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Touch Design for Mobile Interfaces by Steven Hoober explores the evolution and principles of mobile touch design, emphasizing the importance of understanding user behavior and technology. The book covers various topics including the history of touch technology, design standards, and practical tips for creating effective mobile interfaces. It aims to provide a comprehensive framework for designing intuitive and user-friendly mobile applications in an increasingly mobile-centric world.

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0% found this document useful (0 votes)
290 views402 pages

touch-design-for-mobile-interfaces

Touch Design for Mobile Interfaces by Steven Hoober explores the evolution and principles of mobile touch design, emphasizing the importance of understanding user behavior and technology. The book covers various topics including the history of touch technology, design standards, and practical tips for creating effective mobile interfaces. It aims to provide a comprehensive framework for designing intuitive and user-friendly mobile applications in an increasingly mobile-centric world.

Uploaded by

svivah92
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 402

Touch

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

Copyediting: Owen Gregory


Cover illustration: Espen Brunborg
Interior illustrations: Steven Hoober
Book design and indexing: Ari Stiles
Ebook production: Cosima Mielke
Typefaces: Elena by Nicole Dotin and Mija by
Miguel Hernández.

Touch Design for Mobile Interfaces was written by Steven Hoober


and edited by Alma Hoffman.

This book is printed with material from


FSC® certified forests, recycled
material and other controlled sources.

Please send errors to: [email protected]


Contents

Foreword by Brian Mills . . . . . . . . . . . . . . . vi

Introduction . . . . . . . . . . . . . . . . . . . . . ix

1 Defining Mobile Devices . . . . . . . . . . . . 19

2 The History and Technology of Touch . . . . . . 35

3 Capacitive Touch . . . . . . . . . . . . . . . . 59

4 Standards, Assumptions, and Problems . . . . . 71

5 Finding Out How People Hold and Touch . . . . 83

6 Touch Accuracy and the Center-Out Preference . . 113

7 How Fingers Get In the Way . . . . . . . . . . 141

8 Imprecision and Probability . . . . . . . . . . 175

9 Phones Are Not Flat . . . . . . . . . . . . . . 195

10 People Only Touch What They See . . . . . . . 219

11 1, 2, 3 — Designing By Zones . . . . . . . . . . . 263

12 Progressive Disclosure . . . . . . . . . . . . . 289

13 Practical Mobile Touchscreen Design . . . . . . 341


Master Checklist . . . . . . . . . . . . . . . . 375

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.

From the moment smartphones hit the scene, it was game


changing. Initially known as a personal digital assistant
(PDA) or handheld PC (personal computer), the very first
smartphone – the Simon Personal Communicator (SPC) cre-
ated by IBM in 1992 and released for consumer purchase in
1994 – was large and cumbersome. Still, it embodied many
of the hallmarks that quickly became defining features for
every smartphone that followed. From a touchscreen to the
ability to send/receive emails (and faxes!), the SPC also fea-
tured a calendar application, address book, native appoint-
ment scheduler, as well as standard and predictive stylus
input screen keyboards.

When Apple later unveiled its first iPhone in 2007, the


device featured a minimum of 4 GB of storage, a 3.5 inch
screen, and deviated from prior mobile designs in eschew-
ing most physical hardware buttons and championing a
screen-based touch interface over the then-standard inde-
Foreword vii

pendent stylus accessories. By the time Android became


the most popular operating system for mobile devices in
2012, the market had exponentially diversified, in terms of
not only software but both hardware as well as enhanced
options for personal customization.

On average, modern smartphones now have more comput-


ing power than all of NASA did when it first started sending
astronauts to the moon. Today’s smartphones typically
feature at least 4 GB (roughly 34,359,738,368 bits) of RAM,
more than one million times the functional memory the
Apollo 11 computer itself possessed. Beyond that, while the
Apollo 11 computer held a processor that ran at 0.043 MHz,
the latest iPhone processor is estimated to run at roughly
2,490 MHz; more than 100,000 times the overall processing
power of the computer that landed humans on the moon
more than 50 years ago.

As of 2021, more than half of all web traffic – almost 5.2


billion people – now takes place on mobile devices with an
additional 25% increase in mobile traffic further expected
by 2025, largely via both increased video consumption and
streaming on mobile. While desktop usage is still predomi-
nant during the day due largely to most workplaces, smart-
phone and tablet traffic reigns supreme in the evening.
More than just being extremely popular, touch interfaces
have also become the standard for modern human-com-
viii Touch Design for Mobile Interfaces

puter interactions. Year-over-year, more and more “two-in-


one” laptops are launched with built-in touchscreens. New
foldable and/or rollable touchscreens are here (or poised to
be released soon).

So, what does the future hold in terms of addressing hu-


man needs and behaviors via successful interaction design?
Well, you’re in for a treat: throughout this book, Steven
assembles and proposes the basis for a more unified theory
of information design, one with minimal caveats and
exceptions while rooted in proven scientific processes and
codifying what is presently known as technology continues
to move beyond it.

As technology marches forward, it will continue to be


tempered by human needs and behaviors, especially as the
dominance of mobile and touch interfaces only continues
to increase. Enjoy!

—Brian Mills
Introduction ix

introduction

Everything Is Now Mobile

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.

In the late 2000s when I started speaking and writing about


mobile design, I led every talk with some charts about mar-
ket shares, installed base, and use rates. I helped organize
one of the first mobile-focused conferences where we all
knew it was the next big thing, but when I worked or spoke
elsewhere I still found myself having to explain how mobile
was already a huge market and a massive opportunity.

Today it may seem that mobile devices are no longer the


next big thing. There’s no longer talk of the huge growth in
mobile device penetration – it’s already happened, as you
can see in the chart below.

1. https://smashed.by/mobileuse
x Touch Design for Mobile Interfaces

Active Devices (Billions)


Phones
5

3 PCs

1 Tablets

0
2000 2005 2010 2015 2020

Approximate installed base of mobile handhelds, PCs, and tablets from


1997 through 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

The mobile market is not just huge, it is the default for


connectivity and communication. However, don’t think of
mobile users as different from desktop users, or as some-
thing new or unique. The sharp growth of mobile started
almost 20 years ago as I write this. Mobile adoption is so
widespread now that people across all generations have
internet access on their smartphone or tablet.

2. https://smashed.by/movrmobileuse
3. https://smashed.by/usmobileuse
4. https://smashed.by/pc2019
Introduction xi

In contrast, consider the personal computer (PC) line. The


installed base – the number of computers actually in use in
the world – of desktop and laptop computers has been drop-
ping for years. Currently, in the US more people use mobile
devices than computers for everyday tasks.5 6

In this book we will discuss a body of research on how


people really hold, look at, touch, and generally use their
mobile devices, as well as the foundations of touch and the
technology of touchscreens. In addition, I will provide tips
and tricks for better design for mobile devices, based on this
data, and bust some assumptions about older technologies,
such as trying to apply desktop and mouse design para-
digms to mobile design.

The first chapter, “Defining Mobile Devices,” describes


different devices in the context of their unique attributes
of portability, connectivity, and awareness. We’ll come to
understand how important it is to understand mobile
technology and use patterns, and become aware that
mobile paradigms are influencing more traditional
computing platforms.

5. https://smashed.by/internetaccess
6. https://smashed.by/xmasdata
xii Touch Design for Mobile Interfaces

We disregard history at our peril; yet the tech industry


seems to do this willfully. Chapter 2, “The History and
Technology of Touch,” reviews the evolution of direct
screen interaction dating back to the 1950s, and the devel-
opment of commercialized touch since the 1980s. Today’s
devices can be better understood by learning how touch
technology advanced before achieving ubiquity through
“Capacitive Touch,” the subject of chapter 3, which addresses
how capacitive touch intersects with human behavior and
impacts our design work.

Machine Era Lessons: Air Logic


When consumer products lines as the term electronics.
like cars first needed com- (smashed.by/fluidicapps)
plex controls systems like
central locking and power Compressed air, (or some-
windows, electronics were times vacuum or other
in their infancy. Electro-me- fluid) systems use miniature
chanical relays were large, three- and four-way valves to
hot, loud, expensive and fulfill the needs of the logic
unreliable. This was solved components and, or, not, yes,
instead mostly by the use and flip-flop, as well as timers
of “air logic,” also known and delay mechanisms. Users
as fluidics, along the same turn dials or push buttons
Introduction xiii

In chapter 4, we’ll learn how various “Standards, Assump-


tions, and Problems” can be problematic for designers of
today’s mobile touchscreens. The specifications, norms, and
principles of earlier times are sometimes not to be trusted
as they are too often based on technological assumptions
that no longer apply.

Chapter 5, “Finding Out How People Hold and Touch,”


covers the observational research I conducted to discover
how people actually manipulate their mobile phones and

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

tablets in everyday use. Through debunking some widely


accepted but incorrect assumptions, we’ll learn most of all
to change the way we think about designing for touch, be-
cause while there are many ways to hold a device, everyone
uses them all, constantly shifting from one to another.

To understand touchscreen performance, I undertook sever-


al studies and found that popular notions of touch accuracy
and preferred touch regions are wrong. I discuss this in
chapter 6, “Touch Accuracy and the Center-Out Prefer-
ence,” and show that people favor the middle of the screen
for both reading and touching. Every mobile device user has
experienced “How Fingers Get In the Way,” and in chap-

Air Logic (continued)


Some even used these to con- integrated circuit began
trol engine accessories, like replacing air logic, and cars
air conditioning, fuel timing, were really the vanguard
and emissions controls. of the all-electronic world
(smashed.by/projectwater) we live in.

These days, air logic has When I encounter an air log-


only specialized industrial ic system, I often imagine a
and military uses. From the long-retired engineer with a
1970s, the cheap and reliable shelf of industry awards and
Introduction xv

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.

Some missed touches can’t be avoided, however. Chapter 8


covers the issues around “Imprecision and Probability”
and shows how we need to design systems, interactions,
and processes that prevent mistakes – especially avoiding
catastrophe when mistaken taps are made.

We mustn’t forget that mobile devices are different from


desktop computers not only because of touch or their size,

books; the creator of air logic, touchscreen mobile phones,


now forgotten owing to the tablets, and to some degree
march of technology. computers, work in 2021.
We must keep ourselves ed-
What I say in this book ucated, keep up to date with
is as accurate as it can be trends and technology, and
at the time of writing, and never be so in love with
while much of it is about a particular solution, or way
human behavior, it is pre- of working that we lose sight
sented in the context of how of the changing world.
xvi Touch Design for Mobile Interfaces

but because they are used in all kinds of locations and


people handle them constantly. People and their environ-
ments can be confusing, confounding, and unpredictable.
Chapter 9, “Phones Are Not Flat,” describes ways we can
consider likely problems when planning the design of our
apps and websites.

We start to move into tactics – with a little less theory, data,


research, and background info – in “People Only Touch
What They See” (chapter 10). I will cover best practices in
how the UIs of interactive elements are designed to attract
the eye, afford action, be readable, and inspire confidence
that they can be safely tapped.

In chapter 11, “1, 2, 3: Designing By Zones,” I’ll introduce


the concept of information design, describe how human vi-
sion is not what it appears to be, and then turn all that we’ve
learned so far into a simple formula we can all use to create
well-organized, usable templates for touchscreen design.

Shifting from template theory to template creation prac-


tice, in Chapter 12, “Progressive Disclosure,” I review the
pros and cons of some of the most important page design
elements, such as menus, lists, floating bars, and tabs, to
see how they can integrate with the concept of information
design for center-out touchscreen products.
Introduction xvii

In the final chapter, “Practical Mobile Touchscreen De-


sign,” we’ll finish off by skimming lightly over more or less
the entire process of designing digital touchscreen products,
from teams to strategy and onward. From these resources
we can start building a reference library of how to pursue
each aspect of the design process.

This Is All True, and It All Works

This book is a comprehensive overview of my work on the


topic of touchscreen use and designing for touchscreens,
but it isn’t the first time I have shared the information or
the design guidelines.

Many others have used these insights in their work and


have found the same results, significantly improving their
product design through deeper understanding of human
behavior and physiology. I have lived and worked through
most of the rise of the mobile – and especially the smart-
phone – but in writing this book, I took my recollections
and my points of view, and undertook research to grasp the
wider story and determine if what I saw was true.

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.

