touch-design-for-mobile-interfaces
touch-design-for-mobile-interfaces
Design
for Mobile
Interfaces
by Steven Hoober
Touch Design
for
Mobile
Interfaces
by
Steven Hoober
Published 2021 by Smashing Media AG, Freiburg, Germany.
All rights reserved.
ISBN: 978-3-945749-97-5
Introduction . . . . . . . . . . . . . . . . . . . . . ix
3 Capacitive Touch . . . . . . . . . . . . . . . . 59
Index . . . . . . . . . . . . . . . . . . . . . . . . 383
vi Touch Design for Mobile Interfaces
Foreword
by Brian Mills
W
hat do you do right before going to bed? Or
perhaps shortly after waking up? Many check
email, news, weather, and/or social media…
all through the omnipresent convenience of the mini-com-
puter in our pocket, bag, or bedside.
—Brian Mills
Introduction ix
introduction
M
obile devices, especially phones, have rapidly
become our main communication and con-
nected information devices.1 More importantly,
the “traditional computer” with mouse and keyboard may
have been an anomaly, a temporary circumstance that will
only hang around for some types of work, but not be some-
thing we expect people to have access to every day anymore.
1. https://smashed.by/mobileuse
x Touch Design for Mobile Interfaces
3 PCs
1 Tablets
0
2000 2005 2010 2015 2020
The steep demand for mobile devices, and their usage rates,
leveled off because everyone on the planet already seems to
have one or more mobile phones.2 3 4
2. https://smashed.by/movrmobileuse
3. https://smashed.by/usmobileuse
4. https://smashed.by/pc2019
Introduction xi
5. https://smashed.by/internetaccess
6. https://smashed.by/xmasdata
xii Touch Design for Mobile Interfaces
Portion of a training
panel depicting the
bleed air, pressurized
air, and hydraulic
fluidic logic and
operations for the
F-100D fighter.
that feed data into the system power controls, which cause
via air instead of electricity. air or electrically driven ac-
The control system actuates cessory controls to function.
(continued overleaf)
xiv Touch Design for Mobile Interfaces
ter 7 I explain how our designs can take into account the
ways people adapt their touch to perform different actions
like tapping and scrolling, and to overcome problems of
visibility and interactivity.
But first, let’s start at a very high level, with some defini-
tions of the sorts of devices we’re talking about, and the
history of touch.
chapter one
Defining Mobile
Devices
chapter one
Defining Mobile Devices
T
his book is about designing for mobile devices
based on their unique attributes of portability,
connectivity, and awareness. But before we can
talk about how people interact, much less how to take
advantage of that knowledge and design, it’s important
to understand a bit about the history, the technology, and
what today counts as a mobile touchscreen device at all.
Smartphone
1. https://smashed.by/movrmobileuse
chapter one Defining Mobile Devices 25
My mobile
device lab,
right next to
my computer.
The Kyocera
6035, the second
PDA phone sold
in the US.
Feature Phone
A typical
feature phone,
displaying the
Facebook feed.
chapter one Defining Mobile Devices 29
Users of feature phones are not the left behind, and can
be connected through their mobile phones like any smart-
phone user. Most project teams, designers, and even govern-
ments are quite dismissive of this half of the world, but we
shouldn’t be. These devices tie the world together, and have
formed the foundation of many very large-scale and prof-
itable projects. Your product could probably benefit from
working at least in some way on feature phones.
30 Touch Design for Mobile Interfaces
Tablet
2. https://smashed.by/tabletwar
3. https://smashed.by/ipad
chapter one Defining Mobile Devices 31
Personal Computer
4. https://smashed.by/chromebook
32 Touch Design for Mobile Interfaces
5. https://smashed.by/pcdforecast
6. https://smashed.by/touchlaptops
chapter one Defining Mobile Devices 33
N
ow that we have some working definitions of
device classes, it’s time to dive into what we mean
when we refer to a touch or touchscreen device.
It is a lot more complex than you might think, with many
device types and methods of use, and a history going back
some 70 years.
How did the operator select the target? By direct screen ma-
nipulation. The trackball was used as early as the 1940s in
secret military or specialized places, and was developed in-
dependently several times over decades. The mouse would
not be seen in public until Douglas Engelbart’s “Mother of
All Demos” in 1968.1
1. https://smashed.by/mousehistory
chapter two The History and Technology of Touch 39
Instead, the SAGE operators used light pens or, for the first
few years, light guns. Over time, this evolved and by the late
1960s light pens were usable on reasonably modern-looking
systems to do tasks we’re familiar with on touchscreens
today. The Hypertext Editing System (below) was not just a
prototype, but shipped and was used to do work like editing
Apollo program documents in the 1960s. Light pens were so
expected to be the pointing device, integral to the display,
that there are still reserved system calls on the PC for their
control, included as part of the display monitor controls
at interrupt 10.2 Mouse controls were added much later, as
their own command set at interrupt 33. 3
2. https://smashed.by/int10
3. https://smashed.by/int33
40 Touch Design for Mobile Interfaces
LIGHT GUNS
4. https://smashed.by/touchtypes
5. https://smashed.by/touchtechnology
42 Touch Design for Mobile Interfaces
Nintendo’s
Duck Hunt
game controller
during play.
Keyscan
Another underlying technol- and directly sensed by the
ogy that can aid our under- computer the moment it
standing is how keyboards, is pressed. But that would
keypads, and sensing grids be extremely cumbersome
(such as touchscreens) work. and expensive.
(continued overleaf)
44 Touch Design for Mobile Interfaces
Keyscan (continued)
slower owing to size, heat, In 2020, touchscreen sample
and power management, rates are as high as 240 times
slow scan rates caused some per second, or multiple times
of the problems of early faster than the screen refresh
touchscreens, even through rate: smashed.by/
the mid 2000s. Slow scan- touchsamplingrate
ning on touchscreens leads
to dropped points, which is This allows the touchscreen
especially visible when try- response to be precalculated,
ing to use handwriting input, avoiding any perceived lag
which was supposed to be or jumpiness.
the killer app of those early
touch and pen devices.
6. https://smashed.by/lightpen
chapter two The History and Technology of Touch 45
INFRARED BEAM
Infrared
Detectors
7. https://smashed.by/capacitivetouch
chapter two The History and Technology of Touch 47
Receivers
Display Panel
Transmitters
Reflectors
8. https://smashed.by/acousticwave
48 Touch Design for Mobile Interfaces
MACHINE VISION
9. https://smashed.by/mimeo
chapter two The History and Technology of Touch 49
Frosted Glass
Touch Surface
Infra-Red
Cameras
Read fingers
and items in
contact with
surface
Infra-Red Illuminator
Video Display
Projector
10. https://smashed.by/machinevision
50 Touch Design for Mobile Interfaces
Digitizing Tablets
There is an entirely other distance above the surface,
way that stylus devices angle, and azimuth. Usu-
work, mostly used by de- ally the stylus includes a
vice makers such as Wacom moving tip with a pressure
for its digitizing tablets and sensor to send pressure
monitors, but also encoun- telemetry data as well:
tered in many touchscreen smashed.by/emrstylus
laptops and some mobile
phones, such as the Sam- This is a very interesting
sung Galaxy Note line. technology, and one I have
They use electromagnetic used every day for over 30
resonance, which interacts years. But it requires very
with the stylus to deter- specific styluses and does
mine not only position not work with fingers,
on the surface, but also which puts it beyond the
chapter two The History and Technology of Touch 51
RESISTIVE TOUCH
Pen emits
data signal
with ID,
Digitizer click,
Pen
tablet pressure Coil
information
Pressure
Sensor
Pen Tip
Digitizer Determines
Digitizer emits Pen Position
EM signal to power Multilaterates based
the pen stylus on signal strength
Flexible
Layer
Spacers
Rigid Layer
Display
Panel
Electrical charge conducted where the
top layer contacts the bottom layer
Resistive touch was the standard for a long time, and found
in tablet PCs, PDAs, and smartphones. It is reliable, and at
11. https://smashed.by/resistivepanels
chapter two The History and Technology of Touch 53
the time when glass displays were much more fragile was
very rugged – resistant to environmental changes, drop-
ping, or impact damage – compared with capacitive touch.
