STUDIO NOTES

Ideas behind
the experience.

Practical guides and studio notes on mobile apps, games, UX/UI design, product decisions and software quality.

UX/UI design

01 / UX/UI designMimo — Dijion studio mascot

How can an error message help users move forward?

Separate input, connection, permission and unconfirmed-operation errors, then explain a safe next step.

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02 / UX/UI designLuma — Dijion studio mascot

Beyond color: communicating state in apps and games

Design examples that distinguish errors, selections and game objects through text, shape and pattern as well as color.

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03 / UX/UI designMimo — Dijion studio mascot

Where should focus go when a bottom sheet opens?

A task-based plan distinguishing modal and nonmodal bottom sheets, including focus, dismissal and keyboard behavior.

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04 / UX/UI designMimo — Dijion studio mascot

Confirm before deletion or offer Undo afterward?

A guide to choosing confirmation or Undo by separating deletion scope, reversibility and pending server operations.

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05 / UX/UI designPip — Dijion studio mascot

Stuck at 99 percent: designing honest progress indicators

A state guide separating determinate and indeterminate progress, with meaningful percentages, waiting and cancellation across stages.

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06 / UX/UI designMimo — Dijion studio mascot

Keep interfaces usable when text grows: a mobile test plan

A test matrix for larger headings, buttons, forms and game instructions that distinguishes visual clipping from task failure.

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07 / UX/UI designMimo — Dijion studio mascot

Small icons, wrong taps: mobile target areas and spacing

A review guide separating visible icons from interaction areas, with checks for neighboring actions, screen edges and enlarged text.

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08 / UX/UI designByte — Dijion studio mascot

Reviewing a mobile flow with a screen reader: from labels to tasks

A task-based review of accessible names, navigation order and announcements that distinguishes manual checks from automated coverage.

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09 / UX/UI designMimo — Dijion studio mascot

Make empty states explain the next step

Empty-state examples separating first use, no search results and unavailable content, with a useful next action for each.

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010 / UX/UI designMimo — Dijion studio mascot

Designing for clarity

A clear interface helps people understand where they are, what they can do and what happens next. That clarity comes from a series of small, deliberate decisions.

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Product thinking

01 / Product thinkingPip — Dijion studio mascot

Turning product feedback into actionable work

A record template separating observations, impact and investigation questions across bugs, usability problems and feature requests.

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02 / Product thinkingPip — Dijion studio mascot

How to keep a lightweight product decision log

A practical template recording context, options, rationale and review conditions without erasing the history of earlier decisions.

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03 / Product thinkingPip — Dijion studio mascot

Does opening an app mean it delivered value?

A worksheet distinguishing first launch, completed tasks and repeat value, with an activation definition tied to user outcomes.

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04 / Product thinkingPip — Dijion studio mascot

Before retiring a mobile feature: a user transition plan

A feature-retirement plan looking beyond low usage to alternatives, user data, old links and support needs.

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05 / Product thinkingLuma — Dijion studio mascot

How should you prioritize the next product decision?

Evaluate bugs, friction and feature ideas through impact, evidence, uncertainty and effort without losing their differences.

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06 / Product thinkingLuma — Dijion studio mascot

What to ask instead of Would you use it? Product discovery interviews

An interview outline focusing on past tasks rather than future predictions, with neutral prompts and a clear observation–interpretation boundary.

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07 / Product thinkingLuma — Dijion studio mascot

When should a product experiment stop? Decide before starting

An experiment decision card separating hypothesis, data quality and harm boundaries to prevent moving the goal after seeing results.

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08 / Product thinkingPip — Dijion studio mascot

Do you need to collect everything to measure a product?

A measurement plan starting with a product question, defining events and decision boundaries while excluding unnecessary user data.

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09 / Product thinkingPip — Dijion studio mascot

What decisions can a small usability study support?

A guide to reporting task observations, blockers and sample limits without turning a small study into a prevalence claim.