The personal computer (PC) is still assumed to only be


used at a desk-like workstation, in discrete sessions of
work with the user focused entirely on the computer.

Mobile devices have always been different from “com-


puters” in that they are:

• always on: there’s no need to turn them on to start


or end work

• always with us: not just close at hand, but also


personal devices

• aware: by being connected, and full of sensors

Mobile phones are rapidly becoming touchscreens and


touchscreen phones are increasingly all-touch, with the
22 Touch Design for Mobile Interfaces

largest possible display area and fewer and fewer hardware


buttons. Today, about half of mobile devices are smart-
phones, and some of the remaining feature phones are also
touchscreen. (Feature phones are mobile phones with extra
features. Usually today this means internet connectivity,
cameras, GPS, and so on, but they are distinct from smart-
phones.) As shown in the trend chart in the introduction, with
the majority of internet access via mobiles, in just another
decade almost everyone will use touch as their primary
interaction method, worldwide.

To many designers and developers the process of designing


for mobile assumes that touch is natural, so we don’t need to
pay any particular attention to the design of touch systems.
This is not true. As children we all had to learn – for years
– how to touch, feel, and manipulate real-world objects.
Touchscreens and our standard paradigms of interaction are
not the same as the real physical world; touchscreen behav-
iors are as learned as the use of a mouse or a doorknob.

Touch is also not a direct analogue of “traditional” pointing


devices like a mouse or trackpad, and there is not one type
of touchscreen. Changes in the technology of touch over
time mean that many assumptions and standards of how to
design for touch from just a few decades ago are no longer
relevant – and may be actively misleading or dangerous.
chapter one Defining Mobile Devices 23

Let’s start by defining what a mobile device is and exam-


ining the scope of how understanding mobile technology
and use patterns is important when designing for the huge
number of mobile devices in the world, as well as because
the world is changing.

Smartphone

One of the more common assumptions is that mobile means


a touchscreen smartphone. Something like one of these in
the picture below is certainly in your pocket, or lying next
to you. Some of you have more than one of them.

Android and iOS smartphones.


24 Touch Design for Mobile Interfaces

When you encounter a smartphone anywhere in the world,


it is probably an Android phone. It barely matters which
manufacturer, in the same way you probably barely care
who made the Windows PC on your desk. The hardware
matters, but the underlying OS is the same, and pretty much
all apps will run on any device of the same age. Android
holds a bit over half the US market, and closer to 75% of the
installed base worldwide.1

Building a Device Lab


I am very often asked what understand how real
my favorite phone is. I have people use digital
always told everyone that, products and services.
professionally, I have no
opinion. I make a point of If you design for mobile
having a lot of devices and devices, you really need
switch between them regu- to create or get access to a
larly – not because I am device lab, a small collec-
indecisive or must always tion of functional phones
have the newest and best and tablets that address
thing, but so I can stay the range of the most likely
familiar with the variations devices your users employ.
between devices and opera- My choices in a lab should
ting systems. I need to not be your choices.

1. https://smashed.by/movrmobileuse
chapter one Defining Mobile Devices 25

This simple Android/iOS market distinction was not always


true and took a long time to settle into its current shape.
It was a full six years after the iPhone launched before the
then-ubiquitous Nokia Symbian S60 OS was overtaken by
iOS. And perfectly good BlackBerry and Windows devices
hung on with good market share in some regions for years
longer. Why? Because the smartphone didn’t burst onto the
scene fully formed, but it transitioned and offered multple

My mobile
device lab,
right next to
my computer.

In the past, when there personal phone at least twice


were four or five major a year. Right now as I write
OSes, I maintained a very this, I mostly carry Android,
large library of devices and but pick up the iPhone a lot.
switched which one was my
(continued overleaf)
26 Touch Design for Mobile Interfaces

solutions to people’s information and communications


needs. The first smartphone was more often called a PDA
phone, because at that time everyone knew what a PDA was.

The personal digital assistant was a touch device – though


most were used with a stylus or pen – with an interface
much like we have today on smartphones. But PDAs were
not connected and had to be docked to a computer to sync.
When the first mobile phones became smart and acquired
the PDA pieces, they quickly became marketed as smart-
phones to differentiate them from other device types.

Device Lab (continued)


If you’re building products Remember that mobile
for foreign or global use, networks are not the same as
don’t just go to the phone Wi-Fi, so carry a spare SIM
store and pick up what is and switch that out occasion-
popular wherever you live. ally, especially during tests of
Find the most common whether your app or website
phones for your target operates properly. Likewise, I
market or audience, and try have both a Mac and a PC on
to get one of those. Yes, many my desk. My current tablet
foreign market devices are PC is employer-issued, but
available in other countries, when I work for clients who
and work well. don’t provide one, I buy a
chapter one Defining Mobile Devices 27

The Kyocera
6035, the second
PDA phone sold
in the US.

PC of my own. And I have a maybe find an open device


Chromebook. Yes, mostly the lab, a shared pool that you
toddler watches TV on it, but can use free or for a nominal
this is one way that I keep fee. I have also known design-
a library on a budget and ers who share with one
experience firsthand how another to create ad hoc labs,
they really work. I use these so ask around the community
devices in my day-to-day life. and see what resources are
already available.
Yes, this will cost something,
so with any luck you can get More at smashed.by/devicelab
your employer to fund it, or
28 Touch Design for Mobile Interfaces

Feature Phone

As shown in the introduction, today almost everyone in


the world has a mobile device, but fully half of them are
still not smartphones. Early cellular mobile phones only
made phone calls. Fairly rapidly, text messaging (SMS:
short message service) was added, as it was baked into
the network itself, originally as a way to send messages
internally or for testing.

By 2002, mobile phones had access to the internet with


what became perfectly good web browsers, had cameras,
and within a few years would get additional features such
as GPS receivers, faster internet, Bluetooth, and Wi-Fi.

A typical
feature phone,
displaying the
Facebook feed.
chapter one Defining Mobile Devices 29

These were called feature phones to differentiate them from


plain old phones (they had more features – get it?) or what
would later be derisively called dumbphones. While some
feature phones are still clamshell or flip phones, the candy
bar or slider (as shown opposite) are at least as common.

Feature phones all use proprietary and little known operat-


ing systems developed by the makers of the phones, as op-
posed to prevalent ones like Android or iOS. Though usually
unable to be meaningfully upgraded, they can install apps.
In many ways, the feature phone app ecosystem is simpler
than the smartphone ecosystem we have today as almost
every app works on almost every phone. Many phones come
preinstalled with common apps such as social networking,
email, and maps, or with shortcuts to the browser.

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

iPads are considered an entirely distinct market from


phones, but I consider them clearly mobile as well, owing to
the way they are used. People carry them around, work with
them while standing, unlike how they use laptops. And the
way they interact is a direct extension of mobiles.

Notice I just said iPads, because – as every expert says – iOS


won that market and there are almost no Android tablets.2
At least that’s what I hear from all tech writers discussing
how awesome the new iPad keyboard is, or when I go try to
buy one at the local discount computer bodega.3

An Android tablet, set up for toddler streaming and gaming.

2. https://smashed.by/tabletwar
3. https://smashed.by/ipad
chapter one Defining Mobile Devices 31

Very often, however, what our gut instinct tells us and


what “everyone knows” is flat wrong. Android is installed
on a huge number of tablets, and there’s a whole other class
of devices called Chromebooks. Most industry-tracking
sources classify them as computers. But the majority are in
tablet form factors, with maybe a dockable keyboard.

Chrome OS is also not really a different OS, much less a


computer one, but simply a very minor offshoot of
Android. When counted as computers, as they commonly
are, they make up 10–20% of all PCs sold, and this figure
is rising rapidly. These are big numbers, and if considered
part of the tablet market, since they are touch-first, mostly
Android machines, Google would own over 70% of that.4

Personal Computer

With the Chrome numbers included, “laptops” are no


longer any such thing. But even for Windows, many have
touchscreens and undock or fold up to turn into tablets or
other types of touch-first devices. The picture below shows
my corporate-issue Windows PC being re-docked to its
magnetic keyboard.

4. https://smashed.by/chromebook
32 Touch Design for Mobile Interfaces

Removing the tablet portion of a detachable Windows PC.

The classic clamshell laptop or notebook PC is losing ground


to the convertible (fold around to turn into a flat device) and
detachable form factors. Over 40% of laptops sold in 2020
were of one of these 2-in-1 designs.5

As early as 2013, 10% of laptops had a touchscreen.6 Today


(in 2021) it is hard to find an exact number, but it appears
over half of all laptops sold include touchscreens. And their
use is also very tablet-like. People carry them and use them
in the hand, tapping the screen to interact and only placing
them on a flat surface to type when very long forms have
to be filled out.

5. https://smashed.by/pcdforecast
6. https://smashed.by/touchlaptops
chapter one Defining Mobile Devices 33

A plumber at my house, interacting with the touchscreen on his laptop.

Even while sitting at a desk, people will tab their way


through a spreadsheet, mouse into the ribbon to do some
formula selection, then reach over and tap the screen to
dismiss a dialog, or switch to another app.

In addition, a number of desktop all-in-one computers also


include touchscreens, and are used much the same way as
any convertible PC when on a desk. Touch and computers
generally designed around mobile principles are every-
where. How did this happen?
34 Touch Design for Mobile Interfaces

It’s helpful to have a clear understanding of what a mobile


device is. We can all define them better for our projects, and
be more aware of how far broadly mobile methods have
reached into other more traditional computing platforms.

Knowing what we mean by touch is equally important, and


essential to that is an appreciation of the many methods and
history of touchscreens and other pointing devices in com-
puting. In the next chapter we’ll take a tour through what
came before today’s ubiquitous capacitive touch.
chapter two

The History and


Technology of
Touch
chapter 2
The History and
Technology of Touch

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.

Touch Is Older Than the Mouse

SAGE – Semi-Automatic Ground Environment – was a giant


network of radars, radios, and command centers all coordi-
nated by a computer. The US Air Force used it to sense and
coordinate the response to an expected enemy attack by
bombers and, later, missiles. It was, in fact, the first real full-
time working computer, turned on and left on for decades.
Developing it created the entire field of software engineer-
ing, analysis, and project management.

The semi-automatic part meant the computer did many


tasks previously done by hand, like plotting positions of
radar-tracked items. When an operator selected an item as
38 Touch Design for Mobile Interfaces

shown here, the computer provided more information, and


it could perform contextual actions, such as allow a fighter
plane to be vectored to that target without manually copy-
ing or reading back the data.

A SAGE controller selecting items on screen in 1958. (Used by kind


permission of The MITRE Corporation.)

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

Using a pen to select text with the Hypertext Editing System on a


computer terminal located at Brown University in 1969.

2. https://smashed.by/int10
3. https://smashed.by/int33
40 Touch Design for Mobile Interfaces

In 1983, the HP-150 computer workstation was released by


Hewlett-Packard with a touchscreen and the same ability to
be used as a text editing system with basic pointing. Touch-
screens began to make their way into consumer products,
like automotive infotainment systems starting with the
1986 Buick Riviera.

The mouse remained obscure and expensive until it was


shipped as the default pointing device with the first
Macintosh in 1984. It wasn’t until 1992, when the release
of Windows 3.1 resulted in the mass adoption of the PC,
that computer users really began to switch from com-
mand line interfaces.

The WIMP (windows, icons, menus, pointer) interface has


been mainstream barely longer than the web. Throughout
that time, direct manipulation systems of pen and touch
have been doing good work, and have improved and become
more and more available.

All these devices, over decades, worked in a variety of


ways. While now we’re only really concerned with how
capacitive touch works (see chapter 3), the best way to
understand how and why that works is to know a little
about the earlier technologies, and how they evolved into
the modern smartphone.
chapter two The History and Technology of Touch 41

The Technology of Touch

There have been numerous technologies that support touch


input.4 Here I am going to outline all of those, because there
are issues that arise with assumptions about technology in
old designs, standards, and publications. I’ll talk about those
problems in chapter 4, but first, we need to understand the
baseline technology, and how modern capacitive touch sys-
tems are very different from older technologies.5

LIGHT GUNS

The earliest systems with light pens or light guns, as


described above, worked through a very unusual method
that is broadly inapplicable today. I will discuss this briefly
so you know why, and also so you understand how the first
direct screen manipulation tool you may have used is not
technology we use today.