But resistive devices just need touch, so any pen that doesn’t
scratch the screen will work, and almost all devices come
with a small pen tucked away inside the device case.
A resistive touch
smartphone and
passive stylus covered
in snow, but still
being successfully
used to log data
(c.2007).
54 Touch Design for Mobile Interfaces
They also vary a lot in ease of use. The more rugged devices
inherently have stiffer and thicker top layers, which are
harder to deflect to register a touch. These often require a
pen or stylus to use properly, making them less suitable for
touch applications, but which does permit higher-density
design and much more flexibility in applications than the
typical alternatives with push buttons only.
KINESTHETIC GESTURE
12. https://smashed.by/resistivetouchscreens
56 Touch Design for Mobile Interfaces
13. https://smashed.by/gesturedeathmatch
14. https://smashed.by/gesturecontrols
15. https://smashed.by/touchlessinteraction
16. https://smashed.by/kinesthetic
chapter two The History and Technology of Touch 57
Capacitive
Touch
chapter 3
Capacitive Touch
A
s I write this in 2021, if a consumer product has a
touchscreen then it’s a capacitive touch device. In
fact, a lot of touch devices without screens also
have capacitive sensors. Lamps, faucets, crosswalk buttons,
light switches, and many other products might now contain
capacitive sensors, but the common one we’re likely to have
come across is the trackpad or touchpad. Yes – a device I
regularly refer to as “not touch,” and which acts like
a mouse instead, uses touchscreen technology.
Protective Cover
Y Grid
Touch Sensors
X Grid
Display Panel
1. https://smashed.by/projectedcapacitance
2. https://smashed.by/glass
chapter three Capacitive Touch 63
The quest for thinner and thinner devices has also increased
the risk of serious damage. In previous generations, the
sensing, display, and cover layers were separate, so a broken
glass cover was just that. But now device displays are bond-
ed, single units. A sufficiently cracked glass cover will also
damage the touch or display layers.
3. https://smashed.by/newtouch
64 Touch Design for Mobile Interfaces
4. https://smashed.by/touchresponse
chapter three Capacitive Touch 65
All sensors of all sorts have to filter out noise to find the
useful signal. A touchscreen without filters would con-
stantly detect “touches” as a finger approached it, or even
as the air flowed over it. Plugging in chargers, changing
between frequencies, operating around other electronics,
or even the operation of features in the device such as the
GPS or camera will add electronic noise.5 Modern touch-
screen devices can use other sensors to self-calibrate based
on ambient conditions, to provide the best possible experi-
ence.6 The proper setting for a touchscreen, then, requires
a certain amount of the finger to be near enough to the
screen. Due to the small vertical sizes, this means the finger
has to be flattened against the display over a large enough
area. We call this the flat area the contact patch.
5. https://smashed.by/capacitivecontroller
6. https://smashed.by/capacitivesensing
66 Touch Design for Mobile Interfaces
Contact patch
Centroid
Obscured area
8. https://smashed.by/3dtouch
9. https://smashed.by/taptics
70 Touch Design for Mobile Interfaces
For the rest of this book I’ll assume that all touch is ca-
pacitive touch, and that it is the only available interaction
method. Naturally, this isn’t always true, and sometimes
other technologies are available. Capacitive touch is neither
reliable nor cost-effective for very large displays, so the IR
and acoustic technologies especially are still used for those.
When we design for any specific device, or find the world
has changed so more technology is available, we must al-
ways consider what other methods are used as well.
10. https://smashed.by/forcetouch
chapter four
Standards,
Assumptions,
and Problems
chapter 4
Standards, Assumptions,
and Problems
I
t’s often assumed that successful companies, operating
system makers, and standards bodies all know exactly
what they are doing, and their models and guidelines
are above reproach and will always be trustworthy. But we
know that’s not necessarily true. People do all this work and
they have their own constraints and biases, and they’ll make
mistakes as well.
1. https://smashed.by/transportation
chapter four Standards, Assumptions, and Problems 75
Not too long ago, for a design systems project with a large
industrial manufacturer, I ended up downloading and
2. https://smashed.by/buttonsize
3. https://smashed.by/iso
76 Touch Design for Mobile Interfaces
The entire set of standards are all very machine era – that’s
the term we use for the pre-digital design methods for
buttons, levers, dials, and other mechanical or electrome-
chanical controls that don’t rely on display screens. Those
that do consider the use of computing or display screens
all concern workstations, desktop computers used to per-
form specific tasks with the assumption of full attention
by the machine operator.
The standards the W3C does have on mobile are mostly five
years old, and much about the technology and culture of use
has changed since then.5
Technological Assumptions
Touch grids can sometimes be just barely visible under the right
lighting conditions.
5. https://smashed.by/a11ymapping
78 Touch Design for Mobile Interfaces
6. https://smashed.by/userprecision
chapter four Standards, Assumptions, and Problems 79
Human Assumptions
Finger Size
Contact Patch
The size of the finger has no correlation to the contact patch or accuracy.
7. https://smashed.by/ergonomics
80 Touch Design for Mobile Interfaces
out at night, and see what looked good.9 Aside from this be-
ing pretty much entirely the opinion of a single small cadre
of healthy males of European ancestry making observations
in good weather, the technology has changed. LEDs work
differently from incandescent bulbs and plastic lenses in
important ways.
Once set, standards persist and can lead us down bad roads
if we use them when they are no longer applicable.10 Today,
we have a decade of touchscreen smartphone use, and bet-
ter and better sensors; we know users work differently from
in the all-desktop past; and we have a body of research that
tells us how people really hold and touch their devices, and
how to design for them.
9. https://smashed.by/rearlightingsystems
10. https://smashed.by/federalstandards
82 Touch Design for Mobile Interfaces
Finding Out
How People
Hold and Touch
chapter 5
N
ow that we understand the technology of touch-
screens and a little about how bad models of tech-
nology have led to poor standards and unusable
designs, let’s discuss how people interact with touchscreens.
I’ll also explain the research that led me to a new under-
standing of how people hold and touch their devices, and
I’ll debunk some well-known but incorrect models of how
people use touch.
Device Diversity
Reflects Human Diversity
Back in the early 2010s, the design community started
discussing how everyone uses their phone one-handed
and how to design for thumbs.1 At first I was excited by
this, because it reminded everyone that mobile was dif-
ferent and not just a tiny desktop computer. On further
reflection, I started to realize the core issue of the interac-
tion with a mobile device being different was a little bit off
in several key ways.
1. https://smashed.by/thumbzone
86 Touch Design for Mobile Interfaces
I had already been designing for mobile phones for over ten
years before this. During that time, I performed usability
tests on many of my design projects, performed heuristic
reviews of devices for competitors, and had even started
undertaking some general observational research to start
busting the assumptions I saw flying about as the mobile
industry suddenly grew.
