users need help to operate professional application Users always rely on default settings
  • 21. 3 Help RULES Help must be genuine Help must be planned and timed well Help must be simple and efficient Help must be user-oriented
  • 22. Quick Tutorial gives brief introduction of the value of the app to the user (read: not on how to use the app). And do allow the user to skip it.
  • 23. Users sometimes regret for their action, so if it’s possible, allow them to Undo – For less critical stuffs, it can be as forgivable as possible. And make it easy to undo.
  • 24. Confirmation is a must if the action is a critical one eg. Delete. Do not ask for every actions though.
  • 25. Help section always helps - even if it’s just 0.1% of the users will be using it. And make it available offline.
  • 26. Cares about the default settings that you are putting in. 95% of the users rely on the default settings.
  • 28. 4 Touch Gestures WHY Empower the user Enhance interactivity Natural manipulation Potentially quicker interaction
  • 29. 4 Touch Gestures RULES Gestures must coupled with great corresponding animations Gestures should not be the only interaction for a certain task Gestures must not have conflicts Gestures must be discoverable
  • 30. Always explore simple yet efficient gestures that enhance interactivity. Touch screen isn’t just meant for tap. Chrome is a great example.
  • 31. Sensitive for gesture trend that enhance interaction experience. Eg. Swipe to dismiss/delete is almost like a must-have gesture for item manipulation.
  • 32. Avoid gesture conflict at all cost! Bad example: In Rdio, full screen swipe calls Navigation Drawer, and it conflict with the progress slider.
  • 33. Don’t be afraid to explore and integrate gestures to enhance usability! Example: Double swipe is currently at system level only, but it can be very well integrated in app interaction as well! Carbon for Twitter
  • 35. From the moment the user launches the app…
  • 36. …to a button, a line of text, a picture…
  • 37. …until the user quit the app. Everything counts.
  • 38. 1 2 3 4 5 Animations/Transitions Feedback Help Touch Gestures Polish, polish, polish
  • 39. Perfection is not attainable, but if we chase perfection we can catch excellence. Vince Lombardi