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Whether youre working in-house, contracting, or for an agency, companies need apps for many different reasons. Established companies in
particular need to cater for their existing customers and the devices they use. Often that means a new app for both Android and iPhones.
In an ideal world, wed spend months designing two apps. But in reality, many projects dont allow that much time. For any of the apps Ive worked
on, the deadline has been tight enough for designing one app, let alone dividing the project fully into two.
Quite often youre designing one app, with tweaks being made before handing it over to two development teams.If you are designing an app in
this way, its important to understand the difference between the two platforms early on, and the quick ways that you can make the experience
feel native to each.
If youre working in-house, get them to buy you a test device. If there are any issues, communicate with management the value that understanding
the alternative platform will add to your design work (the cost is expensive for two devices out of your own pocket, but for a business its a low
expense compared to the outlay on the design and development of a new app). If youre working freelance, you should be able to write it off
against your tax bill.
2. Choose a lead
As were designing for both platforms at once, whilst dealing with the real world where time is limited, youll have to accept the reality of
prioritising one platform at the outset. Make this decision not based on your personal preference, but based on the market for your app. Do more
people in your market use Android phones? Is it a paid app? What is the target audience? Asking these questions will help you to decide on which
is preferable.
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07/07/2017 A Tale of Two Platforms: Designing for Both Android and iOS
The Material Design aesthetic has become very familiar to web designers
There are a lot of good, and free, UI kits which you can use for your projects (youll nd some listed at the end of this article). Using these
components will naturally give your app a native feel. But even when you get the UI kits, it can be tricky knowing where to differ and where to stay
the same between platforms, so thats where I want to help.
1. General style
Since iOS7, Apple has shifted to a atter design style, and ditched the skeuomorphic shadows, textures and effects which dened the iPhones
early years. Android, having been more systematic in style in the beginning, has gone slightly the other way. Googles new Material Design
guidelines create more subtle references to the real world, with a layered paper approach providing more hierarchy.
2. Real buttons
Android phones have a back button, which can be used to return to previous screens in the app.
Get back
iPhones dont have this button, so there needs to be a way to travel back to the previous screen. This is usually done by a back chevron in the
top left of the screen, but needs to be considered throughout the various journeys in your app.
3. Global elements
There are global elements (like a status bar and header) which appear on all the pages of your design. You shouldnt be changing the height or
style of these bars at all if you want the app to feel native, so I would recommend dening them once in your rst page design for each platform.
Then afterwards you can use a placeholder (or the status and top bar from your primary OS) on each of your mockups, but indicate to developers
that it should be the same across the board.
There are slight differences between the navigation bars on each platform. On Android the text is left aligned, whereas for iOS its centred. On iOS,
a lot of companies replace the title of the main page with their company logo, but this is not best practice on Android.The status bar (with your
network, battery, and time information) is a native component, and you dont need to consider the design. Just make sure when presenting
mockups to use the correct one to avoid any confusion or distraction.
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4. Navigation
Perhaps the biggest point of difference between iOS and Android platforms is navigation. The primary navigation pattern on Android is a drawer
menu. Android users naturally go to this for menu items, and it tends to be omnipresent throughout the experience. Apples guidelines are more in
favour of a tab bar, which is located at the bottom of the screen, and allows easy access to the top level areas of the app. When youre deciding
the top level architecture of your app, you can plan out two separate menus for the two platforms.
Thinking about the architecture of the app is arguably more important than the layout of the menusa point I made in another article about some
of these issues. If your structure is sound, the navigation will follow.
As you see here, there are two navigation patterns: a drawer menu for Android and a tab bar for iOS. Its sometimes easier to simply hide the
navigation layer while you work on individual views.
5. Cards, or not?
Cards are becoming the primary UI pattern in digital design. Theyre versatile and allow users to consume quick bites of content in a way that
suits mobile behaviours. Visually, cards t in very well with Androids material design (it being inspired by paper). Using drop shadows and
reasonable gutters between cards will create a native look and feel naturally.
On iOS, using cards needs more care and consideration. Even big apps like Facebook and Pinterest use cards in a way that is slightly out of tune
with iOS guidelines. iOS guidelines suggest using depth in transparencies and overlays, but the basic view is usually more at. Instagram use an
entirely at design style, although each post could be considered a card from an architectural point of view. Its worth looking at how Instagram
gain the same component feel within an iOS style. If youre going with cards on iOS be very gentle with any use of shadow, and try to keep them
as subtle as possible.
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Cards for Android and iOS, some dimension lends a bit of affordance
6. Typography
The system font family on iOS is Helvetica Neue. On Android it is Roboto. Although the style of the typefaces are noticeably different, the metrics
of the fonts are quite similar. If youre saving time youll be safe enough to work with just one, but communicate to developers to implement the
right font for the system. When working with important layouts and extremes in type sizes its advisable to at least test out your layout with both
fonts.
If you want to go the extra mile, youll need to pay closer attention to the typographic and layout conventions on each platform, again referring to
the guidelines above. A few generalisations:
This is a very simple example, to emphasise how even in simple ways the typography can immediately tell you if youre dealing with an Android or
an iOS app.
On the latest project I worked on we found it safer to follow these Android guidelines because (a) the larger 48px touch target is safe for both
platforms, and (b) the layout for Material design is more dened and up to date. Either way, you will need a grid to work with, but with Android
being more strictly dened we found 8dp to work well. This means setting up your document with 8dp increments in both horizontal and vertical
planes to create a tiled grid layout.