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010 / Product thinkingPip — Dijion studio mascot

Start with a clear purpose

An idea becomes easier to develop when its purpose is clear. Who is it for? When will they use it? What will make the experience worthwhile?

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Studio culture & creative process

01 / Studio culture & creative processMimo — Dijion studio mascot

A useful brief for asynchronous design reviews

A review template adding tasks, open questions and decision boundaries to screenshots so comments become actionable feedback.

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02 / Studio culture & creative processLuma — Dijion studio mascot

A creative prototype session: exploring one question with constraints

A workshop plan connecting time and material constraints to a learning question, including comparisons and discarded prototypes.

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03 / Studio culture & creative processByte — Dijion studio mascot

The states missing between design and engineering

A handoff method that brings loading, errors, empty data, cancellation and retries into the same contract as the successful screen.

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04 / Studio culture & creative processByte — Dijion studio mascot

From It does not work to a reproducible mobile bug report

A bug-report plan separating initial conditions, steps and expectations, with interruption, device and data context.

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05 / Studio culture & creative processMimo — Dijion studio mascot

An interface content inventory: from buttons to error messages

A content-inventory plan separating text from screenshots and organizing keys, context, variables and language counterparts.

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06 / Studio culture & creative processPip — Dijion studio mascot

The one question a prototype should answer

An experiment card separating the question, observation and decision boundary, with app and game examples.

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07 / Studio culture & creative processLuma — Dijion studio mascot

Small-studio retrospectives: turning discussion into action

An improvement plan connecting concrete events to small experiments, with ownership, review dates and outcome notes.

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08 / Studio culture & creative processLuma — Dijion studio mascot

When do mascots help? Setting boundaries for studio characters

Principles for using characters as visual cues while keeping errors, trust and editorial responsibility clear.

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09 / Studio culture & creative processMimo — Dijion studio mascot

Turkish and English interface copy: the same task in two languages

A translation checklist covering action, state and terminology consistency, longer text and locale-specific formatting.

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Mobile app development

01 / Mobile app developmentPip — Dijion studio mascot

Explaining value before asking for mobile permissions

A decision plan for contextual camera, location and notification requests, including denial and later revocation.

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02 / Mobile app developmentByte — Dijion studio mascot

From a link to the app: returning to the right screen after sign-in

A deep-link flow that preserves the original destination while separating sign-in, authorization and unavailable content.

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03 / Mobile app developmentByte — Dijion studio mascot

What should a mobile app do when the connection drops?

A practical plan that separates offline reading, local drafts, pending submissions and reconnection.

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04 / Mobile app developmentMimo — Dijion studio mascot

Where should Back take you? Preserving mobile navigation context

Navigation scenarios and acceptance checks that preserve position across lists, filters, tabs and external entry points.

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05 / Mobile app developmentLuma — Dijion studio mascot

Mobile file imports: preview, cancellation and safe retries

A practical import plan separating file selection from completion, with checks for type, size, interruption and duplicate records.

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06 / Mobile app developmentByte — Dijion studio mascot

Growing mobile lists: duplicates, missing items and lost position

A pagination plan separating initial load, next-page load and refresh while addressing changing order and scroll position.

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07 / Mobile app developmentPip — Dijion studio mascot

What should a notification open? Designing destination and validity

A destination matrix aligning notification copy with the screen it opens, including stale messages, account changes and privacy.

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08 / Mobile app developmentMimo — Dijion studio mascot

Mobile search: keeping old results separate from a new query

A search guide separating typed text, submitted queries and visible results across slow networks, filters and zero matches.

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09 / Mobile app developmentByte — Dijion studio mascot

Keeping user input safe: drafts and return flows

A form design guide separating drafts, server saves and submissions across interruptions, account changes and retries.

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Engineering & performance

01 / Engineering & performanceByte — Dijion studio mascot

Measuring loading: from the first frame to usable content

A mobile measurement record separating startup, data and interaction milestones for comparisons under consistent conditions.

