6 things in a mobile app that will piss off users

 6. Lookalike/wannabe user experience: A new user won't be drawn to an app that looks and feels like another good app in the same category. People can smell a rat. It's fine to create an app that does everything the other app does, but at least the user experience should be different. Apps are identified by user experiences, so copying is not a good idea. Using the same app design for all platforms is another bad practice. The user experience of an iOS app and an Android app differ in design principles. A good user experience on iOS does not necessarily mean that it will also work on Android.

5. For iOS, Ikea used the same user interface. It's alright to have too many apps. It's a lofty goal, but it's doable, for your app to match your mother in utility. However, due to the smartphone's limited size, you can only communicate a limited number of functions to your user. An app developer recently stated that users do not utilize all of the app's features. And if it takes them an hour to figure out what your app can do, how will they? These functions define mobile apps, which excel at doing one or two fundamental tasks. No matter how many features you have, you won't keep your users if this isn't made clear. Make an app that doesn't feel like an OS.

4. Apps with poor design: This is known as the "ugly baby syndrome," and it occurs when an app developer believes that their app is the best looking and feeling app. However, there is a good chance that you are wrong if 100 users dislike the app's design. Apps that look bad and take a long time to use for the first time are huge turnoffs! This could be because the app is hanging or the colors don't go well together, and it can be fixed with good design thinking. If your app isn't light, it's still poorly designed, even if it has the best design in the world.

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3. The well-known spinning loading wheel: Your app needs to do some work in the background, but you can tell your users about it. The irritating wheel is not the best option. The loading wheel is the last thing you want to show a first-time user. Users will exit the app after 10 seconds of watching the wheel because it is boring. There are more engaging methods for informing users that your app is functioning properly. One of the best examples of an interactive loading screen is Cut the Rope. Even when it's doing background work, your app should still be creative and engage the user.

2. Ad placement errors - This is a contentious issue. However, when a mobile app opts for ad-based monetization, the app's user experience will be compromised. Angry Birds, with its advertisements displayed in the pause menu, may be the best example of well-placed ads in an app. In addition, the retractable banner advertisement in the angry birds' upper left corner is simply unacceptable. There are extreme cases in which apps have more ads than features, and the developers would claim that they are making a lot of money from them. These are almost always old ads from the early days of smartphone use, when audiences were more forgiving than they are now. Put off clicking on the ad; If your app has poorly placed advertisements, users of today will not even download it.

1. The most irritating aspect of an app for a first-time user is having to enter login information and go through lengthy registration procedures. To use the app, users absolutely despise entering their login information. If your registration procedure is time-consuming, you will most likely lose a significant number of users about halfway through the login procedure. Because mobile phones are not type-friendly, you should try to minimize the amount of time spent having the user type. To register and log in, use the Facebook or Google SDKs, which will require only two clicks. If you have to use your own login, make it as simple as possible; maximum of two or three details.

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