Course Description

Mobile usage overtook that of desktop way back in 20141; since then, the gap between devices has only widened, with the rise in mobile usage doubling the loss seen on desktop2. This increase in mobile traffic has made mobile user experience one of the most important factors in the success of a product or website, and it means that the skills involved are absolutely essential for designers, marketers, and developers if they want to keep up with the times. This course will teach you how to do just that—design great mobile user interfaces, with an emphasis on mobile usability best practices.

When you want to start designing a great user experience on a mobile device, using commonsense design approaches or simply learning by doing won’t be enough. With 61% of users unlikely to return to a mobile site they had trouble accessing and, even worse, 40% choosing to visit a competitor’s site instead2, such uneducated approaches could prove disastrous for your product or website. A user’s comprehension is 50% less on a mobile device, which means that content, navigation, and visual design elements must be twice as intuitive as they are on a desktop. With hard facts like that, you must constantly keep in mind the point that little screens mean very little room for error. Designing for mobile means taking the rough of the risk with the smooth of the sheer profit potential, and your need to learn the skills involved in creating an easy-to-use mobile user interface and, consequently, a great mobile user experience is nothing less than vital.

This course is built on evidence-based approaches as well as solid evidence distilled from decades of research and practice. Here, CEO of, Frank Spillers, who is a distinguished speaker, author, and internationally respected Senior Usability practitioner, will teach you what you need to know to stay one step ahead as you venture into this exciting, cutting-edge and lucrative field.

What you will learn

  • How to design mobile interfaces based on mobile usability best practices
  • How to plan a mobile user experience using personas and task modeling
  • An understanding of how your UI choices will differ between operating platforms
  • How to evaluate a mobile design and avoid bad mobile user experiences
  • How to implement a mobile UX design strategy

Who should take this course

This is an intermediate-level course recommended for members from all related business functions of an organization:

  • UX, UI, and web designers who want to design products that deliver outstanding mobile experiences
  • Project managers keen on incorporating a focus on mobile experiences in the product development process
  • Software engineers interested in learning about the unique challenges when building for mobile
  • Entrepreneurs looking to create user-friendly mobile websites or apps that will beat the competition
  • Newcomers to design who are considering making a switch to UX design and have an interest in mobile UX

Courses in the Interaction Design Foundation are designed to contain comprehensive, evidence-based content, while ensuring that the learning curve is never too steep. All participants will have the opportunity to share ideas, seek help with tests, and enjoy the social aspects afforded by our open and friendly forum.

Learn and work with a global team of designers

When you take part in this course, you will join a global multidisciplinary team working on the course and the exercises at the same time as you. You will work together to improve your skills and understanding. Your course group will be made up of an incredibly diverse group of professionals, all of whom have the same objective—to become successful designers. It’s your chance to learn, grow, and network with your peers across the planet.

1 Adam Lella & Andrew Lipsman, The U.S. Mobile App Report, comScore, 2014

2 Consumer Barometer, Google

Lessons in this course

Note: Lessons become available at a schedule of one lesson per week. Once a lesson becomes available, it is open for you forever — you can take all the time you want to go through each lesson. There is no time limit to finish a course, and you always have access to your classmates, course material, and your answers.

The estimated time to complete this course is a total of 12 hours 31 mins spread over 5 weeks.

Lesson 0: Welcome and Introduction

To be scheduled. Estimated time to complete: 39 mins.

  • 0.1: An introduction to IDF courses (14 mins)
  • 0.2: Let our community help you (1 min)
  • 0.3: Meet your peers online in our discussion forums (6 mins)
  • 0.4: Meet your peers offline through IDF Local Groups (1 min)
  • 0.5: Gain Timeless Knowledge Through IDF Courses (11 mins)
  • 0.6: How to earn your Course Certificate (4 mins)
  • 0.7: Mandatory lessons vs. Optional lessons (2 mins)
  • 0.8: A mix between video-based and text-based lesson content (2 mins)

Lesson 1: An Introduction to Mobile User Experience Design

To be scheduled. Estimated time to complete: 1 hour 40 mins.

  • 1.1: An Introduction to Mobile User Experience (2 mins)
  • 1.2: UX Design For Mobile: Introduction (4 mins)
  • 1.3: One Size Fits All? Definitely Not in Task-Oriented Design for Mobile & Ubiquitous UX (16 mins)
  • 1.4: Responsive vs. Adaptive Design (18 mins)
  • 1.5: Responsive Design – Let the Device Do the Work (7 mins)
  • 1.6: Adaptive vs. Responsive Design (11 mins)
  • 1.7: The Context of Mobile Usage – The Big Picture (11 mins)
  • 1.8: Making Use of the Crowd – Social Proof and the User Experience (11 mins)
  • 1.9: Don’t Build It, Fake It First – Prototyping for Mobile Apps (12 mins)
  • 1.10: Discussion Exercise (6 mins)
  • 1.11: Lesson Recap – An Introduction to Mobile UX (1 min)

Lesson 2: The Elements of Mobile UX

To be scheduled. Estimated time to complete: 1 hour 55 mins.