There were even many articles at the time about how the
3.5-inch iPhone form factor was the perfect size and would
never change.2 Even as early as 2010 there were many more
Android phones in people’s hands than iPhones, as well as
several other operating systems in regular use.3 Many of
these were already much larger devices than the standard
3.5-inch iPhone, although participants in my observations
didn’t seem to have any issues using larger phones.
2. https://smashed.by/iphonescreen
3. https://smashed.by/iphonevsandroid
chapter five Finding Out How People Hold and Touch 87
4. https://smashed.by/contacttracing
5. https://smashed.by/videocaptions
6. https://smashed.by/adacompliance
88 Touch Design for Mobile Interfaces
Always try to find out what devices your users carry, what
browsers they use, and understand their needs and en-
vironments, then keep all that as key constraints during
design. Otherwise you are missing out on a vital market,
or not meeting your obligations to existing customers
or the public.
But let me tell you the story of how I found out how people
really hold and touch, and how you can use that informa-
tion when designing your next product.
7. https://smashed.by/iphonepercentage
chapter five Finding Out How People Hold and Touch 89
8. https://smashed.by/commuters
90 Touch Design for Mobile Interfaces
9. https://smashed.by/devicegrasping
chapter five Finding Out How People Hold and Touch 91
10. https://smashed.by/hawthorneeffect
92 Touch Design for Mobile Interfaces
Summary of how people hold and interact with mobile phones from the
2013 research.
11. https://smashed.by/holdingdevices
12. https://smashed.by/mlearning
chapter five Finding Out How People Hold and Touch 93
So, how do people hold and touch their phones? The answer
is that old usability joke: “It depends.”
The six primary ways that people hold and touch their mobile phones.
94 Touch Design for Mobile Interfaces
That’s just how phones are held in the hand. Very often,
people put their devices down on surfaces, even more so as
device size grows, such as when tablets are used.
these types of phones, fully 10% hold in one hand and tap
with a finger, giving a totally different interaction.
Device use varies not just by how they are held, but where
they are placed and by what the user is doing, in very pre-
dictable ways as size changes. I found that:
Close to eye
Typical Use Distance Arm’s reach
(~25 cm) (~60 cm)
100%
Sitting or reclining
Standing or walking
100%
In a stand
On a surface
In the hand
• Carry the phone around and view with one hand; might
scroll a bit with their thumb while reading an article.
100%
0%
Tap Check Type Short Long
Link Box Scroll Scroll
Observed rates of touching the device in various ways, for several
onscreen tasks.
13. https://smashed.by/handedness
104 Touch Design for Mobile Interfaces
14. https://smashed.by/handperformance
chapter five Finding Out How People Hold and Touch 105
Respect user choice and user actions. Design not for one or
a few pixel sizes but fluidly, for everything reasonable.
MAKE NO ASSUMPTIONS
ABOUT TOUCH INTERACTION
Don’t assume that people can only reach one part of the
screen, or that their thumb will cover items below the icon,
so we need to place labels above. The shifting of grip and
different ways of tapping mean we can’t predict this.
• Touch
• Onscreen keyboard
• Hardware keyboard
15. https://smashed.by/ipadkillers
chapter five Finding Out How People Hold and Touch 107
• Trackpad
• Mouse
16. https://smashed.by/videoads
108 Touch Design for Mobile Interfaces
this book there have been new laws, regulations, and court
cases deciding in favor of universal access. Accessibility
compliance is driven by legal and regulatory requirements,17
so if you are not already paying attention to this, you will
have to soon.
17. https://smashed.by/banka11y
18. https://smashed.by/adaptivevsresponsive
chapter five Finding Out How People Hold and Touch 109
Angular resolution means items further away from the eye appear
smaller.
19. https://smashed.by/physiology
110 Touch Design for Mobile Interfaces
We cannot just design for one phone and one way of using
it, but need to allow designs to work for all devices, and in
any way people might use them.
Checklist
Remember that users are real people with their own
lives, needs, and preferences. Design for every user.
Accept that users change.
Plan for every device that will access or install the prod-
uct, not just the team’s favorites or the most popular one.
Touch Accuracy
and the
Center-Out
Preference
chapter 6
M
y foundational research has shown that there’s
no single way people hold and touch their
phones. User choice, variability, and change are
real. All device sizes are valid. We have to plan for the many
ways people will use their devices.
The F-Pattern
1. https://smashed.by/designlayouts
2. https://smashed.by/designtips
3. https://smashed.by/textscanning
chapter six Touch Accuracy and the Center-Out Preference 117
More
Important
2014 Design
Guidelines:
MISLEADING
Less
Important
Apple’s design guidelines from 2014, which indicate that the most
important content should be in the upper left corner on mobile phones,
which we now know to be not very useful guidance.
4. https://smashed.by/fpattern
118 Touch Design for Mobile Interfaces
all device sizes and recorded 31 users – some remote and un-
moderated, and others moderated through person-intercept
observations at a town carnival. These tests observed people
performing various basic tasks such as scrolling, selecting
items, using menus, entering text, and watching video.5
A still frame from the video recorded of a test participant in the carnival
intercept portion of the touch research study.
5. https://smashed.by/realworlduse
120 Touch Design for Mobile Interfaces
7 mm
(40 pixels)
44
7 mm
3/8” (10 mm) 44
2 mm padding
(10 pixels)
between targets
Touch accuracy
test data recorded
for several areas
of the screen.
Chart showing that the most touched areas of the screen are in the center.
6. https://smashed.by/thumbtarget; https://smashed.by/softbuttons
https://smashed.by/targetselection; https://smashed.by/ballotdesign
https://smashed.by/walkinginteraction
https://smashed.by/touchdesignissues
7. https://smashed.by/touchperf
124 Touch Design for Mobile Interfaces
11 mm / 31 pt
9 mm / 28 pt
7 mm / 20 pt
9 mm / 28 pt
12 mm / 34 pt
The results surprised me. I found that on tablets, all the way
up to the largest almost 10-inch-diagonal iPad, users had the
same touch accuracy across the same relative areas of the
screen. I have found that these accuracy levels (as shown in
the charts above) are human-based, so apply to all porta-
ble touchscreen devices, from the smallest handset to the
largest. The same touch charts are shown below sized to a
landscape-orientation tablet.
8. https://smashed.by/buttonheight
128 Touch Design for Mobile Interfaces
Thumb-Sweep Chart:
OUT OF DATE
9. https://smashed.by/uiergonomics
chapter six Touch Accuracy and the Center-Out Preference 129
But when you ask most designers how people touch their
phones, they will say with their thumbs. They will talk
about sweep zones or reaching and stretching, and the ideal
thumb zone. This persistent misunderstanding is the princi-
pal reason I am writing this book.
Why do people hold devices in this way? Let’s start with the
fundamentals, which always begin with human physiology:
how our bodies actually work. What do we know about hu-
man thumbs? Well, we’re not a series of hinges and boards
like a machine. Human motion is not that simple. The
bones of the thumb extend all the way to the wrist, making
assumptions of what constitutes a thumb often incorrect.
10. https://smashed.by/thumbflex
chapter six Touch Accuracy and the Center-Out Preference 131
fingers, users can change the area of the screen their thumb
can reach. Now we can start to get a hint about why people
shift their grip. Because they are humans.
The key takeaway from chapter 5 was that all people hold
their devices in many different ways, and – much more
importantly – that this isn’t an individual user preference
such that one person holds one way all the time. People
shift how they hold their devices based on their tasks. For
example, people often sit scrolling with one hand, then
shift as they change grip methods to interact more intense-
ly with the device.
First-Order Cradle
these shapes are only right side touches; left side touches
mirror them. Second, these are very narrow observations.
