UI Coach guide
Mobile UI Design Best Practices
Mobile UI practices for touch, reach, density, and the constraints of a phone in someone's hand.
By UI Coach Editorial ·
Mobile UI is designed for interruption, one hand, and a small viewport. Patterns from a wide desktop dashboard will not compress cleanly. You have to choose what is worth a tap.
Hit targets are not optional
Controls need enough size and spacing that a thumb can hit them. Cramped icon-only toolbars cause mis-taps and rage. Platform guidelines exist because this is a physical constraint, not a visual trend.
Primary actions in reach
Frequent actions belong where thumbs already rest. Destructive actions can be harder to hit. A floating button that covers content is a tradeoff, not a default.
One job per screen is often enough
Sheet stacks and nested modals on mobile become mazes. Prefer a clear forward path with a visible back. Keep persistent navigation shallow.
Type and contrast get harsher
Sunlight and motion make low-contrast gray type worse. Mobile is where palettes that looked refined on a monitor fail.
How to judge the work
Mobile UI is ready when primary actions can be hit with a thumb, when destructive actions are harder to trigger by accident, when type holds up in bright light, and when a task does not require a stack of sheets to complete. A scaled-down desktop artboard that still has hover-only affordances is not a mobile design.
Practice this on UI Coach
Use mobile-only challenges and design at a real phone width, not a scaled desktop artboard. Mockup resources are for presentation after the tap targets are honest.
Sources
- Nielsen Norman Group on touch target size
- Apple Human Interface Guidelines