  • 2.1: The Elements of Mobile User Experience (2 mins)
  • 2.2: A User-Centred Approach to Mobile Design and a 5 Stage Process for You to Use (13 mins)
  • 2.3: Mobile First and the Power of Mobile Computing (11 mins)
  • 2.4: Reports of Content’s Demise May Have Been Exaggerated – Content is King for Mobile Too (6 mins)
  • 2.5: Functionality and Mobile Design – Don’t Shrink the Screen, Focus on the Tasks (12 mins)
  • 2.6: Micro-moments: Are you designing for them? (16 mins)
  • 2.7: The Heart of the Matter, Information Architecture in the Mobile Age (6 mins)
  • 2.8: Getting into the Mobile App User’s Mind – User Research for Mobile Applications (11 mins)
  • 2.9: Mobile Usability Research – The Important Differences from the Desktop (7 mins)
  • 2.10: Remote Research Methods for Mobile Applications (6 mins)
  • 2.11: If Your User Can’t Find You, You Won’t Have Any Users – Mobile Applications and Discoverability (8 mins)
  • 2.12: Getting Your App into the Hands of Millions – Marketing for Mobile Apps (11 mins)
  • 2.13: Discussion Exercise (6 mins)
  • 2.14: Round Up – The Elements of Mobile UX (1 min)

Lesson 3: Fit the task

To be scheduled. Estimated time to complete: 3 hours 36 mins.

  • 3.1: Design That Fits the Task (2 mins)
  • 3.2: Goals of Mobile UX (26 mins)
  • 3.3: Designing for the Mobile Environment – Some Simple Guidelines (6 mins)
  • 3.4: Using Mobile Apps – The One Thumb, One Eyeball Test for Good Mobile Design (6 mins)
  • 3.5: My Head Hurts! Cognitive Friction in the Age of Mobile (11 mins)
  • 3.6: Mobile UX Issues (15 mins)
  • 3.7: Understand Your Users (19 mins)
  • 3.8: It Ain’t What You Do, It’s the Way That You Do It – Mobile App Usability Best Practices (6 mins)
  • 3.9: User Personas for Mobile Design and Development (11 mins)
  • 3.10: Persona: Toward Best Practice (43 mins)
  • 3.11: Creating Lust, Desirability and the Mobile User Experience (11 mins)
  • 3.12: Key Question in User Experience Design – Usability vs Desirability (7 mins)
  • 3.13: Before You Start Designing – It’s Time to Get Out of the Building (12 mins)
  • 3.14: A Very Useful Work of Fiction – Mental Models in Design (11 mins)
  • 3.15: We Think Therefore It Is – Conceptual Modelling for Mobile Applications (6 mins)
  • 3.16: How to improve your UX designs with Task Analysis (15 mins)
  • 3.17: Discussion Exercise (6 mins)
  • 3.18: Lesson Recap – Design That Fits the Task (1 min)

Lesson 4: Fitting the UI style guide

To be scheduled. Estimated time to complete: 3 hours 6 mins.

  • 4.1: The UI Style Guide for Mobile (2 mins)
  • 4.2: Smartphone vs. Tablet (23 mins)
  • 4.3: What You Need to Know About Smartphones vs. Tablet use of the Mobile Internet (6 mins)
  • 4.4: Mobile Comprehension – Do Smartphones Make Us Stupid? (6 mins)
  • 4.5: Visualization (25 mins)
  • 4.6: Skeuomorphism is dead, long live skeuomorphism (6 mins)
  • 4.7: Don’t Make Me Think – Key Learning Points for UX Design for the Web (11 mins)
  • 4.8: Make it Easy on the User: Designing for Discoverability within Mobile Apps (6 mins)
  • 4.9: Augmented Reality – The Past, The Present and The Future (12 mins)
  • 4.10: New UI Patterns (26 mins)
  • 4.11: Discussion Exercise (6 mins)
  • 4.12: Mobile UX Lifecycle (18 mins)
  • 4.13: Native vs Hybrid vs Responsive: What app flavour is best for you? (11 mins)
  • 4.14: Mobile UX Design Checklist (28 mins)
  • 4.15: Lesson Roundup – The UI Style Guide for Mobile (1 min)

Lesson 5: UI mobile components and patterns

To be scheduled. Estimated time to complete: 1 hour 34 mins.

  • 5.1: UI for Mobile – Components and Patterns (1 min)
  • 5.2: The Anatomy of a Smartphone – Things for Designers to Consider for Mobile Development (7 mins)
  • 5.3: The Rumble in the Board Room – Mobile Splash Screens What Clients Want and What They Should Get (10 mins)
  • 5.4: User Input and the Mobile User Experience – We’re All Thumbs Now or Maybe Not (11 mins)
  • 5.5: Tell Me About Me – User Profiles for Mobile Applications (6 mins)
  • 5.6: Getting Lost and Found – Maps and the Mobile User Experience (11 mins)
  • 5.7: Help! I need some help! Not just any help… Help in mobile applications (6 mins)
  • 5.8: Navigating the Maze of Mobile Apps – Design for Mobile App Search (11 mins)
  • 5.9: Evaluating Your Design (18 mins)
  • 5.10: Discussion Forum (5 mins)
  • 5.11: Lesson Roundup – UI for Mobile – Components and Patterns (1 min)
  • 5.12: Course Summary (6 mins)

Lesson 6: Course Certificate, Final Networking, and Course Wrap-up

To be scheduled.

  • 6.1: Course Evaluation (1 min)

Industry-trusted UX Course Certificate

You earn an industry-trusted Course Certificate once you complete the course - even if you finish the course after the official end date. In other words, as long as you have enrolled in the course you will always be able to finish it and to get a course certificate. You will also have permanent access to the course material, your answers and the discussions.

Course Certificates from the IDF are verifiable and trusted by industry leaders. You can highlight them on your resume, CV, LinkedIn profile or your website.

Course Certificate

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