Nintendo’s Duck Hunt game used a light gun, with exactly


the same technology as that first employed in 1950s aircraft
and missile control systems. If this makes you want to plug
in your old Nintendo, brace yourself: it won’t work. The
scanning method is specific to the way cathode ray tube
(CRT) TVs work (the big high-voltage glass tube technology)
and won’t operate properly on any flat panels like the LCD
TVs we have today.

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.

Most people who think at Instead, a matrix circuit is


all about how keyboards and used, where all the keys are
keypads work presume that arranged in a grid.
each key is also a button; The state of each column
that is, a key is wired to a of switches is scanned
momentary contact switch in turn to identify if any
chapter two The History and Technology of Touch 43

The technology for pointing detection was essentially the


reverse of what we might think about modern touchscreen
interaction. When the trigger is pressed (or the pen makes
contact with the screen) a signal is sent to the display; in
turn, the display flashes a series of squares across the screen.

Ideally, these flash fast enough to escape the user’s notice,


but in practice they are just barely visible. Each square ap-
pears for just a moment and at a very specific time. The gun
or pen has a camera tightly coupled to the display timing.
When it sees one of these squares, the exact time it sees it

particular switch is closed, ond for the entire array. For


meaning that a specific key keyboards this is easy, and
has been pressed: smashed. fairly low scan rates perform
by/keyboardmatrix adequately, as even very fast
typists cannot strike more
Touchscreens – no matter the than 20 keys per second.
technology – work the same
way. All of them have a grid For touchscreen sensor grids,
of sensors and scan the grid there are many more points
inputs to sense touch. This to scan, and users do not just
matrix scan, or keyscan, is tap but gesture as well. Since
performed many times a sec- mobile hardware is always

(continued overleaf)
44 Touch Design for Mobile Interfaces

allows the computer to tell which square it is looking at and


register a selection, or hit.6

Non-CRT displays don’t scan like this, so modern flat-


panel displays simply cannot use the technology. In addi-
tion, the need for a camera and cable to keep the timing
working makes this entirely unsuitable for general pur-
pose selection today.

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

The next oldest direct input technology, the infrared beam,


didn’t have any special requirements for the pointer, so it
could use absolutely anything, including fingers.

A grid of infrared (IR) beams and emitters is placed in a


raised bezel around the edge of the flat display area. When
one beam is interrupted, the computer knows a selection
has been made.

Display Panel Infrared


Emitters

Infrared
Detectors

A diagram showing how infrared beam sensors work.


46 Touch Design for Mobile Interfaces

The HP-150 touchscreen computer pictured earlier used this


method. The first models revealed that the real world is full
of dust, and they required regular and tedious cleaning of
the detector and emitter ports. This issue was rapidly over-
come, with conformal covers that empowered touchscreens
on industrial applications and atms.

IR-beam sensors are bulky enough that they were never


really used on any portable devices, but they continue to
be used in other applications. They can be installed over
entire walls, be made very rugged, work with any pointing
devices, and don’t even need to be over a screen, so they can
be used for selection on printed or projected surfaces. They
are capable of multitouch sensing, respond very quickly,
and provide no resistance themselves to the moving finger,
so can be used to paint and manipulate objects freely. The
latest fighter jet the US Air Force promotes as being very
high-technology, the F-35 strike fighter, relies almost ex-
clusively on touchscreens instead of switches, but they are
IR-beam touchscreens that work in all environments.7

SURFACE ACOUSTIC WAVE

An alternative to infrared light is sound. Like IR-beam


screens, a raised bezel surrounds the display area, but most
of it is taken up by reflectors; transmitters and receivers are

7. https://smashed.by/capacitivetouch
chapter two The History and Technology of Touch 47

placed in the corners. The transmitters send out ultrasonic


waves, configured to “stick” to the display surface, hence
surface acoustic wave (saw).

Receivers

Display Panel

Transmitters

Reflectors

A diagrammatic layout of the operation of a SAW touch sensor.

When something soft, like a human finger, touches the


screen, it blocks the waves and appears as a dead spot in the
area, whose position is found by the receivers.8

8. https://smashed.by/acousticwave
48 Touch Design for Mobile Interfaces

These are similar in use to IR-beam systems, but even less


used now. While they too can be made very rugged and
possess high precision, so they can use contact size as a
proxy for pressure sensing, they are easily confounded by
water and oils – two things humans have on their hands
all the time.

In the 2000s, there was a brief resurgence in a related


acoustic technology using pens or pen-holders that emit-
ted their own sound to offer portable pen-based capture
devices. An office I worked at used one of these to good
effect, but even those are no longer made, and other sys-
tems meet the needs instead.9

MACHINE VISION

Many of the earliest experiments in touch used optical


systems of one sort or another. While these are usually in
the IR band, they should not be confused with the IR-beam
systems outlined above.

While some research projects have used several cameras


pointing at the screen, and image recognition and mul-
tilateration to identify the position, these are complex
and rarely seen in the wild. A simpler method is used on
rear-projection devices such as the Microsoft Surface table
(later renamed PixelSense, and discontinued around 2013).

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

How a typical machine vision table works.

Detecting touch on rear-projection or transparent-display


systems simply involves a camera and lighting behind the
display screen. Machine vision uses digital signal processing
to recognize shapes and use them to control processes.10
As you may have seen when looking through frosted glass
partitions or a fogged-up window, items even a few inches
away can be vague or invisible, but items in contact with the
glass are perfectly sharp. This, along with IR lights to illu-
minate the fingers in contact makes the image recognition
simple and reliable.

10. https://smashed.by/machinevision
50 Touch Design for Mobile Interfaces

Machine vision systems can be very high-resolution, sup-


port multitouch, and have useful additional features, such
as recognizing individual hands to differentiate multiple
users, or recognizing other objects, allowing users to merge
digital and physical objects together. However, these sorts
of touch sensors are very thick and heavy, and require an
empty space behind for the cameras to view the screen.

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

You have certainly used a resistive touch panel.

While rapidly losing ground to capacitive touch, resistive


was very common for a long time, and it is cheap and rug-
ged enough to persist or dominate in certain areas,

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

How a digitizing stylus interacts with the tablet.

scope of this book. Many that. They interfere with


of these devices are also each other, so some meth-
touch, but these contain od to switch – whether
two technologies: a pro- manual or automatic –
jected capacitive grid, and is always included.
a resonance grid behind
52 Touch Design for Mobile Interfaces

such as point-of-sale terminals, airline seatback entertain-


ment centers, and industrial controllers.

Resistive refers to physical or mechanical resistance, not


electrical. The functionality also tells us why it has fallen by
the wayside. The top layer of the display is a flexible plastic
layer. When touched, it makes contact with a rigid layer
below and closes an electrical path. The grid position can
then be sensed.

Flexible
Layer

Spacers

Rigid Layer

Display
Panel
Electrical charge conducted where the
top layer contacts the bottom layer

A cross-section with exaggerated scale showing how resistive touch works.

Since about 2010, gesture-sensing and multitouch resistive


panels have been available as well.11

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.

The other key upside to resistive touch is stylus use. On to-


day’s capacitive touch devices a stylus or pen with a touch-
screen is considered an admission of defeat, and except for
a handful of devices with specialized sensor panels, such as
the Samsung Galaxy Note series, pen support is poor.

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.

The onboard pen also provided for something that capaci-


tive still doesn’t really do well: supporting input in adverse
environments. Resistive doesn’t care about dust, dirt, snow,

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

or water on the screen, or what is being used to touch it. As


long as the user can touch the screen accurately, whether
with fingers, gloves, or stylus, the device works.

The downsides to resistive touch are largely due to the


technology being mature and improvements to capacitive
touch. The flexible plastic top layer means resistive touch
devices cannot be as bright or clear, regardless of the display
underneath. Compared to early capacitive touch, they were
very sturdy: the plastic does not crack when dropped; they
can be worn, scratched or cut if misused, or items like a
ballpoint pen are employed as a stylus – a common problem
in point-of-sale terminal applications.

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.

Sometimes there are serious mismatches in the design, and


rugged display units with stiff touch are used in environ-
ments where no pen is offered, so they are simply hard to
use, as well as suffering damage from ad hoc stylus use. I
have encountered new installs in the late 2010s like this.
chapter two The History and Technology of Touch 55

A portable point-of-sale terminal with a resistive screen, as currently


used by an airline. The stylus is stowed at the top.

While resistive touch is now considered hopelessly out of


date for consumer products like mobile phones and tablets,
it is still selected for certain new applications. If you have to
design for a system using resistive touch, most of the touch
guidelines outlined in the rest of the book apply to these
screens. Be sure to understand where the technology differs,
and try the display panel you are required to use so you
understand how much pressure is needed and if it is truly
touch capable or requires a stylus.12

KINESTHETIC GESTURE

The successor to the Duck Hunt gun is really the concept


of control by moving your body to control systems directly.

12. https://smashed.by/resistivetouchscreens
56 Touch Design for Mobile Interfaces

While simply waving at the computer to get it to do things


has been a dream since the earliest days, it has been elusive,
unreliable, and is still somewhat of a niche.

These technologies are often available on modern smart-


phones for fairly direct interactions. You can probably
wave in a certain way to trigger a selfie to be taken on your
phone, for example.13 14 What gesture do you use for that?
I can’t tell you, because it varies. This lack of affordance –
making it clear the control is available at all – and of stan-
dards for how these controls work makes them fairly poorly
used and hard to plan for in the design of digital products
on mobile devices.15 16

To help you understand what these concepts and technolo-


gies mean here’s a quick overview.

Kinesthetics is the ability to detect and understand


movements of the body. Though traditionally a science
related to orthopedics, physical therapy, and physical
training, in this context it is used to refer to digital
devices sensing the body’s movements, and reacting

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

appropriately to proximity, action, and orientation.


Kinesthetic sensing is performed in two basic ways:
by moving a device, and by the device detecting your
hand gestures.

Accelerometers — electronics that detect acceleration


along a single axis — are the primary way to detect if
a device has moved, and first gained popular attention
with the Nintendo Wii. The hand controllers allowed
the user to move their arms instead of a joystick or
button pad to control the onscreen player actions.
Mobile phones today use accelerometers to perform
numerous actions to optimize the experience, but are
also directly used for fitness apps; step counters, such
as the ubiquitous Fitbit, primarily use accelerometers
to measure steps, then guess at stride length to cal-
culate distance walked.

Machine vision (mentioned above) can also be used


without the tabletop or screen, to detect gestures,
motion, and proximity relative to the sensing device.
The most popular example was also a game controller,
the Microsoft Kinect, which worked so well it is still
58 Touch Design for Mobile Interfaces

used in research projects and custom installations for


things like museum exhibits. Very simple versions of
this machine vision detection are supported by almost
all mobile devices; a very low-resolution IR camera on
the front face can recognize if a person is nearby, and if
close enough will turn off touch sensing to avoid
accidental activation with the side of your head while
you are on the phone.

In this chapter we’ve covered the history of direct-selection


and, especially, touchscreen technology. Next we’re going
to look in some detail at how the most likely technology for
your project – capacitive touch – works so we can design
better for the nuances of the technology.
chapter three

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.

The Technology of Capacitive Touch

Capacitive refers to the electrical phenomenon of storing


charge. The sensing area has a very low voltage electrical
charge. When a finger makes contact, the charge is trans-
ferred into the finger. The device detects the voltage drop
and can tell there was a valid touch.

Single items like buttons and lamps use surface capacitance,


and the entire surface (or a handful of discrete areas) is a
sensor of touch. Capacitive touch, however, has become
the standard for trackpads and touchscreens because of
62 Touch Design for Mobile Interfaces

a variant called projected capacitance. A grid of sensors is


used, each with its own sensing circuit. A protective
layer is on top of this, and when the finger approaches
the surface it interrupts the capacitive field generated by
the touch grid.1

Protective Cover

Y Grid
Touch Sensors
X Grid

Display Panel

Exaggerated vertical scale diagram of how capacitive touch


sensors are arranged.