Remember that people shift their grip all the time. While I
could share charts showing how individual hold methods
have these inverted-comma sweep areas, everyone’s hand
and grip is different, phones are different sizes, and ev-
eryone shifts all the time. The exact position of any touch
134 Touch Design for Mobile Interfaces
Some of you may now jump up and say, “Ah ha! The thumb-
sweep zones are right and we all need to avoid faraway cor-
ners!” But for one bit of data. No one in any research I have
performed or read avoided any tasks that required shifting
their grip, had notable delays in performing the tasks, or
had any measurable complaint or dissatisfaction about it. I
have done a number of usability studies for products since I
conducted the touch research, and I have not seen anything
chapter six Touch Accuracy and the Center-Out Preference 135
Positions
where people
prefer to tap.
the submit button below the form. It’s not a labeling issue,
or that users don’t want it, but a focus issue. People look
at the center of the screen and are less likely to notice or
absorb content at the edges.
For lists and readable content, users will still try to move
the content to the middle of the screen. Since many OSes
and browsers allow overscroll (when content scrolls further
than its visual limits while a finger forces it, then snaps
back), this will simply waste their time, increase their frus-
tration, and make them feel that little bit more dissatisfied.
I have often seen users try this repeatedly, then simply give
up, not reading the last paragraph of an article, not finish-
ing the form, not selecting the call to action.
Tapping a
control in the
center of an
application.
Checklist
Place key actions in the middle half to two-thirds
of the screen.
How Fingers
Get In the Way
chapter 7
W
e’ve seen that people view and touch the center
of the screen, not the edges and not in any
so-called thumb-sweep areas. People are always
more accurate and faster at touching the center of the
screen, and are more likely to consume content and interact
with items in the center.
Now it’s time to dig down another layer and address a vari-
ety of confounding issues to see how people further adjust
their behaviors based on how their fingers touch the screen
– and how their fingers get in the way.
1. https://smashed.by/isoergonomics
144 Touch Design for Mobile Interfaces
The contact patch for a typical thumb pad and tip on the screen, as it
would be seen from below.
Magnification
for precise text
selection.
2. https://smashed.by/userprecision
chapter seven How Fingers Get In the Way 147
PARALLAX
Protective Cover
Y Grid
Touch Sensors
X Grid
Display Panel
Viewing a touchscreen at an angle will cause the touch and view layers
to not line up.
150 Touch Design for Mobile Interfaces
Mouse down
Mouse up
4. https://smashed.by/clickevent
chapter seven How Fingers Get In the Way 153
Touch uses the same exact controls of down, up, and the
two together as click. But the way people touch is quite dif-
ferent from the way they use mice or trackpads. While mice
and trackpads have inaccurate down-clicks and accurate up-
clicks, for pens and fingers the initial touch is as accurate as
we can expect, and the liftoff is less accurate.
5. https://smashed.by/displacement
154 Touch Design for Mobile Interfaces
the screen. If two targets are very close together, or the initial
touch was near the edge, they could select the wrong target
or make no selection at all and be confused as to why nothing
happened even though they indeed tapped the screen.6
PRACTICAL CONSIDERATIONS
The good part is that for most design work parallax and
liftoff inaccuracy are already accounted for. Operating sys-
tems provide offsets and for typical interactive items, such
as buttons and links, the touch accuracy levels explained in
chapter 6 already account for this inaccuracy.
6. https://smashed.by/accuracy
chapter seven How Fingers Get In the Way 155
Contact patch
Centroid
Obscured area
As the contact patch is much larger than the centroid, the digit obscures
a great deal of the screen under both of these.
chapter seven How Fingers Get In the Way 159
and share. Each is an icon. They also lack labels, but mostly
their problem is they are tiny, tiny icons.
Twitter response icons are far smaller than a finger or thumb so are
hidden on click.
chapter seven How Fingers Get In the Way 161
what the Twitter app could look like if it was coded this way.
The entire selectable area could flash red.
7. https://smashed.by/clickableelements
164 Touch Design for Mobile Interfaces
8. https://smashed.by/genderkids
chapter seven How Fingers Get In the Way 165
I set aside analyzing gestures until I had figured out the find-
ings on touch. Once that was done, I thought I’d be OK. But
it was still odd. The results were not as consistent, and most
were clustered well to the right to one degree or another.
Two frames from the test video of a participant scrolling far to the side of a
tablet, then moving across the screen to tap the label for the content itself.
166 Touch Design for Mobile Interfaces
17
4
16 20
3 12
0a 11 16
2 9 4 0a 20
13 12
18 1 21 7 13
21 1 19 6
6 7 5 11
15
3
2 14 19
Some of the vertical scrolling gesture data being analyzed. Start positions
are slightly normalized in this view.
chapter seven How Fingers Get In the Way 167
Take the farthest left gesture on the right image, for exam-
ple. While it overlaps the content, it doesn’t overlap all the
content. I checked the videos again and those users began
their gesture – placed the finger on screen – on top of
very short lines of content such as the “Anime” and “Blues”
selections shown, so were still avoiding the content at the
moment they started their specific action.
A combination of several
charts showing the most
common areas in which
people scroll vertically
and horizontally.
170 Touch Design for Mobile Interfaces
TWO-AXIS SCROLLING
9. https://smashed.by/justification
10. https://smashed.by/scrolling
11. https://smashed.by/scrollingbehavior
172 Touch Design for Mobile Interfaces
RIGHT-TO-LEFT LANGUAGES
tent instead of the right. Aside from being very good advice
to keep in mind for our regionalized, multilingual designs,
this finding helps prove that the research on touch and
scroll is universally true.
Checklist
All actions should respond visually the moment they
are tapped or clicked so users are assured they actually
hit the target.
Imprecision and
Probability
chapter 8
N
ow that we are starting to know how to design
for different touch accuracy by area on screen,
and how to avoid issues with human sensing in-
cluding parallax, liftoff, and the screen being obscured by
fingers, it’s time to dive further into why touches happen
the way they do. We’ll see what really makes up accuracy,
and how to design around the natural inaccuracy that
occurs with every selection.
You might even be able to see the little icon for your po-
sition wandering or jumping around. That’s because the
phone doesn’t know precisely where you are. It only knows
to some degree of probability that there’s a good chance you
are somewhere inside the circle.
178 Touch Design for Mobile Interfaces
Google Maps, zoomed in far enough to see the accuracy ring indicating
that I might be anywhere from the street, to the neighbor’s garage.
1. https://smashed.by/circularerror
chapter eight Imprecision and Probability 179
The figure below shows the actual touch positions for users
attempting to select a menu button on a 7-inch tablet. Each
dot is a tap recorded, and the circle denotes the probability
of 95% of the taps falling within it.
Not all taps fall within the touch zone, or even the tappable area
of the screen.
Designing only for “the happy path” and considering all oth-
ers as edge cases is a dangerous method of design for our
products.2 Although architecture and strategy are beyond
the scope of this book, the same mindset pervades the UI
design layer as well. There’s an implicit assumption that
everything happens deliberately, and that users make no
mistakes. Throughout this book we have seen that people
make mistakes all the time. For information design and user
2. https://smashed.by/happypath
chapter eight Imprecision and Probability 183
3. https://smashed.by/mechanisms
4. See chapter 13, “Practical Mobile Touchscreen Design,” for an
example Touch Template.
184 Touch Design for Mobile Interfaces
ing. Though I turn the layers off and on when doing this
digitally, I often leave the grids and center-out accuracy ar-
eas (see chapter 6) visible to remind myself when to change
sizes, or where to better move items when redesigning.