8. Button styles
There are several button styles dened in Material Design:
1. Floating action buttons:the most traditionally shaped buttons. The drop shadows are quite heavy and lift them off the page. These should
only be used on backgrounds, or sparingly on cards. They shouldnt be used at all on alerts or popups, as doing so creates too many layers of
depth. The primary action takes your accent colour, while the secondary versions are usually a less prominent colour.
2. Flat buttons: essentially text in your accent colour, without any bounding elements. They use padding and all caps case to give them
structure.
Compared to Material Design, iOS apps are typically at in appearance, making no use of depth or drop shadows. The primary buttons have a ll
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colour, while the secondary buttons are reversed out, using a stroke of the same colour. This metaphor can become somewhat limited, especially
when compared to tabs and other elements to follow. To get this very at style right, its important to have clear and consistent metaphors for
what colours mean in your app.
iOS also has a plain text style button, but it doesnt share Androids uppercase styling, and is lighter in font weight.
9. Action Sheets
Action sheets allow users to choose from a multitude of actions from one UI item. For example, when I touch (or long press) on an image I might
want to share, upload, copy, or delete the picture.
iOS and Android deal with this in slightly different ways. Firstly, there are similar action sheets which display from the bottom of the screen, as an
overlay on the current view.
With Action sheets, overlays, and alerts, iOS and Android use different details to indicate depth in layers:
Android overlays have a solid colour with a slight drop shadow to indicate that it is a paper layer above.
iOS overlays have no drop shadow, but have a slight transparency on the background.
Dropdown buttons
Existing only on Android, these are a quick re method of making a selection. Bear in mind, however, that there isnt a native iOS equivalent. In the
example below, the user presses on prole in step 1, and is presented with a simple menu in that location to choose one of the available proles.
These menus are also used frequently from the overlay button in the action bar, indicated by three vertical dots.
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For particular inputs like date and time, Android now comes with built in dialogues. These look like alert popups, but with UI specically catered to
inputting this type of data. An example is shown of a calendar input. Android has an optimised overlay provided for inputting a date. iOS deals
with this quite differently, appearing as a wheel that comes up like a bottom sheet. Be careful in planning these, and communicate with
developers early on input components.
11. Alerts
Its important to get the style of these right because they might control important actions like signing up, accepting terms, or even conrming
payment. We want them to feel trustworthy and native.
The Android alerts use the at button styles that were shown earlier, dimensions for which can be found in the material design guidelines. The
actions sit on the bottom right of the alert. The buttons are actually entirely text based. They use all caps to give them more structure, and they
carry the primary action colour of your app.
On iOS, the actions are separated by dividers. They are usually in sentence or title case, as they gain their structure from the separate blocks. They
are centred in the eld, and again they will inherit your active colour.
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12. Icons
Icon design is quite the specialist area in UI design. Whether youre using free icons, commissioning an icon designer, or designing the icons
yourself, theres a distinct style native to each platform. iOS popularised line icons, with very thin strokes. The Android system icons have thicker
strokes, or areentirelysolid icons. In the past, Android icons used perspective or a three dimensional twist, but now their guidelines specify two
dimensional icons viewed straight on. Heres a quick example with several icons for comparision, or use the direct links to icon guidelines for
Androidor iOS
In the example below we see switch and radio button equivalents for Android and iOS. Again, the differences are small enough for you to progress
with one design, and tweak for the other later, but the subtle differences are essential for a native look. Use your UI kit as much as possible for
these components, and again communicate with developers early on in the process.
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07/07/2017 A Tale of Two Platforms: Designing for Both Android and iOS
Summary
It isnt an impossible task to create a native feel for your app on both iOS and Android with one design. Try to keep on top of these tweaks from
the beginning, keep an eye out for components that feel out of sync on one platform, and always work as closely as you can with developers.
Resources
This article will hopefully give you quick answers on where to diverge designing for two apps, but youll also need some tools and templates to
properly execute your design. There are lots of commonly available resources that you can use as a starting point, here are some of the best:
Guidelines
If you want to know more, a lot of the information Ive provided can be found in the platform guidelines. Theyre quite extensive, so Ive just pulled
out the parts that are important to compare. But if you have more specic questions this is the best place to start:
UI Kits
These UI Kits will save you recreating basic native controls and matching sizes. You can pluck out the pieces you need and then switch between
them for the Android and iPhone output of your designs.
Icons
Even if youre making your own, or commissioning icons, theyre useful to have as placeholders while you work. Icon design can be a job in itself,
and you dont want icons to slow you down while you get an overall feel for your app. I recently found the links below on icons8 look pretty good,
or aticon.com is great for more general icons.
Mockups
Its always useful to have device mockups for presenting your app. These come in many categories. You might want a basic device mockup for
context, a simplied at device to let your app shine, or a lifestyle mockup to present a use case. Here are a few resources Ive found useful, there
are many more out there. When it comes to Android devices, be careful which you choose. I would lean towards the Nexus range, as theyre
Googles own phones and wont hint at a preference towards other manufacturers.
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Chris OSullivan
Product Designer. Stockholm, Sweden.
I'm an Irish designer now working for Spotify. Prior to that I worked for Ryanair and Soundwave in Dublin, along with other startup companies. I love
using design to tackle problems; from research to prototypes and everything in between.
villainschorus
Email Address
Update me weekly
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Also, I think that the Android top bar is a more common replacement for the iOS tab bar. Drawer, although pushed a lot by Google, are not so widespread.
Any thoughts?
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