The protective cover is always something fairly rigid. Early


devices mostly used plastic, as it was much less prone to
damage from dropping. While trackpads and the brand
new crop of folding screens still often use plastic, almost all
other capacitive touch devices use glass covers.2

1. https://smashed.by/projectedcapacitance
2. https://smashed.by/glass
chapter three Capacitive Touch 63

Glass, of course, is prone to cracking, and one thing a


world of capacitive touch mobile devices has normalized
is the broken screen. While there are regular improve-
ments, this is still a risk and devices must be protected,
which leads people to use phone cases and might influ-
ence user behavior.3

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.

Capacitive devices must have skin in contact with the


screen to work. Finger contact is good in that it prevents
accidental touches from random objects, but it is also a
potential problem. The user can’t wear gloves, as they block
the electrical signals.

There are gloves with conductive fibers now readily avail-


able, and styluses which emulate the electrical composition
of a finger, but both of these are still specialized products
that may not be available for use at all times.

3. https://smashed.by/newtouch
64 Touch Design for Mobile Interfaces

Capacitive touch devices can mistake water on the screen –


rain and other splashes – for touches, and water (including
perspiration) can distort or offset the touch point. Converse-
ly, a lack of moisture can prevent touch being detected as
well. People with dry skin, living in dry environments, or
older people – whose skin tends to be dry – have more dif-
ficulty using touchscreens and trackpads. A trick I learned
from those who work with older people and computers is to
breathe on your finger; this adds enough moisture for sever-
al minutes of device use. Musicians with their calluses, and
anyone with wounds or hardened skin on fingers similarly
do not have the necessary conductivity, so they too cannot
always properly use capacitive touchscreens.4

Some device makers attempt to solve some of these issues


adding kinesthetic control methods (discussed in chapter 2)
as an alternative to touch input.

How People Interact


with Capacitive Touch
One thing I skipped over in the technology review above
was how capacitive touch knows when a user is touching
the actual surface, and doesn’t react when their fingers are
just over the surface. And why do screen protectors work

4. https://smashed.by/touchresponse
chapter three Capacitive Touch 65

and not mess up how touch works? The answer is signal


to noise ratios.

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.

Contact patches can vary in size based on angle, aspect,


and pressure applied.

5. https://smashed.by/capacitivecontroller
6. https://smashed.by/capacitivesensing
66 Touch Design for Mobile Interfaces

Too small a contact patch and the finger can be touching


the screen but won’t be sensed as a touch. This is how mist-
ing rain doesn’t get detected as a touch. Press a little harder,

Contact patch

Centroid

Obscured area

The centroid is the geometric center of the contact patch.


chapter three Capacitive Touch 67

more of your finger is in contact, and it gets detected. This


threshold is very small, so even the slightest purposeful
contact will be sensed, with very few accidental contacts.

The next logical question is to ask where the touch point


is. Since it is impossible to touch only a single pixel,
where does the large touch area register on the screen?
The answer: at the centroid, or geometric center, of
the contact patch.

On single-touch devices, this is not even calculated, but is


a natural phenomenon. The voltage drain is centered at the
geometric center of the contact patch. When two fingers
are placed on a single-touch device, the phone just gets
confused. The touch contact will be between the two, or it
rapidly swaps between the two points.

Some device development histories insist they offset the


touched point to account for various perceived needs, such
as their conviction that users expect to touch at the tip of
their finger, or for parallax compensation.7 However, in my
observations I’ve found no evidence that these are true with
any phones or tablets made in the past five years at least.

Most capacitive touchscreen mobile devices available


today are multitouch, which means what it sounds like. The

7. Ken Kocienda, Creative Selection: Inside Apple’s Design Process During


the Golden Age of Steve Jobs. (2018, Picador)
68 Touch Design for Mobile Interfaces

touchscreen and processors are able to detect many discrete


points. Five is typical, but ten or more is becoming common.
You might wonder why we need to move from five to ten
points, since most of us use no more than two points, for
actions like pinch-to-zoom. Aside from OS makers always
trying to add complex gestures (sliding from the edge with
three fingers means something different from with four),
the advantage is back to the signal-to-noise ratio issue.

Since a multitouch device can handle interference better,


more touch points provide better accuracy in poor environ-
ments. When single touches are applied to a ten-touch de-
vice in the rain, the device can sense all the most prominent
points, yet still tell that the finger is the most touch-worthy

A touchscreen drawing program that uses contact patch size to allow


drawing wider strokes with more “pressure.”
chapter three Capacitive Touch 69

without being confused by ignoring the other contact


points. Multitouch also allows for pressure sensing of a sort.

Multitouch allows for sensing the size of the contact patch;


and the more points, the better it senses this. Since fingers
are squishy (or compliant if you want to use the proper ter-
minology), contact patch size – and especially changes in it
from first contact – can be used as a proxy for pressure.

Most use of pressure is still confined to niches like drawing


tools or better handwriting recognition. In theory it is used
to differentiate hard and soft taps in some software, but
much like kinesthetic gestures, these are not well under-
stood and so not much used. Although heavily hyped, many
of them have disappeared even in modern times, such as
Apple’s 3D Touch.8 Since they are not universal, I will not be
able to address any of them in detail in this book.

There have been many attempts to combine technologies,


to sense pressure directly, or separate touch from click.
Technologies like clickable areas were never really success-
ful on mobile devices, and are slowly being replaced with
strain gauges, and haptics – vibration that simulates phys-
ical actions like click – which do the same thing without
movement.9 Apple’s Force Touch is an example of a branded

8. https://smashed.by/3dtouch
9. https://smashed.by/taptics
70 Touch Design for Mobile Interfaces

technology like this, but many other devices use it as well


without a well-known name.10

Now we know how capacitive touch works, and we have


addressed all the key variations and types of additional
technology and capabilities that are likely to be added to it.

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.

In the next chapter I will briefly touch on how the history


of computing has skewed how we design for it. We have
to be careful about using existing standards, methods, and
techniques when building digital products with new tech-
nologies or new models of use.

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.

Science is in the quest for truth, not its destination. We


need to always be willing to question when new evidence
arrives; and the move from desktop to mobile, changes in
pointing technology, and better overall understanding of
human behavior make a lot of old standards only narrowly
applicable – or even altogether wrong.

Old Models and New Behaviors

Models dating from the 1950s and 1960s make a lot of


assumptions about human behavior that have been proved
false, but which persist nevertheless. In the US, if anyone
wants to build a new highway, lane of traffic, or bridge, a
key part of the proposal is a process called travel demand
74 Touch Design for Mobile Interfaces

modeling, which seeks to apply numbers to human deci-


sion-making on travel planning. Although established with
all good intent, it’s been well known for decades that it
doesn’t actually work and is almost always counterproduc-
tive. Adding more lanes to improve traffic flow because the
model justifies it actually just adds more traffic and delays.1

From the dawn of computing, modeling human behavior


has similar flaws of misunderstanding, misapplication, and
overassumption. Associate professor Mary Sesto (doctor of
physical therapy at the University of Wisconsin-Madison)
wrote in her 2012 paper addressing touch:

ANSI/HFES 100-2007 recommends a button


size of at least 9.5 mm, whereas ISO 9241-9
(ISO, 2000) recommends a button size equal to
the breadth of the distal finger joint of a 95th
percentile male (approximately 22 mm to 23 mm;
Greiner, 1991). Although there is a growing body
of research on user performance during touch
screen use, research that examines the touch
characteristics used during button activation
is lacking. Touch characteristics quantify the
physical interaction between the user and touch
screen. These characteristics include the peak force
exerted by the user, dwell time (the contact time on

1. https://smashed.by/transportation
chapter four Standards, Assumptions, and Problems 75

the button), and the impulse (area under the force-


time curve). Research on these characteristics is
important because the physical interactions
may affect user performance, fatigue, and
injury.2 (emphasis mine)

There’s a giant body of research into how keys, buttons,


dials, and levers are interacted with, but until very recently
there has been hardly any on the topic of touch. As shown in
the quote, much of the touch research leads to contradictory
standards, because it is based on old and poor assumptions.

The ISO standard mentioned in the quote3 (now called ISO


9241-410) is one of the more commonly referenced standards
about touch, and is based entirely on very old technology.
The standard was first written when IR-grid touchscreens
on PCs and control panels first entered service, and it has
never been changed. Technology and our understanding
of it has changed, but the standard persists. Here are three
ways these old standards no longer apply.

Mobile Is Not Considered

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

reading through around ten thousand pages of ISO, SAE,


and CE-mark documents defining the international, US,
and EU standards on the display of control panels, computer
systems, the use of icons and labels, and more.4 Although
I started with the assumption that the current standards
didn’t cover digital displays, I was surprised to find it is even
a little worse than that.

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.

As I outlined in the introduction (and which I’ll expand on


later), mobile devices are now pervasive and are used very
differently from desktops. Standards we use every day,
including many modern digital-centric ones such as most
W3C standards, default to desktop computing in a very and
increasingly mobile era.

4. ISO is the International Organization for Standardization, a body


that sets all sorts of standards across industries. SAE Internation-
al (formerly the Society of Automotive Engineers) is concerned
with transport industries. CE is sometimes read as conformité
européenne, though this is not an official definition; to display the
CE mark requires many products to conform with standards when
sold or used within the European Economic Area.
chapter four Standards, Assumptions, and Problems 77

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

Standards like ISO 9241-410 assume that touchscreens are


mounted to kiosks or computer workstations, and that they
are all infrared (IR) grid-based. Of course, that’s not how
almost any touchscreen works, and not a single one of the
billions of mobile phones and tablets we design for.

Touch grids can sometimes be just barely visible under the right
lighting conditions.

5. https://smashed.by/a11ymapping
78 Touch Design for Mobile Interfaces

Technological assumptions like this have follow-on effects


as well. For example, when the standards were written, IR-
beam grids were very coarse and sensed very roughly, so
targets had to be correspondingly large to assure they could
be tapped at all. Today, sensor grids are about the same size,
but can detect much more finely.

Partial grid sensing is fairly easy to perform on almost all


of the available touch technologies I outlined in chapter 2.
In the original implementation, a user’s finger could land
anywhere and might, therefore, either entirely interrupt one
beam or only partly interrupt several. But, for technological
reasons of processing power – and also because it was new
so the issues hadn’t come up yet – only one beam could con-
sider itself interrupted and that was the contact point.

Today, the sensing technology for touch, even on IR-beam


devices, allows partial and multiposition sensing. If a finger
interrupts two beams a little, that data is processed to
determine the position between the beams. This can be very
accurate, as good as hundredths of a millimeter in accuracy.
Since 1988, even very coarse sensing lights or wires have
been able to accurately provide positions down to the pixel,
and capacitive touch is so accurate there is not even a race
to improve it more.6

6. https://smashed.by/userprecision
chapter four Standards, Assumptions, and Problems 79

Human Assumptions

ISO 9241-410 also recommends a button size equal to “the


breadth of the distal finger joint of a 95th percentile male.”
The reasoning is never really explained, and there’s no clear
logic behind it from a human factors perspective. Ergonom-
ics considers how big people are to fit and reach, but doesn’t
assume that larger people are more clumsy, for example.7 I
will discuss touch accuracy in detail in chapter 6, but this
supposition has since been demonstrated to be absolutely
not true. Accuracy has nothing to do with finger sizes.

Finger Size

Contact Patch

The size of the finger has no correlation to the contact patch or accuracy.

It is likely that the standards’ writers were simply confused


and conflated grid size with grid accuracy in early systems.

7. https://smashed.by/ergonomics
80 Touch Design for Mobile Interfaces

New standards are often built on old standards, without too


much attention given to reconfirming the original results.
In this way, many current standards, such as those set up
by mobile operating system makers, can’t be automatically
trusted either. They often just guess, setting their design
patterns early in the process with prototype hardware, often
running on benches, and only used by a handful of people
in the secret engineering team.8 Many standards, like Ap-
ple’s still-vaunted 44 px touch size and design cadence, don’t
even make sense from a human perspective, because the
physical size changes from one device to the next.

Let’s briefly look at another example of how a technical


standard came to be, and what it means for utility and safe-
ty today. Automotive lighting standards – the color, position,
size, and brightness of marker and signal lights – have been
one of the greatest safety improvements of the past century.
While seatbelts and airbags get talked about a lot in terms
of lives saved post-collision, things like better lighting help
avoid crashes entirely.

