10 Heuristics for the mobile design environment
We all knew about “Jakob Nielsen’s 10 heuristics for interface design” and we used them as well! I put these into effect in my work. We need to define mobile more precisely with the aid of these ten principles since mobile is mobile. I then came across “ten heuristics for the mobile design environment provided by Savio and Braiterman.” I wish to discuss them with you and provide some instances.
1. User-driven interactions
Mobile interactions must be user-driven. Since mobile devices are used by individuals, their material must be desired, welcomed, and sought by the user. Nonverbal engagement with mobile devices is an important factor.

We all agree that “Content is King” in the mobile-first approach. Our initial mobile device drawing is created or made based on the material. Designing interactions should reflect what is expected and asked. Mobile interactions should be viewed as objects that vibrate, alter temperature, or display lights and other ambient cues of virtual presence without interfering with other activities.
2. Experiences from legacy user models
As we are aware of the conceptual and mental models that we take into account while developing user experience design for a new product! We consider how people are currently resolving this issue, and then we build a solution to fit their mental model. Initial adoption will be influenced by past experiences with personal computers and landline telephones, just as we now refer to using phones without rotary dials as “dialling.”

Mobile is a result of earlier user models. Expectations will be shaped by past experiences with desktop computing and even landline telephony, even as new opportunities arise. This must be considered in the design.
3. Ease of use
Mobile demands usability. Because of the smaller screens, varied interactions, etc., the mobile design must prioritise usability.

With the help of fewer options and guided navigation, you may make your website easier to use. In many cases, people can utilise your product or website with just one hand. Additionally, the user must enter data using a keypad. Shortcodes or QR codes should be used instead to assist users.
4. No disruptions
This principle is primarily used in enterprise systems, where tasks are created for users to complete quickly and with the fewest clicks possible. When creating these tasks, we must consider interruptions. similar to how to disable or ignore notifications.

Mobile users dislike being constantly interrupted. Design must enhance the user’s experience rather than constantly detract from it.
5. Different intensities and durations
Users of mobile devices are always connected to them. This creates the possibility for interactions with variable durations and intensities. The design must take into account the fact that not every mobile device interaction will be the same.

Mobile experiences of various intensities and lengths are made possible by the gadget acting as a constant companion. There are opportunities for several interactions throughout the day or week when the device is always available. Games and quick chores can fit into consumers’ daily activities in addition to retaining their interest over time. Asynchronous communication, such as text messaging’s growing popularity, suggests novel interaction models that do not interfere with other tasks.
6. Interactions beyond the devices
Beyond the device, mobile users will anticipate ongoing user experiences. It will be necessary for user experiences to connect to computers, GPS software, and other services, and this should be taken into account throughout the design stage.

Beyond the device, mobile interactions can happen. Users may prefer to enter information on the Web from a personal computer, with results shown on a mobile device (as is currently possible with the integration of Google maps on the mobile). As voice and text services become more integrated, we may be able to call in for services and receive SMS notifications on our phones. Additionally, networked services and environmental sensors can trigger a response from the mobile device.
7. Intuitive and rapid
Mobile interactions could be minor components of larger user objectives. Finding an address is not a goal in and of itself; rather, the objective is to reach the lesson. The user is more likely to accomplish that more important goal if using the equipment is simple.

8. Peer to Peer Mobile Marketing
Peer-to-peer advertising will be the most trusted by mobile users. This indicates brand-new marketing prospects in the social sphere. It will take considerable design thinking to combine the social and marketing opportunities.

The most reliable type of mobile marketing is peer-to-peer. Users of mobile phones are more likely to reply to communications that friends send them or forward to them. Influencer marketing and sponsored platforms prioritise trusted content. Mobile social networks can act as a decision-making tool in a variety of settings and scenarios, developing new “mixed realities” that combine the virtual and physical worlds.
9. GPS for going beyond mobile
GPS will be expected to improve the experiences of mobile users. The ability to interact with the environment outside of the mobile will be made possible via GPS capabilities.

The mobile phone will be able to offer services that reshape our social networks and the locations we live once GPS becomes widely available. It’s not difficult to picture a combined local directory and navigation on the phone, as tiny carriers are already launching services to identify pals on a map. We will soon be able to annotate and find other people’s virtual remarks on the real world we live in, as new Web services like Platial.com indicate. This is the equivalent of writing your name in a tree in the digital age, and it might have unintended effects on retail and public areas.
10. Dumb Terminal
Using mobile technology might result in a “dumb terminal,” with additional processing happening elsewhere in the network.

The processing power of mobile phones won’t be the only restriction. The mobile phone can act as a “dumb terminal” for networked enormous computing services as a single node in a system of plentiful computing. The mobile phone may work as a remote control for intelligent settings and serve as a personal display, wallet, ticket, and key to open doors.
References
Design Sketch: The Context of Mobile Interaction by Savio and Braiterman.
The Context of Mobile Usage — The Big Picture
Mobile User Experience (UX) Design — IDF Course