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02 / Engineering & performanceByte — Dijion studio mascot

Make Retry avoid performing the same operation twice

A mobile API guide distinguishing timeout from confirmed failure, with operation identities, server contracts and waiting policies.

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03 / Engineering & performanceByte — Dijion studio mascot

A mobile battery budget: what work should run, and when?

An energy-planning guide separating visible tasks from deferrable background work, with network, retry and device-measurement checks.

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04 / Engineering & performanceByte — Dijion studio mascot

How fresh is cached data? A mobile freshness contract

A cache plan distinguishing data age from last validation, with offline display, account boundaries and refresh failures.

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05 / Engineering & performanceByte — Dijion studio mascot

What context makes a mobile crash report useful?

A crash-review card connecting a stack trace to the user task, with explicit version, state-transition and personal-data boundaries.

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06 / Engineering & performanceByte — Dijion studio mascot

Protect data during updates: mobile database migration tests

A migration test plan distinguishing fresh installs from upgrades, with checks for schemas, data meaning and skipped versions.

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07 / Engineering & performanceByte — Dijion studio mascot

A quality test matrix for mobile apps and games

Connect critical tasks with device, connectivity, data and interruption conditions to prepare a practical release check.

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08 / Engineering & performanceByte — Dijion studio mascot

A release checklist for a small mobile update

A scope-based checklist covering upgrades, permissions, failure paths and recovery decisions for a small mobile release.

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09 / Engineering & performanceLuma — Dijion studio mascot

How to set a visual asset budget for mobile products

An inventory separating file size, resolution, memory and visible use so that visual quality can be assessed against device conditions.

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010 / Engineering & performanceLuma — Dijion studio mascot

Keep improving after launch

Launch gives a product a new setting: everyday use. People bring different devices, expectations and habits, revealing opportunities to improve the experience.

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Mobile game development

01 / Mobile game developmentLuma — Dijion studio mascot

How to design audio and haptic preferences in mobile games

A settings inventory and test approach that separates music, effects and haptics while preserving essential information in silent play.

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02 / Mobile game developmentMimo — Dijion studio mascot

Camera motion and playfield readability in mobile games

A scene-review matrix for tracking cameras, shake and edge information, focused on task readability on small screens.

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03 / Mobile game developmentPip — Dijion studio mascot

What should you test in a first mobile game prototype?

Explore a core loop with one clear question, neutral tasks, an observation sheet and a decision for the next iteration.

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04 / Mobile game developmentLuma — Dijion studio mascot

What are you changing when mobile game difficulty increases?

A difficulty plan separating speed, complexity and failure cost, with focused level comparisons informed by observed play.

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05 / Mobile game developmentPip — Dijion studio mascot

Learning through play: designing the first mobile game level

An introduction plan that teaches the core mechanic through a first goal, safe practice, feedback and help on return.

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06 / Mobile game developmentByte — Dijion studio mascot

When a call interrupts the game: pause and resume design

An interruption matrix separating backgrounding, persistence, audio and reconnection for local play and online sessions.

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07 / Mobile game developmentPip — Dijion studio mascot

Reward feedback in mobile games: explaining what was earned

A reward-feedback guide separating animation from persistent grants across retries, interruptions and grouped results.

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08 / Mobile game developmentByte — Dijion studio mascot

Two devices, two saves: resolving mobile game progress conflicts

A save-selection guide comparing local, cloud and guest progress while explaining the limits of automatic merging.

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09 / Mobile game developmentLuma — Dijion studio mascot

One more round or later? Designing mobile game session endings

A session-ending guide connecting level results, save points and exit options so players understand where they will return.

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010 / Mobile game developmentLuma — Dijion studio mascot

Designing controls for one-handed mobile games

A mobile control test plan covering grip, touch areas, accidental input and visual occlusion together.

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or a shared idea?

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