The SAE Lighting Committee has been the lead organiza-


tion on this, and many standards set in the 1960s are still
with us. But how were the standards set? Too often, by the
committee deciding what looked good. For many decades,
the official method for approving any standard, or choosing
among several competitors, was consensus of 80% of the
committee observing it with their own eyes. They’d just go

8. Ken Kocienda, Creative Selection: Inside Apple’s Design Process During


the Golden Age of Steve Jobs. (2018, Picador)
chapter four Standards, Assumptions, and Problems 81

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.

The Normal Computer

Mobile methods of interaction are now so common, they


are arguably the new normal for computing.

What we generally think of as a normal computer – the


desktop or laptop personal computer – might simply have
been an anomaly or accident of history. The technology
now supports the pre-mouse methods of direct-manip-
ulation user interfaces, interpreting the P in the WIMP
concept, the pointer, as the user directly interfacing with
the monitor instead of a cursor to map mouse position.

9. https://smashed.by/rearlightingsystems
10. https://smashed.by/federalstandards
82 Touch Design for Mobile Interfaces

Windows (the concept of movable application frames, not


Microsoft’s operating system) now seem unimportant as
well – at least on smaller screens.

Considering the mass of mobile devices in the world, the


ubiquity of their use, and the movement to touch and tablet
modes of use for the PC, mobile methods of interaction are
now much more common. We need to stop assuming that
old desktop PC design principles apply to every product.
We need to at least include, if not switch to, understanding
all product design from this point of view.

In this chapter we discussed how standards can’t always be


trusted because the norms and principles of earlier times
don’t always apply to our work today. Technology, workplac-
es, and everyday life often change in ways that make their
prior assumptions no longer relevant.

Now it is time to start considering how humans interact


with mobile touchscreens. In the next chapter I will de-
scribe my research on how people use mobile devices, in-
cluding finding out how people really hold and touch. Later,
I’ll walk through how to use all this information to design
interfaces that make sense for the way people really use
their mobile devices, and review the ways in which many
sites and apps are already doing this successfully.
chapter five

Finding Out
How People
Hold and Touch
chapter 5

Finding Out How People


Hold and Touch

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.

In 2021, Apple has around a quarter of the installed base of


smartphones worldwide (Android has all the rest, effective-
ly) and around half in the US, as I discussed in chapter 2.
That’s just the smartphones. Almost half the world, and 70%
in important markets like India, still uses feature phones,
which are quite capable devices, but with proprietary and
closed operating systems.

Although Android is the clear market leader in smartphones,


the vast majority of coverage of design, and almost all

2. https://smashed.by/iphonescreen
3. https://smashed.by/iphonevsandroid
chapter five Finding Out How People Hold and Touch 87

design templates and design tools, are focused first and


foremost on the iPhone and the iPad. As you read tips and
tricks, data, or use design tools, be aware of the assump-
tions, preferences, and biases inherent in them.

THE DANGER OF PLATFORM BIAS

With the onset of the global pandemic, I got a new favorite


story of bias in platform choices. In April 2020, the Indian
government released a COVID-19 tracking tool called
Aarogya Setu as an app for iOS and Android.4 Everyone in
India is required to use it, yet only 30% of Indians have a
smartphone – and less than 2% of those use iOS. In a coun-
try with something like 800 million mobile users, there
were about 80 million installs of the app after several weeks
of availability. Compliance aside, at least 550 million users
have been overlooked and simply cannot install it.

There are often legal, regulatory, or social safety reasons to


build for everyone. Accessibility and common access laws
increasingly require governments and businesses world-
wide to build digital tools that everyone can use. While
most commonly discussed as providing proper contrast,
captions for video,5 and other direct accessibility features,6
simply locking out access due to platform choice is as much
of a requirement.

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.

Using Informal Research


to Find the Facts
Tech reporting very often promotes the latest cool stuff,
which can lead designers, developers, and project managers
to rely on a far too narrow set of (often inaccurate) assump-
tions about how their products are actually used day to day.

Throughout my career, I’ve shared ad hoc observations or


lightweight studies on social media and company blogs,
and with project teams, trying to spread information about
real-world usage rates,7 and how installed base (how many
people are using a product) is not the same as market share
(how many were sold in a given period).

7. https://smashed.by/iphonepercentage
chapter five Finding Out How People Hold and Touch 89

In 2012 I started traveling weekly for work and started to


observe, write up, and share snippets of things that I’d
observed (usually in airports) about how tourists had
entirely different devices than domestic US commuters.8

People observed using a variety of mobile devices while waiting in an


airport in 2012.

One day in 2013, while I was waiting in the airport and


being annoyed by some bad assumptions I had just read
– that phones are always held with one hand, and always
tapped with thumbs – I observed how people’s use of their
devices proved those two beliefs clearly untrue. Any three
minutes in a coffee shop or street corner or at that very
airport showed me that people use their many different
devices in many different ways.

8. https://smashed.by/commuters
90 Touch Design for Mobile Interfaces

As I typed into Twitter to complain, I realized that my obser-


vations were useful data. Instead of just moaning on social
media, I realized that I could gather data and share these
observations as real research.

Right there in the airport, I pulled out some paper, quickly


created a note-taking sheet, and started recording what I
could see. The few dozen observations I made then and
another set the following week I used only as pilots, dis-
carding the data from the final set. When I returned to the
office, I created a robust document to record observations
and modified the checkbox columns for the behaviors I had
noted so far.9 I looked at the data and decided to call that a
pilot study. I revised the methodology, made a better record-
ing document, and started recording valid observations. I
also shared what I’d found on social media and granted a
few others access to the digital recording system to collect
even more observations over a wider geographic area.

Off and on for two months, ending on January 8, 2013,


these few other researchers and I had made 1,333 valid
observations of people using mobile devices: on the street,
in airports, at bus stops, in cafes, on trains and buses, and
wherever else we encountered them.

9. https://smashed.by/devicegrasping
chapter five Finding Out How People Hold and Touch 91

This was an entirely observational study, with no attempt


to either guess at or intercept the people observed to get
demographic, device, or activity data. This allowed the
largest possible pool of observed users, and avoided any bias
or changes in user behavior from their knowledge of being
participants (the Hawthorne effect).10

Some of the people I observed using their mobile devices in a BART


station in San Francisco.

I noted that 780 of those people observed were touching the


screen to scroll or to type, tap, or use other gestures to enter
data. The rest were just listening to, looking at, or talking on
their mobile devices.

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.

This research report was published at UXmatters magazine


as “How Do Users Really Hold Mobile Devices?”11 and its
findings have been borne out by follow-on observations by
myself and others.

In 2014 I worked with Patti Shank at the eLearning Guild


to gather another 651 high quality observations from 22
countries, in less public contexts such as schools, homes,
and offices, and of a wider range of users.12 Many more of
these observations were on smartphones and on tablets as
well, adding additional dimensions to the data, and proving
that the trends already observed were corroborated across
the range of device sizes and uses.

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.”

People Hold Phones


in Many Different Ways
When I began this research, I had a vague hypothesis that
people don’t all hold their phones with one hand, touching
with one thumb. What I found was that there is not one
dominant method, but many. There are about six basic
ways people hold phones while interacting with the screen.

Cradled Hold and Touch Two Hands


Landscape

One Hand One Hand Two Hands


First Order Second Order Portrait

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.

A 10-inch tablet set down on a table, with a keyboard.

While my observations found some overwhelming numbers


– for example, about 75% of interactions are with one thumb
on the screen – those get quoted out of context too much,
so the numbers are misunderstood. Instead of that figure
proving that the old “small iPhone, one hand” assumption is
true, I found that fewer than half of all users hold the phone
with one hand at the same time they touch with the thumb.

For smaller phones, I observed no less than 36% “cradle” the


device, using a second hand for reach or stability. Even for
chapter five Finding Out How People Hold and Touch 95

these types of phones, fully 10% hold in one hand and tap
with a finger, giving a totally different interaction.

But how many exactly? It depends on the size of the device.


When I parsed the data to include only what we then called
phablets – a portmanteau of phone and tablet, but are now
just considered somewhat larger than normal phones –
there was far less one-handed use.

1 Hand Cradle Hold 2 Fingers


& Thumb & Tap or Thumbs
Hold and tap methods for phones with screens over five inches.
96 Touch Design for Mobile Interfaces

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:

• People use smaller devices more often in the hand, and


use them more often when standing and walking.

• People use larger devices more on surfaces and in


stands, and use them more often when sitting.

In general, the smaller the device is, the more it is used on


the move. (On the move doesn’t mean in transit, on buses
or trains, but when walking around the house or office.)

Close to eye
Typical Use Distance Arm’s reach
(~25 cm) (~60 cm)
100%

Sitting or reclining

Standing or walking

Body position and activity as they correlate to device size.


chapter five Finding Out How People Hold and Touch 97

Instead of finding time to stop and use that tablet on the


table, or sit and type on a computer at the desk, the device
is used persistently. While we can dig into data and find
specific percentages, since it’s all probabilistic the trends are
best understood in these graphical summaries.

We all think of our typical smartphone being held around 12


inches (30 cm) from the eyes and when walking around, but
that’s not always true. As devices get larger, they are used
further away, then less and less in the hand at all. When
people set devices on surfaces, they generally lean back into
more comfortable working or viewing positions, and the
distance increases. In stands, the screen is about as far away
as on a desktop computer or a laptop.

Two typical stances for users engaging with mobile devices.


98 Touch Design for Mobile Interfaces

Whether it is larger phones held further away, or tablets in


stands being used at desktop distances for typing, distance
from the eye can be surmised by device class. You can make
the size of elements like text, icons, inputs, and buttons
grow or shrink – by design or using responsive principles
to adapt a website or app to every device – so everything
remains readable.

100%
In a stand

On a surface

In the hand

Device position trends as a function of device size.

You can always come back to look at these charts or my raw


data for details, but what is most important is to acknowl-
edge the concept that device use varies by device size. The
fragmentation of screen sizes and features isn’t a bad or
negative thing: that’s a mistake. It turns out that people buy
chapter five Finding Out How People Hold and Touch 99

different devices because their needs are different, and they


use their devices in ways that correspond to the size class.

How People Hold Changes All the Time

People change how they use their devices regularly through-


out the day and sometimes from one tap to the next. They
change their interaction methods depending on the device
type and size, their needs, and the current environmental
and onscreen context.

Screenshots from a usability test video in which the participant changed


interactive methods four times in 14 seconds.

In general, people seem to do this shifting without con-


sciously thinking about it or noticing. That means we can’t
100 Touch Design for Mobile Interfaces

ask them to change by forcing them with design. It also


means we cannot observe ourselves well enough to predict
or perform ad hoc testing.

Once we all understand and accept that users are com-


fortable moving their hands around, it gives us a lot more
insight into the overall rates of holding the phone in various
ways. From my observations, people will generally:

• Carry the phone around and view with one hand; might
scroll a bit with their thumb while reading an article.

• Switch to cradling or using their other hand to select,


for more lengthy, focused scrolling, and for interaction
and selection.

• Around 40% of the time, users switch to both hands


interacting with the screen when typing – two thumbs
for small devices, and more often two fingers as the
screen size grows.

Remember these points are based on trends and probabil-


ities. There are outliers and other cases. One of the more
common of the less-used styles is positioning the phone so
either thumb can be used with little or no shifting of grip.
People tap or scroll with whichever one is most convenient
at that moment, as shown on the graph.
chapter five Finding Out How People Hold and Touch 101

Cradle Hold & Tap 1 Hand 2 Fingers or


& Thumb Thumbs

100%

0%
Tap Check Type Short Long
Link Box Scroll Scroll
Observed rates of touching the device in various ways, for several
onscreen tasks.

Tablet use is a little more variable because the tablet allows


for more engaged input or creation interactions, such as
longer typing sessions.

Tablet users are more likely to place their devices on a


surface and use the fingers to type, much as with a key-
board, or they may just deploy a keyboard stand or case
to type instead.
102 Touch Design for Mobile Interfaces

Regardless of the details, it is clear that people switch back


and forth between methods freely, and we can’t assume any
one method is preferred or used exclusively. Instead, we
must plan our designs to work well for all user interactions.

People Are More Alike Than Different

During the study I worked on with the eLearning Guild (see


above), we were able to gather some information about the
users we observed as they were already co-workers or stu-
dents. Statistical analyses along many axes were performed
and what I found was… nothing.

None of the factors we examined (region, language, gender,


and age) made any significant difference to how people
interacted with their mobile devices. As described and illus-
trated above, the factors that made all the difference were
device size, onscreen activity, and environmental contexts
(such as sitting or standing).

