<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Samir Hussen]]></title><description><![CDATA[Samir Hussan (@uiuxbysamir) is a UI/UX & Product Designer and Co-Founder at Framely. Sharing insights on mobile & web interfaces, design systems, and product design.]]></description><link>https://uiuxbysamir.hashnode.dev</link><image><url>https://cdn.hashnode.com/uploads/logos/6ab45ddfbc6d1b272219247e/d4a56f64-b12f-4017-882b-a4c9f4e877fa.jpg</url><title>Samir Hussen</title><link>https://uiuxbysamir.hashnode.dev</link></image><generator>RSS for Node</generator><lastBuildDate>Sat, 10 Oct 2026 11:07:22 GMT</lastBuildDate><atom:link href="https://uiuxbysamir.hashnode.dev/rss.xml" rel="self" type="application/rss+xml"/><language><![CDATA[en]]></language><ttl>60</ttl><item><title><![CDATA[7 UX Mistakes I Found While Designing a Mobile App]]></title><description><![CDATA[Designing a mobile app is not just about making screens look beautiful.
A visually polished interface can still create a frustrating experience if users don't know what to do, where to go, or what hap]]></description><link>https://uiuxbysamir.hashnode.dev/7-ux-mistakes-i-found-while-designing-a-mobile-app</link><guid isPermaLink="true">https://uiuxbysamir.hashnode.dev/7-ux-mistakes-i-found-while-designing-a-mobile-app</guid><category><![CDATA[design system]]></category><category><![CDATA[Product Design]]></category><category><![CDATA[ux design]]></category><category><![CDATA[usability]]></category><dc:creator><![CDATA[Samir Hussan]]></dc:creator><pubDate>Wed, 23 Sep 2026 23:40:56 GMT</pubDate><content:encoded><![CDATA[<p>Designing a mobile app is not just about making screens look beautiful.</p>
<p>A visually polished interface can still create a frustrating experience if users don't know what to do, where to go, or what happens next.</p>
<p>While working on mobile app interfaces, I noticed several UX problems that can easily be overlooked during the visual design stage.</p>
<p>Here are 7 common UX mistakes I look for when designing a mobile app.</p>
<ol>
<li>Weak Information Hierarchy</li>
</ol>
<p>One of the first things I check on any screen is:</p>
<p>Can the user understand what matters most within a few seconds?</p>
<p>If the heading, supporting information, secondary actions, and primary CTA all have similar visual weight, users have to work harder to understand the screen.</p>
<p>A good hierarchy usually makes the following clear:</p>
<p>What is this screen about? What information should I read first? What action should I take? What can I ignore for now?</p>
<p>Typography, spacing, size, contrast, and positioning all contribute to this hierarchy.</p>
<p>The goal isn't to make everything noticeable.</p>
<p>The goal is to make the right thing noticeable first.</p>
<ol>
<li>Inconsistent CTAs</li>
</ol>
<p>A button is not just a visual component. It communicates an action.</p>
<p>If similar actions look completely different across screens, users may have to relearn the interface.</p>
<p>For example:</p>
<p>"Continue" uses one style on one screen "Continue" uses another style elsewhere Primary actions sometimes appear as text links Secondary actions sometimes look more important than the primary action</p>
<p>A consistent CTA system reduces cognitive effort.</p>
<p>Before designing multiple screens, I define:</p>
<p>Primary button Secondary button Tertiary/text action Disabled state Loading state Error state</p>
<p>This creates a more predictable experience.</p>
<ol>
<li>Showing Too Much Information at Once</li>
</ol>
<p>More information doesn't automatically mean better UX.</p>
<p>When a screen contains too many cards, labels, buttons, statistics, and paragraphs, users have to process everything before deciding what matters.</p>
<p>This increases cognitive load.</p>
<p>One approach I use is progressive disclosure.</p>
<p>Show the most important information first, then reveal additional details when the user needs them.</p>
<p>For example:</p>
<p>Primary information → Supporting information → Optional details</p>
<p>Good UX often means deciding what not to show immediately.</p>
<ol>
<li>Poor Navigation</li>
</ol>
<p>Users should not have to think about how the navigation system works.</p>
<p>Common problems include:</p>
<p>Unclear back behavior Too many navigation options Inconsistent tab behavior Missing navigation hierarchy Important destinations being difficult to find</p>
<p>A simple question helps:</p>
<p>"If I land on this screen without knowing the app, will I understand where I am and where I can go next?"</p>
<p>Navigation should create confidence, not another problem to solve.</p>
<ol>
<li>Ignoring Empty and Error States</li>
</ol>
<p>Designers often spend most of their time designing the perfect state.</p>
<p>But real products rarely stay perfect.</p>
<p>Users will encounter:</p>
<p>Empty search results Failed requests Missing content Slow loading Offline states Invalid inputs</p>
<p>These states need intentional UX.</p>
<p>For example, instead of simply showing:</p>
<p>"No results."</p>
<p>A better empty state can explain:</p>
<p>No results found</p>
<p>Try searching with a different keyword or check your spelling.</p>
<p>[Search Again]</p>
<p>The user should understand:</p>
<p>What happened → Why it happened → What they can do next</p>
<ol>
<li>Designing Only the Happy Path</li>
</ol>
<p>A user flow is more than:</p>
<p>Open app → Complete action → Success</p>
<p>Real users make mistakes.</p>
<p>They go backward.</p>
<p>They cancel actions.</p>
<p>They enter incorrect information.</p>
<p>They lose connection.</p>
<p>They change their mind.</p>
<p>That's why I think about states and edge cases while designing the flow, not after the UI is finished.</p>
<p>For important interactions, I consider:</p>
<p>Default Focused Loading Disabled Success Error Empty</p>
<p>This makes the interface feel much more complete.</p>
<ol>
<li>Making UI Beautiful Before Making It Useful</li>
</ol>
<p>This is probably the easiest mistake to make.</p>
<p>A designer can spend hours choosing:</p>
<p>gradients shadows glass effects colors typography animations</p>
<p>But none of those solve a confusing user flow.</p>
<p>Visual design should support the experience.</p>
<p>My general order is:</p>
<p>Understand the user → Define the flow → Organize information → Design interaction → Build the visual system → Polish the UI</p>
<p>A beautiful interface with a confusing experience is still a confusing product.</p>
<p>My UX Checklist</p>
<p>Before considering a mobile screen finished, I ask myself:</p>
<p>Is the primary action obvious? Can the user understand the purpose of this screen quickly? Is the information hierarchy clear? Are similar actions visually consistent? Is the navigation predictable? Are empty states handled? Are error states handled? What happens during loading? What happens if the user makes a mistake? Can unnecessary information be removed?</p>
<p>These questions are simple, but they can catch a surprising number of problems.</p>
<p>Final Thoughts</p>
<p>Good UX is not about adding more elements.</p>
<p>It's often about removing unnecessary decisions.</p>
<p>When I design a mobile app, I try to think beyond individual screens and look at the complete user journey.</p>
<p>The interface should help users understand:</p>
<p>Where am I?</p>
<p>What can I do?</p>
<p>What should I do next?</p>
<p>What happens after I do it?</p>
<p>When those answers are clear, the UI becomes easier to design, easier to use, and easier to scale.</p>
<p>That's where I believe UI and UX start working together as product design.</p>
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