Resilience Design
In 1956, computing pioneer cal data center has hundreds
John von Neumann called of hard drives fail every
computational errors “an day, not to mention server
essential part of the process” crashes, network collisions,
of computing (smashed. and more. Systems adminis-
by/problogistics). This was tration at the scale of services
almost forgotten for decades like Google, Facebook, Etsy,
with the advent of the high- Flickr, Yahoo!, and Amazon
ly reliable computers we employs teams of resilience en-
work on today (smashed.by/ gineers, who make sure their
inexactdesign). data centers stay running by
planning for graceful failure.
At the scale data centers When failures occur, users
operate, errors are simply (usually) don’t even notice
impossible to avoid. A typi- (smashed.by/resilienceeng).
chapter eight Imprecision and Probability 187
Let’s revisit Twitter again – the app and website are very
similar – and look at the same clickable item we noted in
chapter 7. It’s a very good way to discuss these topics, with
both bad and good examples of touch interaction and inter-
ference at the same time.
6. https://smashed.by/htmla11y
7. https://smashed.by/semanticmarkup
chapter eight Imprecision and Probability 189
Not all are as bad as the IMDb example, with buttons liter-
ally touching, but accidentally tapping cancel is still pretty
likely – and quite destructive.
chapter eight Imprecision and Probability 191
Avoid Catastrophes
Users will sometimes miss and hit the wrong target. What
happens then? What if they need to add an attachment to
the email, but press send by accident because the buttons
are far too close together?
they also counter the panic of the user: “Oh no! Make it
stop!” And there’s the Make it stop button right there.8
8. https://smashed.by/surevsundo
chapter eight Imprecision and Probability 193
Notifications in
Flickr that are
turned off become
grayed out so they
can be tapped again
and re-enabled easily.
Checklist
Make touch targets as large as possible; design using
whole rows of lists, and entire containers.
Phones Are
Not Flat
chapter 9
W
e’ve already moved from technology to human
factors research: how people adjust their behav-
iors based on how they touch the screen. In
this chapter, we’re going to talk a little bit more about how
people vary, and how their particular needs and capabilities,
and their environments, influence how they interact with
the websites and apps we design for them.
1. https://smashed.by/christopherson
198 Touch Design for Mobile Interfaces
2. https://smashed.by/noise
3. https://smashed.by/dark
chapter nine Phones Are Not Flat 199
4. https://smashed.by/expiry
5. https://smashed.by/tremor
200 Touch Design for Mobile Interfaces
Users interact
with their devices
in a wide range
of situations that
are often filled
with distractions.
• opening a door
Inadvertent Movement
Settings
Saved Locations
To prevent Bob Allen Ford
Edit Remove
accidental deletion
Ruco Equipment
due to double- Edit Remove
Cummins Central
Power, LLC (2848) Edit Remove
chapter nine Phones Are Not Flat 203
Accuracy of nine targets when holding the phone in two different ways
and carrying a bag.
6. https://smashed.by/encumbrance
chapter nine Phones Are Not Flat 205
7. https://smashed.by/safarimenu
chapter nine Phones Are Not Flat 207
mizes like it does for all browsers as users start to scroll. But
instead of returning only with a scroll back up, the bottom
area is never really part of the web page.
Two views of a web page in mobile Safari, one before and one after
tapping along the bottom.
208 Touch Design for Mobile Interfaces
The basic concept of control bars taking over the page edges
isn’t unique to iPhones. Android browsers have various
sorts of hidden bars, some with iOS-like behaviors where
lower gestures cause unexpected results as well. In fact, the
whole Android OS, on every screen, has a bar of controls at
the bottom, the navigation bar, with at least home, back, and
the app switcher, though others can be added to it.8
Far too many full-screen apps forget to design for the full
range of cases, so build their controls, closed captions, or
other items in the navigation bar area. Depending on how it
was coded, the navigation bar and controls could then either
be hidden as they overlap each other, or jump around and
shrink when the application frame reappears.
8. https://smashed.by/androidnav
9. https://smashed.by/hidingnav
210 Touch Design for Mobile Interfaces
The Android navigation bar visible on top of the fullscreen PBS Kids app.
Since the app has two modes (full-screen viewing and a con-
troller version as shown in the screenshot), a better solution
would have been to hide the navigation bar (and the status
bar) when in full-screen. When in the controller mode, both
of those bars should be permanently visible and not over-
laid on the app itself.
Leave Space
Never cheat and try to squeeze in more content, either ver-
tically or horizontally. Use the minimum tap sizes as shown
in “Touch Accuracy by Zone” on page 125 as the starting point.
Make sure no adjacent controls or gestures interfere with
the controls. Add space to the margins or move controls
somewhere else entirely.
Issues with the edges are not just about what is actually on
the screen, however.
While few phones these days have a raised bezel – the edge
around the display area of the screen – the vast majority
of phones are put inside cases. Without any good data on
these, or a means to detect them programmatically, there’s
no way to tell what sort or how much they interfere with
the way the phone works.
chapter nine Phones Are Not Flat 213
Cases on smartphones can interfere with touching the edge of the screen.
Centroid
Contact patch
An example of a
list view with icons
to the far side, but
margins between the
edge of the viewport.
216 Touch Design for Mobile Interfaces
Checklist
Audio notices or audio tracks may not be able to be
used due to environment, social norms, or individual
user capabilities. Design to provide visual or on-
screen cues, notices, labels, and captions to reinforce
or support audio.
T
hrough the course of this book we have come to learn
that we can’t rely on best guesses, and neither can we
let everyone just muddle through. We have to design
to work for the broadest possible range of users and envi-
ronments in the real world.
visual design. The features are set, engineering will build the
product, and I will just come make it pretty afterwards.
It is worth diving into one phrase I hear a lot: look and feel.
This is commonly used to refer to visual design or graphic
design. But by this definition it distinctly doesn’t include
the rest of what UX does, so it bars us from working on
information architecture and most interactions.
I’ve long objected to the use of the phrase for this reason.
Recently, however, I started looking again and noticed
its two words:
1. https://smashed.by/lookandfeel
2. https://smashed.by/visuals
chapter ten People Only Touch What They See 223
3. https://smashed.by/normaldistributions
chapter ten People Only Touch What They See 225
MULTI-ENCODING
4. https://smashed.by/iconlabels
228 Touch Design for Mobile Interfaces
(continued overleaf)
230 Touch Design for Mobile Interfaces
Now let’s go over each of these tactics, so I can give you all
the tips and tricks I have learned from designing touch-
screen products over the years. Yes, there’s still a lot to say
about how and why this all happens, including some pretty
obscure stuff I’ve worked out on my own over time.
A phone is held closer to the eye, so smaller items appear to be the same
size as those on a tablet.
Smaller things are harder to see, and this varies not with
size but with size at distance. We call this angular resolution.
5. https://smashed.by/contrastenhanced
6. https://smashed.by/jnd
chapter ten People Only Touch What They See 233
And yet farther away, across a large parking lot, say, some-
one might only be able to perceive the ruler in someone’s
hand as something, but it has lost all shape so could be a
phone or a candybar instead.7
7. https://smashed.by/iphoneres
8. https://smashed.by/solidvsoutline
234 Touch Design for Mobile Interfaces
Affording Action
BOUNDING
9. https://smashed.by/affordancesdef
10. https://smashed.by/affordancecontext
11. https://smashed.by/tufte
chapter ten People Only Touch What They See 235
Several styles of
bound buttons on
the flat membrane
control panel of a
microwave oven.