This is great news to me! It reinforces that people are people


and vary more as individuals than they do by cohort, just
like our unconscious bias may lead us to believe they vary
owing to age or disability. We can safely design products
for humans and expect all of them to act in the same range
of ways. Variations are individual, and contextual, but all
people’s behaviors are the same.
chapter five Finding Out How People Hold and Touch 103

Handedness Is a Bit Confounding

I keep coming up against one very odd piece of data: hand-


edness is not normal. I mean “normal” in the statistical
sense: that there is a disparity between the percentage of
people who have a particular hand preference and the per-
centage who use their phone with one hand.

As well as shifting the grip on their phones, people also


switch hands. Right-handed people sometimes tap with their
left hands, and left-handed people sometimes tap with their
right hands. People shift in lots of ways. The problem is that
these should even out and handedness should be the same
as total taps using one hand or the other. But it doesn’t.

Around 10% of the world is left-handed,13 and when I have


asked for handedness in research studies I have found
participants self-report at that rate. However, of all the
observations and studies I have performed and reviewed
throughout this book, 15.4% of taps were performed with
the left hand.

This is not a statistical anomaly or a bug from the test pro-


tocol, or an error in the data-gathering. Follow-up studies
have shown the same results with the same higher level of
left-handed taps than would have been predicted based on
the common understanding of the incidence of left-handed-
ness in the population.

13. https://smashed.by/handedness
104 Touch Design for Mobile Interfaces

Unfortunately, this observation isn’t about to turn into some


great revelation of what is going on. I still have no good idea
why this is. But since the same numbers come up repeated-
ly, it is clearly something intrinsic in how people work, or
something I have yet to identify in the way language, de-
vices, digital experiences, and environments are configured.
It may simply be a reflection that handedness is not the
fixed or easily measured factor we have long assumed it is.14

Luckily, since we’re already assuming that we design for


every type of interaction regardless of orientation, grip
method, or touch method, we also don’t assume that one
hand matters more than the other, do we?

If anything, the increased preponderance of left-handed


taps just reinforces the importance of designing for all
interactive methods, and we shouldn’t disregard those in
design, simulation, or test.

Designing for How People


Hold, Touch, and Type
These findings are not esoteric or academic. We can imme-
diately put them to use, turning what we’ve learned into
some basic guidelines for mobile design.

14. https://smashed.by/handperformance
chapter five Finding Out How People Hold and Touch 105

DESIGN FOR ALL SCREEN SIZES


AND ALL ORIENTATIONS

Respect user choice and user actions. Design not for one or
a few pixel sizes but fluidly, for everything reasonable.

Support landscape and portrait. Start with landscape for tab-


lets and portrait for phones, but support both. Yes, even for
things that are traditionally only one orientation, like video
playback. Let it work the other way as well.

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.

We’ll talk a lot more about where people actually click in


chapter 6, and how to design for visibility around opaque
fingers and thumbs in chapter 7.

For now, just remember that the variability of interaction


simply means: don’t overthink it.
106 Touch Design for Mobile Interfaces

SUPPORT ALL INPUT TYPES

Tablets with keyboards and computers with touchscreens


are getting more and more common. With laptops increas-
ingly converting to tablet form factors, there’s no longer a
clear distinction between what is a computer and what is
a mobile device.15

Just like I have discussed how people use mobile devices


in many ways – switching how they tap and hold based on
context and interactive needs – the same seems to apply to
all interactive systems.

When observing users, all this makes perfect sense. People


use the tablet mode to poke at the screen while walking
around and set it on a table to type, and so on.

But none of these are detectable technically. We cannot


modify the interface to be touch- or mouse-friendly based
on user context. Since we can’t tell how people will input or
interact, we need to make sure that every digital experience
is designed and built to work properly with:

• Touch

• Onscreen keyboard

• Hardware keyboard

15. https://smashed.by/ipadkillers
chapter five Finding Out How People Hold and Touch 107

• Trackpad

• Mouse

• Screen readers and other accessibility methods

In addition, assume people switch. I have observed plenty


of interactions with all these devices as well, and along
with the assumption that people switch grip and hands, we
can also assume that users also switch between keyboard,
mouse, and trackpad. People will type, use the trackpad,
reach up and tap the screen or drag something, and then
scroll with arrow keys.

Designing for every possible interactive method means a


typical “desktop” website needs touch-friendly icons and
links. We can’t rely on hover states (or tooltips), and we need
to consider how much content might be hidden behind
an onscreen keyboard. It also means our mobile apps and
websites need to clearly display what is highlighted when
someone tries to scroll through it with a keyboard. And,
maybe, determine what the highlight method is so as to not
conflict with the design and remain readable.

Designing to these principles also will make our websites or


applications more accessible. It will be easier to navigate via
screen reader, which is another huge market far too many
digital tools do not support.16 Even since I started writing

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.

Screen size, as responsive web design assumes,18 is no way


to determine if something is a portable touch device. Add-
ing device detection is a good alternative. However, I simply
say we need to start assuming that everything is touch-
capable and can also have a hardware keyboard attached.

DESIGN FOR DEVICE CLASS DISTANCES

Design larger type, icons, and interactive elements on larger


devices, because they are more often used further from
the eye. Web and app design always assumes everything is
based on pixels, or at least device-independent pixels – be-
cause screens are so high-resolution now – scaled to a mul-
tiple of the display resolution. A key problem with this is
that pixels are not one fixed universal size, like millimeters,
but change based on individual devices.

Here, we are finding a different issue to add. Since people


use devices at different distances, they see things smaller
and smaller as they move further away. When searching
for design recommendations, you might have noticed the

17. https://smashed.by/banka11y
18. https://smashed.by/adaptivevsresponsive
chapter five Finding Out How People Hold and Touch 109

suggested type or icon sizes are smaller on mobile phones


than computers. That’s not just cheating because phones are
small, but because they are used closer to the eye. It’s also
why it’s sensible to watch TV on a phone, as it is used closer
so it takes up a similar percentage of the field of vision.

Angular resolution means items further away from the eye appear
smaller.

This change in perception means we need to understand


not the size but the relative size, as it changes based on
distance. This is the angular resolution.19 (There’s a formula to
calculate it, and in chapter 10 I’ll make it easier to remember
and give a simple cheat sheet of suggested sizes for each
device class.) For now, remember that on smaller devices,
smaller items can still be read, and for tablets we must as-
sume they are set down on tables or actually are convertible
tablet computers, so we must make all text and icons big
enough for desktop or laptop computers.

19. https://smashed.by/physiology
110 Touch Design for Mobile Interfaces

Angular resolution means at normal viewing distances video on a phone


is as “big” as it is on a tablet, computer, or TV.

In this chapter we discovered that the conventional view


that mobile phones are held with one hand and tapped with
the thumb is much more complex. People hold and tap
phones and tablets in many ways, and they shift all the time.
chapter five Finding Out How People Hold and Touch 111

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.

And we’ve learned about angular resolution, and how on-


screen sizes don’t matter as much as how far away people
are when looking at 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.

Devices are not held in any one way, but a number of


different ways and individual people shift how they
hold and tap all the time. Design for all methods.

People use phones almost entirely in the hand, and


largely on the move.

People use tablets much more often while sitting, and


with the device in a stand or set on a table.
112 Touch Design for Mobile Interfaces

Tablets are used more often landscape (horizontal) and


phones more often portrait (vertical). Design for those
as the baseline for each platform, but recognize there is
enough variation that most of our interactions should
be made to work in both orientations.

Touch and tablets are everywhere. Most “laptops” are


or can be tablets at a moment’s notice, with no clear
way to detect it, so design all interactions as though for
mobile touchscreen devices.

Typical use methods per device class based on screen


size can be used to predict viewing distance, and items
onscreen changed to be readable for typical users.
chapter six

Touch Accuracy
and the
Center-Out
Preference
chapter 6

Touch Accuracy and the


Center-Out Preference

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.

In this chapter I’ll explain how additional research, original-


ly conducted to find how people adjust based on tasks, even-
tually provided me with an insight into touch target sizes
that work for everyone. Most importantly, I discovered that
because people seem to prefer to touch and view the center
of the screen, it led me to design not from top to bottom, but
from the center of the screen out.

The F-Pattern

I didn’t start out doing UX design – it didn’t exist back then.


No one told me about human factors, or human–computer
interaction, so I ended up in the art and design school at
my university. I learned many of the same lessons from
two points of view. Art classes mostly taught about the way
people perceive, view, and think about visual media based
116 Touch Design for Mobile Interfaces

on tradition and convention. Design taught mostly the


same lessons about how people perceive things, but in-
stead based on mathematical theories and the results of
early marketing research.

When we first start learning to read, we begin to learn that


language is oriented left to right, then top to bottom – in
Western languages at least. In art, design, or user experi-
ence education, this is extended to a general lesson, that
everyone consumes all content top to bottom and left to
right.1 But it turns out that is an oversimplification and is
not always true. Designers of “glanceable” items like TV ad-
vertising, billboards, posters, and road signs know it is not.2

More recently, as digital establishes its own guidance about


design, one lesson is that we scan web pages in an F-pattern,
reading lines across then down. The F shape comes from
the way people read full titles, the first few lines or para-
graphs, but tend to scan and pick up just the first few words
of the remainder of the page contents. However, that we
scan this way is not entirely true.

The F-pattern is just one way people scan web pages. It


was developed and shared in 2006 by the Nielsen Norman
Group as a way to understand how people consume web
content.3 It turns out that people scan or read in different
ways, depending on the way a particular page is designed.

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

The F-pattern was never a goal for design, but somehow


it entered the consciousness of designers and marketing
managers. It has since become a misapplied pattern that has
led to many unusable web page designs and misguided de-
sign suggestions. An updated article from Nielsen Norman
Group even warns of this and suggests ways to not fall into
F-pattern scanning as it is often not what we want.4

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

People Touch the Center

As well as the research discussed in chapter 5, by the mid-


2000s I had completed my first research on touch in an
attempt to begin to understand what I was seeing during
usability tests. I performed a test to measure finger pad
sizes and touch accuracy using paper and an inkpad, on
a broad range of users of all ages. I had been trying to set
standards for how to interact with mobile phones for years,
and gained some interesting insights but despite more or
less settling on a set of sizes, I was never truly satisfied.

A research participant in 2008 using a flip-style feature phone with


attached camera “sled” to observe their interactions.

Because I still had many questions about how people were


using their devices and why, I conducted additional re-
search in 2014 to explore more specifically how people use
their devices contextually. I built a web page that worked on
chapter six Touch Accuracy and the Center-Out Preference 119

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

Moderating the carnival intercept portion of the touch research study.

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

At first, the results were confusing and inconsistent. A


number of my hypotheses didn’t pan out so I had to try to
determine why. Luckily, all the sessions were recorded; the
remote sessions were recorded as the only way to gather
data, and the intercept study encounters by way of the par-
ticipants wearing video-recording glasses. These recordings
allowed me to review the tests from the participants’ points
of view, and gather different data from what I had originally
written down when I reviewed the test results.

One of the items that confounded me was touch accuracy. I


had been using a 10 mm circle size for years, and every other
expert and operating system maker had their own value.
My hypothesis was to confirm or update that single number
for touch accuracy across the screen.

2012 Touch Accuracy Guides: OUT OF DATE


3/8” (10 mm)

7 mm
(40 pixels)
44
7 mm
3/8” (10 mm) 44
2 mm padding
(10 pixels)
between targets

A selection of touch accuracy guides from 2012, including (left to right)


those from the author, Microsoft, and Apple.
chapter six Touch Accuracy and the Center-Out Preference 121

To try to improve the effectiveness of these guideline sizes,


I and others such as Nokia and Microsoft had added an ad-
ditional margin of safety or a dead space between adjacent
tap targets. My previous distance choices were entirely
based on what it took to avoid interference from research
experience, with no logical reasoning or mathematical
model to explain it.

The results of the 2014 research did not immediately show


what I expected. Instead, I found a large amount of vari-
ation in the distance from any particular target that was
needed for a tap to be registered as accurate. Although both
icons were the same size, the menu taps had many more
misses over a wider area than targets in the middle of the
page. I thought that it was based on type of control, but the
data didn’t line up there either, and form or list selection
taps would also be inconsistent.

