When designing spatially, it helps to imagine an interface as a physical model, which can be manipulated, and travelled through. Rather than placing detached comps next to each other one-dimensionally, try thinking upper-dimensionally.


Design what happens outside of the screen. These are real things. You swipe something away, the story does not end there, where does what was swiped reside? How would that physically come back to you when you call it again in the real world? Move cinematically through the interface.