236 Touch Design for Mobile Interfaces
LINKING
For a while I was sure that lists were bound enough that
people understood they were inherently clickable, but after
some experimentation on products, I have found it’s not
chapter ten People Only Touch What They See 237
DT90200.12
A variety of options to
select, all indicating the
type of function with
either arrow or dot
menu icons to the right,
and some with function DT90200.13
GRAYING OUT
A turn lane
arrow grayed
out during road
construction by
overlaying the
white arrow
with black.
Instead of simply graying out the same shape, like the road
construction crew did in the photo, we also need to change
another aspect of the function. Do not enter symbols can re-
place activity icons on buttons, or we can cross out the icon
to show by shape that the function is not available.
Home Devices
Russell House
Controller:
00:0a:95:9d:68:16
Living Room
Model:
Both the disconnected CM7750.3
Serial Number:
device icon and the 89651073
update action are grayed Sunroom
Not connected
out, struck through, and
labeled unavailable Critical Software Update
to indicate they Please install it as soon as
possible to avoid secuity
cannot be selected. and reliability issues.
Download Update
100%
In a stand
On a surface
In the hand
minimum
device cl ass size
Windows device-independent
1.34
pixels (DIP), or px
chapter ten People Only Touch What They See 249
the same scale rules and, roughly, the same sizes. The same
concerns regarding readability apply for text.
These sizes are around 40% larger than minimum for basic
content, and 80% larger for enhanced content. The larger
size can be used both to differentiate based on importance
and if we expect the environment or user needs to make
larger text necessary. Note that if we go too large, readability
12. https://smashed.by/onlinereading
13. https://smashed.by/mobiletypography
250 Touch Design for Mobile Interfaces
basic enhanced
device cl ass minimum content content
Small phone,
feature phone, 4 5.5 7.2
smartwatch
Small
smartphone 6 8.5 10.8
(4-inch screen)
Large smart-
phone, “phab- 7 9.8 12.6
let” (5–6-inch)
Small tablet
8 11.2 14.4
(~7-inch)
Large tablet
(10-inch), desk- 10 14 18
top, laptop
Older users with poor eyes (like me) and prevalent usage
of devices on buses and when walking down the street
necessitate larger type sizes.14 More use outside means
more glare, so we need larger type sizes, better contrast
ratios, or both.
14. https://smashed.by/fonteffects
252 Touch Design for Mobile Interfaces
15. https://smashed.by/prevalence
16. https://smashed.by/microsoftinclusive
254 Touch Design for Mobile Interfaces
CONTRAST
The W3C’s WCAG 2.1 provides the most robust and wide-
spread recommendations, but they are very limited in their
scope. Their recommendations are tied to web pixel sizes,
and while they are slowly becoming aware that more use is
on mobile devices than on desktop, WCAG 2.1 still makes a
lot of assumptions about viewing distance, screen size, and –
most of all – screen position.
17. https://smashed.by/accessibility101
chapter ten People Only Touch What They See 255
BLINKING
18. https://smashed.by/metrosigns
19. https://smashed.by/myopia
chapter ten People Only Touch What They See 257
Bring the light slowly up and down, and never ever turn it
all the way off. Users should see it no matter when in the
cycle they observe the light.20
20. https://smashed.by/touchlanguage
chapter ten People Only Touch What They See 259
Inspiring Confidence
Checklist
Remember that people vary, so multi-encode (color,
shape, text…) all content to assure everyone can read
it. Use text labels on all icons, and add icons to as many
text interactive elements as we can.
1, 2, 3:
Designing
by Zones
chapter 11
Designing by Zones
W
e’re almost done, and from this point on the
focus will be on information design, and how
we can use all that we have learned so far about
how people look, see, hold, and touch to provide a single,
simple method to design templates and pages for our
mobile touchscreen apps and websites.
Information Design
1. https://smashed.by/informationdesign
chapter eleven Designing by Zones 267
Hierarchy of Design
2. https://smashed.by/adaptiveinformation
3. https://smashed.by/visualhierarchy
268 Touch Design for Mobile Interfaces
2. Size
3. Shape
4. Contrast
5. Color
6. Form
POSITION
SIZE
SHAPE
CONTRAST
COLOR
FORM
Content Hierarchies
We can, of course, use these relative sizes for any other key
information that requires hierarchical differentiation, such
as labels on a dashboard.
basic enhanced
device cl ass minimum content content
Small phone,
feature phone, 4 5.5 7.2
smartwatch
Small
smartphone 6 8.5 10.8
(4-inch screen)
Large smartphone,
7 9.8 12.6
“phablet” (5–6-inch)
Small tablet
8 11.2 14.4
(~7-inch)
Large tablet
(10-inch), 10 14 18
desktop, laptop
Note that I’ve listed only three levels of hierarchy: H1, H2,
and H3. My experience in putting complex data in front of
people is that more than three levels of headings becomes
difficult to understand, regardless of how much we try to
differentiate them. If you only need fewer levels then you
could get away with cutting off sizes at either end of the
range. Only have page titles? Then make the titles the H2
or H3 size. This works pretty well when they need to take
up less space.
h3 h2 h1
18 27 36
4. https://smashed.by/sizematters
276 Touch Design for Mobile Interfaces
Yes, the sensors in the eye are rods and cones, with the
rods detecting light intensity, and the cones detecting the
color of the light falling on them. But they are not scat-
tered evenly through the eye. Almost all the cones are right
behind the pupil.
+50°
30°
15°
2°
Foveal Vision
Rods live everywhere but especially where the cones are not.
The eye flits about to scan scenes, and our brains interpret
the image so we think we see a complete color scene of the
world – but we don’t.5
5. https://smashed.by/spotlight
6. https://smashed.by/fovealload
chapter eleven Designing by Zones 277
Blind Foveal
spot spotlight
It should now be very clear why things that are too large
aren’t perceived properly as single objects. Or how very
long lines of text are hard to read, as the eye has to move so
much more to get to both ends of it.7
7. https://smashed.by/automotivedisplays
8. https://smashed.by/deaf
278 Touch Design for Mobile Interfaces
15 mph 30 mph
A higher design speed limits the expected field of view of the driver.
9. https://smashed.by/crosswalks
chapter eleven Designing by Zones 279
road. I like the concept of design speed for all design pur-
poses. We should design for an expected amount of infor-
mation being absorbed at once.
3. Tertiary
2. Secondary Functions
Actions along behind menus
the edges
1. Primary
Center of page
2. Secondary
Actions along
the edges
Secondary Tertiary
Primary
Secondary
Primary
The YouTube app places the most important content in the center.
The YouTube team trusts that the center is the best place
to look, and that people scroll and understand subsections.
They don’t add subtabs or pulldowns or menus or anything
else that makes it more complex and they don’t have an ani-
mated icon to say “scroll down” to encourage people to move.
chapter eleven Designing by Zones 283
Primary
Wayfair also has a category list on the home page, but note
that it’s allowed to take up more room and speaks well to the
issue of “the fold.” That is an old newspaper term: articles
on page one above the fold meant they were visible on the
The Wayfair
product
category list,
at the bottom
of the page
on entry, and
scrolled to see all
the categories.
286 Touch Design for Mobile Interfaces
Next, let’s finish off this tour of design tips with a review
of the pros and cons of some of the design elements I’ve
shown off here, such as menus, lists, floating bars, and tabs,
to see how they can integrate with the concept of informa-
tion design for center-out touchscreen products.
Checklist
Employ a visual hierarchy to organize information,
by: position, then size, shape, contrast, color,
and lastly form.