I cut the data several ways to no effect. But when I plotted


them to the position on screen, all became clear.

Hidden in plain sight was that accuracy varies by position


on the screen. The diagram overleaf shows the patterns peo-
ple seem to rely on. People touch more accurately towards
the center of the screen: for every tap, for every device, and
for almost every person.
122 Touch Design for Mobile Interfaces

Touch accuracy
test data recorded
for several areas
of the screen.

Once I understood this context, I double-checked my


work, rechecked the older data I had collected on touch,
and then looked for additional research. With this more
specific search terminology, I was able to find academic
research that also proved the same things. A half dozen
chapter six Touch Accuracy and the Center-Out Preference 123

studies were sitting there, buried in academia.6 One of my


favorite studies was a game that gathered touch accu-
racy by position, from almost 100,000 users, recording
120,626,225 touch events.7

Combining these studies with the new information I’d


collected, and performing some statistical analysis to nor-
malize the data and be sure I had confidence in it, I came up
with accuracy by zone across the screen. One of the easier
to understand models of that is shown below:

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

So far, my observations and research had led me to these


conclusions:

• Touch targets in the center of the screen can be as small


as 7 millimeters.

• Corner target sizes must be about 12 millimeters to en-


sure they are accurately touched at least 95% of the time.

• The old 10 mm target I had promoted was not wrong on


average. But interactions don’t care for averages.

With this new data, we could understand much better what


users were doing and how to design for human interactions.
Below is another of the accuracy chart representations, with
labels to indicate the typical touch accuracy within each zone.

Designing for Touchscreen Kiosks


Plenty of my research seem to be the same. Numer-
findings might also seem to ous other issues arise with
apply to touchscreen kiosks, them, chiefly the fatigue of
or permanently mounted unsupported arms – an ache
screens, like bank ATMs. called gorilla arm. (https://
Mostly as a result of being smashed.by/largescreenux)
immobile, users interact
with these a bit differently, There are plenty of kiosk
so the touch zones do not design experts, so I have
chapter six Touch Accuracy and the Center-Out Preference 125

Touch Accuracy by Zone

11 mm / 31 pt

9 mm / 28 pt

7 mm / 20 pt

9 mm / 28 pt

12 mm / 34 pt

Chart showing touch accuracy for specific parts of the screen.

deliberately not spent much


time researching the data.
If you are designing a kiosk,
even just an iPad on a rigid
stand, you should look into
the relevant kiosk design
heuristics and best practices it’s an iPad it will work the
(https://smashed.by/kiosks) same way as portable, indi-
and not assume that because vidual-use devices will.
126 Touch Design for Mobile Interfaces

Many of the remote unmoderated research participants in


the 2014 study used tablets. I had not encountered or much
considered tablets as part of my work, so simply set aside
their data as not relevant and didn’t review them at all. But
after I figured out the accuracy zones, I went back to this
tablet data to find the touch accuracy for those as well.

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.

Touch accuracy is relative across both tablets and phones.


chapter six Touch Accuracy and the Center-Out Preference 127

Yet more analysis of the data followed. The academic studies


I mentioned earlier also contained timing data. Further re-
view of the recorded sessions in the 2014 tests showed that
touches at the center of the screen were faster. Users seem
to intrinsically recognize they are worse at interactions
close to the screen edge, and they slow down for those.

We know now that many of the existing guidelines are


wrong: they are measured in technology-oriented units, not
in human terms. Apple and Google still promote touch size
standards in device independent pixels as their one and
only ideal touch target size; yet these measurements vary by
device resolution.8

There are at least half a dozen physical sizes a single pixel-


based size can be rendered as, and real-world sizes can vary
by up to 30%. Fingers, however, aren’t measured in pixels.
We need to design for physical sizes and account for pixel
scaling factors.

Just like we found with the data on device holding in chap-


ter 5, touch accuracy doesn’t vary by finger size or device
size, or by age or experience. It doesn’t vary by sex or gender,
language or region, time of day, which hand is used, or even
if it’s a thumb or finger being used to touch.

8. https://smashed.by/buttonheight
128 Touch Design for Mobile Interfaces

More accuracy in the center of the screen means we can put


more items in the center. At the edges however, we can put
just a few functions or tabs, as people cannot touch them as
effectively and will suffer more errors because they are too
small, too densely placed, or both.

There Is No Thumb Zone

Since I first published these findings on touch zones, nu-


merous other design researchers have conducted their own
studies and reproduced the same data themselves,9 with

Thumb-Sweep Chart:
OUT OF DATE

The well-known – but incorrect


– thumb-sweep chart.

9. https://smashed.by/uiergonomics
chapter six Touch Accuracy and the Center-Out Preference 129

their tools, in their regions. The results remain consistent


and I’ve integrated their findings into my work.

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.

Where do most practicing designers decide that people hold


and touch their phones like this? I’ve shown that barely half
of all onscreen interactions are with the thumb. And the
centering data I just shared has no indication of thumb-
sweep zones either.

While writing the report for the original research on hold-


ing methods, I asked my co-workers to hold their phones in
the various positions so I could take photos. Many of them
insisted that they never held it in the ways I described, but
instead would hold it in one hand and use their thumb. I’d
wait a few minutes and then sneak a photo over the top of
the cubicle when they used the hold I was looking for.

I got the photos I needed of the natural grip methods; and


they found out they totally do use many methods themselves.
This is why usability research is superior to self-reporting
surveys: people are terrible at self-observation and self-
130 Touch Design for Mobile Interfaces

analysis. Everyone thinks they hold phones one way, and, in


turn, they assume all people work the same way they do.

Another observation I have made in every usability study


is that people use the back button all the time. In fact, it’s
usually the most used button on the screen, even when it’s
in the upper right corner. So I realized something else must
be happening about reach. This sort of finding made me
continue doing my own research.

HOW THUMBS REALLY WORK

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.

Thumbs move in a sweeping range – of extension and flexion


– not from the point at which it connects with the rest of
the palm but at the carpometacarpal joint way down by the
wrist.10 The other joints in the thumb let it bend toward the
screen but provide no additional sweep motion. The ability
to bend the thumb is important because, while the thumb’s
free range of movement is in three-dimensional space,

10. https://smashed.by/thumbflex
chapter six Touch Accuracy and the Center-Out Preference 131

How the bones


of the thumb
move in
extension and
flexion.

touchscreens are flat. Therefore, only a limited portion of


the thumb’s range of movement maps onto the phone’s
single-axis screen.

To add more confusion, the thumb’s joints, tendons, and


muscles interact with the other digits – especially the index
finger – which changes how much they can move or how
strongly they grasp.

When the fingers grasp a handset, the range of motion


available to the thumb is more limited. But by moving their
132 Touch Design for Mobile Interfaces

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.

Tapping and Shifting

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.

This change in grip also has an impact on where the screen


was touched. One hand and thumb is most often used
to touch fairly small areas along the center of the screen.
Watching users, this is how most scroll works: very short
swipes along the center.

This visualization of touch as odd curly shapes is one I


made up before I understood the overall results. Focus-
ing on just the one-hand or first-level cradle yields these
patterns that can appear to correspond to the thumb-sweep
charts. However, it is important to recognize first of all that
chapter six Touch Accuracy and the Center-Out Preference 133

Hold & Tap,


Second-Order
Cradle

Primary Tap Zone

First-Order Cradle

1 Hand & Thumb

Tap areas as they correlate to preferred holding methods, for right-


handed interactions.

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

or gesture area changes from one device, user, and one


moment to the next.

Larger interactions or mode changes, from choosing to


start using a menu or pressing back, to starting to type,
often are accompanied by a shift in grip. A second hand
comes to the phone, and the user might switch to tapping
with a finger instead.

Such action is still preference and not a hard-and-fast rule.


Most people use the indicated methods but not all of them.
People absolutely also shift the phone in their hand to allow
their thumb to reach the back or menu button while still
holding with that hand. They didn’t stretch their thumb,
though – that’s impossible. And they suffered no discomfort
because it’s all voluntary, and people generally don’t cause
pain to themselves.

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

in any of those that indicates people won’t shift or reach to


press faraway corners.

People adapt and change. And part of life on small touch-


screen devices is constant shifting and adapting to interact
as they need to and want to. On average, across all people
and their entire experience tapping and swiping on their
phone, the symmetrical chart of touch accuracy is true.
Don’t over think it and try to identify specific zones with
deep-dive ergonomics or because you think you hold the
phone one way all the time.

People View the Center

The research I conducted on touch included a lot of specific


tasks to see how people changed their interaction for differ-
ent functions and interfaces.

One of the tasks was scrolling through a list. Partici-


pants had to pick their preferred genre of music, then
tap it. It was a surprise to see that everyone scrolled their
selection to more or less the middle of the screen before
tapping. Some even saw their selection at the very bottom
or top of the screen, then scrolled to bring it closer to the
center before tapping.
136 Touch Design for Mobile Interfaces

Positions
where people
prefer to tap.

Once I noticed this behavior, I found it wasn’t just in picker


lists or any other narrow contexts, but that users scroll
content to the center all the time. In other parts of that re-
search, and since then in usability testing, I have found that
it explains a lot of other user behaviors and is very useful to
keep in mind during design.

For example, if we’re creating a web form, we will often find


that people do not fill in the very last field or two, or miss
chapter six Touch Accuracy and the Center-Out Preference 137

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.

If we simply pad the bottom, adding space below the submit


button so the end of the form can be scrolled further towards
the center of the screen, then people will start clicking into
those fields, even if there are no other changes to the design.

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.

Designing for the Center

While the details can be as complex as you wish, the basic


design implications here are quite simple. We design so the
primary functions and content are in the center of the page.
Which is easy, and we’re already doing that with the way
most apps are designed.
138 Touch Design for Mobile Interfaces

Tapping a
control in the
center of an
application.

A lot of effort is spent bringing attention to the tab bar, edge


controls, search, or menus. But these are all secondary func-
tions. What most people do is read and interact with the
content. The list of tweets or articles or videos or products
is most important.

The advice, then, is to just keep putting content in the


middle and controls along the edges. But do this consciously
chapter six Touch Accuracy and the Center-Out Preference 139

so we put the proper items in the proper place. Let’s make


sure we use the touch accuracy guidelines so our interac-
tive items are big enough, based on where they show up
onscreen, for users to interact with them. When designing
interactions, remember to:

• Respect user choice, and don’t assume they will hold


the phone one way, or only use our favorite devices.

• Allow users to scroll, and don’t design all elements to


fit the viewport precisely, snapping back when touch is
released. It just reduces readability.

• Plan for input methods. Another very good reason to


allow content like forms to scroll to the center of the
page is onscreen keyboards and picker lists that block
the bottom of the viewport. Ideally, the operating system
solves this for us, and allows items to scroll up, but that
isn’t reliable, and self-scrolling content is disorienting,
so users can become lost.

In this chapter we found that people don’t read or interact


with mobiles top to bottom and left to right, but from the
center out. We now know users touch the center more
accurately and more quickly than the edges. They prefer
to read items in the center of the page and work with
140 Touch Design for Mobile Interfaces

interactive items away from the edges, so they will scroll to


make that happen when they can.

With this information, we’re starting to understand why


successful mobile interactions occur, and how to design our
pages and widgets to take advantage of this information.

Checklist
Place key actions in the middle half to two-thirds
of the screen.

Recognize that everything else is secondary, so it’s


OK that it’s along the edges.

Allow users to scroll the last content on the page up


towards the center. Simply pad the bottom of the
screen to allow for this.

Make sure tap and click areas are sized to meet


where they will be on the screen. At least 7 mm for
items in the center such as list views, but at least
12 mm along the edges.

Don’t crowd things too much. Most phones can only


handle about four buttons or tabs along the edges with
that level of touch accuracy.
chapter seven

How Fingers
Get In the Way
chapter 7

How Fingers Get In the Way

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.

The Contact Patch

Finger size itself has absolutely nothing to do with touch


accuracy in any capacity. Many articles and standards imply
or expressly say so, but are simply wrong.1 This misconcep-
tion arose from standards built from older technologies
and a misunderstanding of the relationship between sensor
pitch and detection accuracy, as discussed in chapter 4. We
discussed in chapter 3 how capacitive touchscreens work
and mentioned the contact patch; we were reminded how
people’s fingers are squishy, so a large area is flattened

1. https://smashed.by/isoergonomics
144 Touch Design for Mobile Interfaces

against the screen. This entire area is detected by the touch-


screen and is called the contact patch.