Progressive
Disclosure
chapter 12
Progressive Disclosure
I
n the last chapter, I presented a comprehensive theory
on the practice of information design, and introduced a
new hierarchy of design specific to mobile touchscreens
you can use immediately. Now I am going to expand a little
more on that, with an overview of the principles of how we
offer up the ocean of information available to us so people
can consume it, and review the key tactics to make that
work, along with the pros and cons of each.
Interaction Is Hypermedia
The problem we try to solve every day is not just about pro-
viding functionality or cutting it down for simplicity, but of
making the functionality we do offer apparent, clear, and
easy for users to understand. Desktop web design set aside
a lot of this thinking as the size of screens kept increasing,
allowing every widget to be on the portal and every column
in the table. Then the user was left to work out the problems.
• Pop-ups
• Drawers
• Accordions
• Tabs
• New pages
• Scrolling
Pop-Ups
A category selector
to allow drilling
down into a
product list, using
a pop-up dialog.
chapter twelve Progressive Disclosure 295
A lightbox
with a
two-item
slideshow
and available
zooming
controls.
BENEFITS
DOWNSIDES
These may seem simple, but we need to stop and talk about
drawers more than other components. One implementation
has become both almost universal and very divisive among
the design community over the last few years.
A drawer used
to select the sort
order for a list of
products.
chapter twelve Progressive Disclosure 299
1. https://smashed.by/hamburger
chapter twelve Progressive Disclosure 301
2. https://smashed.by/menu
302 Touch Design for Mobile Interfaces
BENEFITS
DOWNSIDES
Accordions
3. https://smashed.by/mobileaccordions
304 Touch Design for Mobile Interfaces
An accordion to
reveal details on
a product page.
4. https://smashed.by/accordionchecklist
chapter twelve Progressive Disclosure 305
BENEFITS
DOWNSIDES
Tabs
46% 3:15
Good tab designs work well because the tab label is contig-
uous with the tab’s content, just as a card-stock tab sticks
up above the physical tab’s content. The label is also actually
on the tab, so the background of the selected tab continues
into the content area below with no color change or divider.
When we do this, tab labels serve as very effective titles or
subtitles for the content, as shown in the example I have
mocked up below.
46% 3:15
Tabs should always be placed at the top. The bottom tab bar
popularized by iOS is not perceived by users as comprising
tabs, but more like a set of actions. I suspect this is due to
both their lack of tab-like appearance, and the top-to-bottom
nature of hierarchical content relationships.5
BENEFITS
5. https://smashed.by/intrinsicunderstanding
312 Touch Design for Mobile Interfaces
DOWNSIDES
• One tab must be the default, and this must be the first tab.
New Pages
6. https://smashed.by/firefoxbutton
314 Touch Design for Mobile Interfaces
New
Window
Back
Link
7. https://smashed.by/mistakes
8. https://smashed.by/revisitation
9. https://smashed.by/crosswalks
chapter twelve Progressive Disclosure 315
People don’t use functions they don’t like. If the back button
was grudgingly used to hack around system issues, we’d see
usage drop off, but that hasn’t happened in the thirty years
it has been studied. We can trust that users are comfortable
with this method of navigation. But code it right. Respect
the back stack and history states. Don’t use fake pages that
require the user to work with in-page navigation, because
they won’t notice it and will break their session. Follow stan-
dard, built-in OS or browser conventions whenever possible.
BENEFITS
DOWNSIDES
Scrolling
A long, scrolling
page on the
Home Depot site.
318 Touch Design for Mobile Interfaces
The only factor that prevents many teams from using scroll-
ing is a concern about performance. It’s not a real-world
problem, but it is a metrics problem. Amazon is a famously
analytical company so clearly gets around it – but how? By
making its metrics adjust to reality.
The pages indeed take a very long time to load, but they
are built so the top parts that users see first load almost
instantly. The parts of the page outside the viewport can
load in the background.
10. https://smashed.by/pagingscrolling
chapter twelve Progressive Disclosure 319
BENEFITS
DOWNSIDES
Information Display
But now let’s finish off our discussion with some display
tactics that are especially optimized for and effective with
mobile.
• Lists
• Tables
• Category carousels
Content
scrolling behind
a fixed header
and chyron.
Many conversation
views, like the
Skype app here, use
a chyron to add to
the conversation
contextually, and
while viewing any
part of the thread.
But the two areas provide us with options for design when
we need to put more than a handful of elements along the
edges. Remember that touch target sizes are very large
along the edges. For phone-sized devices, only as few as four
items might fit, so we will run out of room fast trying to
cram it all into one of those.
A chyron with count of selections and actions to take overlays the tab bar
on the Photos app for iOS.
326 Touch Design for Mobile Interfaces
Lists
A list view is
used for selection
of workout
features in the
Sports Tracker app.
chapter twelve Progressive Disclosure 327
screenshots in this book) and you will see they are largely
composed of list views. Certainly, there are news sources
and blogging tools that are occupied with long blocks of
text; there are image viewers, maps, and other display items
as well. But if we are building an interactive product, what
gets displayed and clicked is best served most of the time by
being a list.
CARDS
Parts of Google
News use a card
view with one
card for each story.
Tables
That can also work on the web from a design point of view,
even though the technologies do not overlap. And they real-
ly do not overlap, because tables are all but banned in some
places I have worked. In the early days of the web, there
was no attention at all paid by the standards bodies and the
browser developers to how content was laid out. No thought
332 Touch Design for Mobile Interfaces
11. https://smashed.by/tablelayouts
12. https://smashed.by/datatables
13. https://smashed.by/mobiletables
chapter twelve Progressive Disclosure 333
14. https://smashed.by/responsivetables
15. https://smashed.by/tabledesignguide
16. https://smashed.by/ordereddata
334 Touch Design for Mobile Interfaces
ber is a very small and easy to use field, and we can very
clearly show the list in distance order. Parsing a column of
addresses would be much slower and less effective.17
46% 3:15
Think about how people will use the content, and very
often we’ll find there’s a process. They can select one to see
details or take action. Then let them get a new page, dialog,
or accordion to get that extra info. A table small enough for
mobile and simple enough for users on all platforms will
almost always naturally emerge.
17. https://smashed.by/typographytables
chapter twelve Progressive Disclosure 335
Category Carousels
Netflix showing box covers, and the Google Play Store showing app icons
and additional information in category carousels.
18. https://smashed.by/carouselslider
336 Touch Design for Mobile Interfaces
A category carousel
used with icons
for news services.
chapter twelve Progressive Disclosure 337
Make absolutely sure that the rightmost item “falls off” the
edge of the viewport. An overdependence on gridded design
makes many category carousels not work correctly as the
designers make it all fit perfectly. No one knows there are
more items if they all fit, so use the old trick of partial show-
ing to indicate that. Partially shown items invite users to
scroll. Never let these mix with marketing carousel banners
with automatic scrolling.
Practical Mobile
Touchscreen
Design
chapter 13
Practical Mobile
Touchscreen Design
I
want to conclude by discussing briefly how I use the
information throughout this book as part of my design
approach and design process, and revisiting and sum-
marizing the major points.
1. https://smashed.by/throwback
344 Touch Design for Mobile Interfaces
Just a few weeks in, it was clear this was not going to be a
long-term solution. Once it finished and I had drawn every
page in Photoshop, I set off to create a better process. I read
all I could find about design and engineering systems and
the philosophies of design at the time. The process I came
up with wasn’t too far from what we consider best practice
for user experience today.
Your next project will probably start out with a list of re-
quirements, but those tell us nothing about who is using the
product and how it might help improve their life, or even
just how it makes your organization more valuable to them.
Before you go out into the field though, sit down and read
or research a little from the comfort of your desk. I have
set out a lot of basic data about how people work, or with
what devices, and you can find out a lot more by looking at
346 Touch Design for Mobile Interfaces
2. https://smashed.by/movr
3. https://smashed.by/internetdata
chapter thirteen Practical Mobile Touchscreen Design 347
4. https://smashed.by/fieldstudy
5. https://smashed.by/ethnographic
6. https://smashed.by/fieldusability
chapter thirteen Practical Mobile Touchscreen Design 349
7. https://smashed.by/userpersona
8. https://smashed.by/beyondusability
350 Touch Design for Mobile Interfaces
9. https://smashed.by/machine
10. https://smashed.by/4ourthmobile
chapter thirteen Practical Mobile Touchscreen Design 351
TOUCH TECHNOLOGY
11. https://smashed.by/industryanatomy
352 Touch Design for Mobile Interfaces
PLATFORMS
OTHER INPUTS
12. https://smashed.by/mobileapps
chapter thirteen Practical Mobile Touchscreen Design 353
13. https://smashed.by/microsoftaccessibility
14. https://smashed.by/mobilenetworks
15. https://smashed.by/mobilevswifi (pdf)
16. https://smashed.by/beyondairplane
354 Touch Design for Mobile Interfaces
The general advice has often been that only individual data
can be exploited; as long as things like location data are
anonymized, you are safe to share it, especially in aggregate.
But that’s not always true: in early 2018 it was revealed that
Strava fitness tracker data could be used to find the location
of isolated, supposedly secret US special forces bases.18
The old derisive term of “throwing it over the wall” for design
applies at every step of the process. The design team can’t
accept vague hopes and dreams from executive PowerPoint,
but need to be involved in building and detailing them out.
17. https://smashed.by/understandinglocation
18. https://smashed.by/strava
chapter thirteen Practical Mobile Touchscreen Design 355
19. https://smashed.by/sigma
20. https://smashed.by/mobileprinciples
356 Touch Design for Mobile Interfaces
While there are many business books that are a bit like self-
help books or extrapolate a single success, Anuj Mahajan’s
The Billion Dollar App, on strategizing and designing for mo-
bile, might help pull together many of these threads.
21. https://smashed.by/cascadingux
22. https://smashed.by/eleganthack
23. https://smashed.by/craftfordigital
chapter thirteen Practical Mobile Touchscreen Design 357
More people than ever have become remote lately, and this
is likely to continue even as many offices reopen following
the COVID-19 pandemic. I have mostly worked remotely
for over a decade, and in 2017 wrote up much of what I’d
24. https://smashed.by/agilemanifesto
25. https://smashed.by/productdevelopment
26. https://smashed.by/onboardingyourself
358 Touch Design for Mobile Interfaces
Instead, tie each step to the next, and at this point create
a framework to support the eventual design so it is con-
sistent and appropriate for the content, functionality,
strategy, and audience.
INFORMATION ARCHITECTURE
27. https://smashed.by/remotecollaboration
28. https://smashed.by/informationarchitecture
chapter thirteen Practical Mobile Touchscreen Design 359
INFORMATION DESIGN
29. https://smashed.by/iaprinciples
30. https://smashed.by/intertwingled
31. https://smashed.by/blueprints
32. https://smashed.by/informationdesignbook
360 Touch Design for Mobile Interfaces
PROGRESSIVE DISCLOSURE
33. https://smashed.by/legointerfaces
34. https://smashed.by/sketchingux
35. https://smashed.by/adaptiveinformation
36. https://smashed.by/universalprinciples
37. https://smashed.by/progressivedisclosure
chapter thirteen Practical Mobile Touchscreen Design 361
Remember that phones and tablets are not held in any one
way. People vary, and shift all the time, so design for every
way people hold them (chapter 5). Orientation can also vary,
but start with basic assumptions that phones are used more
often vertically (portrait) while tablets and computers are
more often landscape (horizontal).
362 Touch Design for Mobile Interfaces
Remember that people only touch what they see (chapter 10,
“People Only Touch What They See”). Users who don’t un-
derstand the interface won’t interact with it. It’s not much of
an interactive product if no one interacts with it.
CONVERSATIONAL DESIGN
Writers for digital have long done a lot more than writing,
but it was during her work for the UK Government Digi-
tal Service that Sarah Richards and her team invented the
discipline of content design. Her book, Content Design (2017),
is a great start.
38. https://smashed.by/reading
39. https://smashed.by/respectingusers
366 Touch Design for Mobile Interfaces
Make sure all interactions are designed to attract the eye, af-
ford action, are readable, and inspire confidence they can be
safely tapped (chapter 10). Make interactive items appear as
common and recognizable items: buttons, tabs, and inputs.
40. https://smashed.by/manualoftype
chapter thirteen Practical Mobile Touchscreen Design 367
Users who think they can’t safely interact will wait till they
are in a better environment but might never come back or
lose overall confidence in your product. Make sure interac-
tive items are bound (have borders or containers) and assure
that items are clearly separated to increase confidence.
41. https://smashed.by/dark
368 Touch Design for Mobile Interfaces
42. https://smashed.by/businessmodel
43. https://smashed.by/authenticdesign
chapter thirteen Practical Mobile Touchscreen Design 369
Have you noticed how the big tech websites never go down
or have a maintenance window? At a deep engineering
level they follow practices and procedures to ensure their
systems are not brittle, avoid failure or fail gracefully, and
are fixed easily even with power failures, network breaks,
and typhoons. There are many books on this, but unless you
are going to run a data center, Erik Hollnagel’s overview is a
deep enough dive.45
44. https://smashed.by/chasingtherabbit
45. https://smashed.by/resilienceengineering
46. https://smashed.by/inexactdesign
370 Touch Design for Mobile Interfaces
47. https://smashed.by/imperfection
48. https://smashed.by/imperfectioninaction
49. https://smashed.by/destructivedesign
chapter thirteen Practical Mobile Touchscreen Design 371
PLANNING
INSPECTION
50. https://smashed.by/devicelab
51. https://smashed.by/assumptions
52. https://smashed.by/mobileuxtools
53. https://smashed.by/touchtemplates
372 Touch Design for Mobile Interfaces
What people say they do and what they actually do are two
different things. Usability testing methods observe users
interacting with products to discover how they actually
work and to measure actual performance. If you can’t
hire a usability testing team, a good practical guide to the
principles behind it is Albert and Tullis’s Measuring the User
Experience: Collecting, Analyzing, and Presenting Usability Metrics
(second edition, 2013).55
54. https://smashed.by/lowvshighfidelity
55. https://smashed.by/measuringux
56. https://smashed.by/evaluatingmobiledesign
Touch Sizes
Use this guide to determine if a touch
target is safe, based on screen position.
The four circle sizes cover most cases:
on phones, tablets, and computers.
Center the target (or the most likely
click area, like the first word in a la-
bel) in the circle. If any other clickable
area is inside the circle, it is too close.
Safer yet is no other targets inside the
dashed outer ring.
Cap x height
height
16
Descender Stated type size
is NOT the same
as measured size
374 Touch Design for Mobile Interfaces
57. https://smashed.by/unmoderatedtesting
master checklist
Tips, Principles,
and Best Practices
master checklist
T
his list presents a distillation of the tips, principles,
and best practices for mobile touchscreen design
found in chapters 5 through 11. See the relevant chap-
ter for more detail.
Index
Microsoft Kinect . . . . 57
index 391
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