Human pointing accuracy is about people, not technology.


Touchscreen accuracy never varies based on the detector
technology. But fingers are opaque. They get in the way,
and that changes things based on the size and shape of
individual people.

Many assume that larger people have bigger contact patches


and that children have much smaller ones because of their
smaller fingers. But that is just the first of many common
misunderstandings about fingers and touch. When capac-
itive touch emerged, my first purely personal research was
an attempt to understand contact patch sizes. I found that
almost all adults have broadly the same size contact patch,
and children’s were not much smaller as they tend to press
too hard much of the time.

Adults use more care for critical actions or small targets,


and tap with finger (or thumb) tips, leaving a very small
contact patch. But this has no real effect on most uses of
touchscreen devices. Only a few phones or applications use
their multitouch technology to sense contact patch size as
a proxy for pressure. In every other case, the centroid is de-
tected and there’s no direct effect on the tap or its accuracy.
chapter seven How Fingers Get In the Way 145

The contact patch for a typical thumb pad and tip on the screen, as it
would be seen from below.

Slowing down can increase touch accuracy a little, just like


slowing down is generally a good way to increase precision.
No one rapidly threads needles.

However, tapping with the fingertips may reduce the ob-


scured area. It appears to be easier to see around the finger,
especially when we recall that people have two eyes. I
know that seems obvious, but models such as the drawings
above often simplify things as some of these factors are
hard to depict.

Try it yourself now. Point at a word on the page here with


your finger. Note how much is obscured with one eye open
versus two. Especially for devices held closer to the eye, bin-
ocular vision helps us see around objects a little more easily
since we can see on both sides of them.
146 Touch Design for Mobile Interfaces

THE SURPRISINGLY REAL ACCURACY OF TOUCH

While we’re discussing odd aspects of touch accuracy, I


always found the limits of touch precision fascinating.
There are a few studies that really explore the limits and
have found that people can position their fingers with
0.1 mm precision. That’s around 0.004 inches, or 1/256th of
an inch.2 Though that may seem impossible, many of us
do something close to it pretty regularly on our mobile
phones. This research was performed with a digital zoom,

Magnification
for precise text
selection.

2. https://smashed.by/userprecision
chapter seven How Fingers Get In the Way 147

so the user could see their actions magnified. That feedback


loop was what allowed participants to demonstrate that
level of precision.

When this zoom accuracy research happened, it required


a very specialized system, but the various press-and-hold
methods to move the cursor on smartphones use the same
trick to afford users much greater accuracy than without
the magnification. We can all move cursors to the individ-
ual pixel level, easily, when zoom is provided. In the rare
case a product needs more accuracy than touch can offer,
remember that we can add similar features to our websites
or app for high-precision selections.

Parallax, Liftoff, and


What a Click Really Is
I’ve used pens for input since the 1990s, when I first en-
countered one. Wacom tablets are still my primary pointing
device on all my computers.

Even back then there were also pressure-sensitive pen


devices that integrated with displays; the most common
is sold as the Cintiq, also by Wacom. By the early 2000s,
Microsoft was making tablet PCs widely available. I used
148 Touch Design for Mobile Interfaces

many of these devices, but I was always troubled by two key


issues when using them, and in my attempts to use pens
on iPads and other touch devices. It turns out there’s good
research to understand these two issues: parallax and liftoff.

PARALLAX

When you see an object change position because you’re


changing where you see it from, that’s parallax. That can be
hard to understand, but is the simplest definition I can find.
If you bear with me, I’ll explain and even have a diagram
that might help.

Protective Cover
Y Grid
Touch Sensors
X Grid

Display Panel

Exaggerated scale diagram of the typical layers of a capacitive touchscreen.

Parallax is a serious issue for optical systems like lenses and


scopes, but a version of it arises in all touchscreen devices.
The reason is pretty simple. A touchscreen is not a single
thing, but a stack of different materials. The touchscreen is a
chapter seven How Fingers Get In the Way 149

few transparent layers on top of the display itself. These lay-


ers, while very transparent, still have a physical thickness so
the touch surface is a measurable distance above the screen.

How parallax causes a problem should start to become


obvious. For any particular part of the screen, its corre-
sponding touch area is directly above it. But when the user
makes a tap they will instead tap the area that appears in
their line of sight to the screen – usually just below the item
to be clicked.

Actual position, Apparent position,


straight above due to not viewing
the display straight on

Viewing a touchscreen at an angle will cause the touch and view layers
to not line up.
150 Touch Design for Mobile Interfaces

In the early days of touchscreen computers there were


calibration tools, which were required because the system
would get out of sync. When calibrated from the user’s
normal seating position, it could then compensate for the
effect of parallax.

Some devices or OSes contain predictive algorithms to


provide parallax offsets, though this is highly secret sauce
and it’s hard to prove on any specific phone when it occurs.
Former Apple engineers have discussed it, so we know it
happens there, but not exactly how.3 Parallax tends to be-
come less of a problem as devices get smaller. Screens and
their various layers are much, much thinner now, so
the surface is much closer to the display than in years past.

Now let’s move from optics to biomechanics.

LIFTOFF, CLICKS, AND DRAGS

The action of lifting the finger or pen off a surface –


liftoff – can cause issues that at first glance seem the same
as parallax. Users go to tap or select a target, then miss by
a tiny and consistent amount. This is in addition to the
target accuracy by position on the screen, and has no direct
relation to that position.

3. Ken Kocienda, Creative Selection: Inside Apple’s Design Process During


the Golden Age of Steve Jobs. (2018, Picador)
chapter seven How Fingers Get In the Way 151

We need to start with a brief understanding of how com-


puters register a click. Touch interactions are not generally
perceived as different from mouse or trackpad input. The
default action is a click, which is only activated on mouse up.

When a pointing device other than the finger is used, it


moves across the screen and has coordinates assigned all
the time; the mouse pointer or cursor indicates this posi-
tion onscreen. When a button is clicked, that click action is
sent to the computer, and onward to the application or web
browser as mouse down. Usually, nothing happens at that

Mouse down

Mouse up

The physical input for up and down on a traditional desktop mouse.


152 Touch Design for Mobile Interfaces

moment. It’s detected, but mouse down on a button or link


will cause no action. If you’ve never noticed, go over to your
computer and try it. Now, when the button is released, that’s
mouse up. If you let go of the mouse button on a link, then
the computer considers that a click.4

Moving the pointing device or finger between mouse


down and mouse up is a gesture. If the item is available to
drag, select, or scroll, the relevant action will happen. Of
course, as we know, people are inaccurate, so well-designed
systems ignore small displacements between mouse down
and mouse up. The device, though, still considers the
mouse up position to be the action state. That’s important,
though not much noticed.

If a user clicks the mouse down on a button and decides


they don’t want to click it, usually they can just drag to
somewhere else and then let go. Nothing happens unless
the mouse up is on a different action, or some drag and
drop accompanies the selectable item.

This all deliberate; the assumption is that people can fine-


tune their selection between mouse down and mouse up.
The down-click is coarse and might move the pointer posi-
tion, but releasing it can be done very smoothly.

4. https://smashed.by/clickevent
chapter seven How Fingers Get In the Way 153

Typical liftoff inaccuracy in a touchscreen selection.

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.

This inaccuracy is due to natural but unintentional move-


ment in liftoff, caused by the way our hands’ bones and
muscles work.5 The result is that a user lines up properly with
the item they want to touch on the down action, but moves
slightly (shown in the figure above) as they take the finger off

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.

Understanding the issues is important to make sure we all


know why there are real-world limits to accuracy, and do
not push too far the presumption that people should just try
to be more accurate. As long as we all accept that inaccuracy
happens and we follow the recommended touch target sizes
and spacing, most designs should be fine.

However, if we have to make a high-precision touch-based


tool then it is time to start planning to account for the
effects of parallax and liftoff. For example, if we include
the ability to draw on the screen to select an area, add notes,
point out items, and highlight text, it is a good idea to con-
sider other methods, such as snapping to likely selections,

6. https://smashed.by/accuracy
chapter seven How Fingers Get In the Way 155

snapping to a grid, a zoom control for increased accuracy, a


method to easily correct selections, and some other ways to
mitigate the errors that could arise from these issues.

If your system allows drag-and-drop of selectable items, lift-


off inaccuracy can cross the drag activation threshold, and
taps can result in accidental drags instead of clicks. Consid-
er adding a switch to drag mode instead.

Reading Around Fingers

One of the challenges we encounter with pens or fingers for


screen interaction is that users can’t actually see what they
are clicking. The centroid of the contact patch is obscured by
our opaque fingers, so precise work is impossible. I always
figured there was no way touchscreens would ever take
over the world just because of this problem.

It turns out I was wrong about the impact of touchscreens.


But I did have a point about the issues with them. Fingers
are opaque, they get in the way, and this is nothing new.
Controls of the machine era – mechanical or electromechan-
ical pushbuttons, dials, switches, and so on – were also
used by people and evolved over time to meet human needs
safely and effectively.
156 Touch Design for Mobile Interfaces

To understand how interactive systems evolved – for writ-


ing articles and research reports (and this book), and to de-
sign actual hardware controls for projects – I reviewed the
literature on machine controls and their standards. Many
issues of perception, affordance, and usability have been
solved by machine-era controls, in one or several ways:

• Controls appear to be interactive and are never


hidden or obscured.

• Buttons are large enough to press with fingers


or thumbs.

• Labels are adjacent to the button instead of on the


button face, so the user can confirm they are pressing
the right thing before activation.

• High-density buttons whose only labels have to be on


their faces are arranged in regular and standardized
grids, such that looking at adjacent buttons can imply
the label and function. Keyboards and keypads are the
most common manifestation of this.

• Buttons move and make perceptible clicks to indicate


when they have activated.

• Buttons change state by toggling illumination or


changing color when activated.
chapter seven How Fingers Get In the Way 157

Industrial buttons are clearly labeled, easy to activate, and indicate


when they are pressed.

For mobile touchscreens, similar issues exist because they


are the interfaces for people interacting with systems. And
we know enough about how people work to apply simple
solutions for them as well:

• Selectable items like buttons, links, and inputs need to


be large enough to press with fingers or thumbs. Refer
to “Touch Accuracy by Zone” on page 125, based on their
positions onscreen, to make sure items are large enough.

• All items need to be labeled for the user to confirm they


are activating the right control. Text labels must accom-
pany all icons, and form inputs must be labeled above
or next to the input, not with placeholder hint text.
158 Touch Design for Mobile Interfaces

• Actions must respond using state changes and haptics


(vibratory response) whenever technically possible.

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

• Users can see the visual change while performing the


action. Buttons and links should be large enough to be
seen around the finger or thumb.

I’ll talk more about making controls appear interactive and


not hiding them or making them look decorative or dis-
play-only in chapter 10.

A few of these issues are well known in interactive and in


some cases we readily take the necessary steps, but far too
many are ignored. For example, we don’t always use labels on
icons, and far too many forms label the field inside the input.

We know the best practices and should follow them every


single time, not just when convenient to the design style.
But there’s one issue that is really poorly dealt with. That is
the relationship between touch and the obscuring nature of
the finger or thumb.

Accuracy is not the only issue in selecting items, so the


smallest target that works should not always be our goal.
The user must also be able to see the target as they are inter-
acting with it.

While many examples exist, I’ll pick on Twitter. Below each


item in the feed are quick actions to respond, retweet, like,
160 Touch Design for Mobile Interfaces

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

When tapped, a single icon is entirely obscured by the fin-


ger. Though the icons change state, the change is not visible.
The user cannot tell if they activated the item – or, indeed,
activated the right item – until they remove their finger and
perform a new physical and cognitive action to find and
identify the action button again, then recall what state it
was in, and compare with their memory. All these steps re-
ally are what happens. We do it all very quickly, but it adds
up and can be disruptive. Any time someone’s brain has
many tasks to perform, even simple ones, they can become
distracted, lost, confused, and make a mistake.

The Twitter icons are (mostly) good in one particular way:


most of them change state very clearly. The Like icon, for
example, goes not just from gray to red, but also from hol-
low to filled. Instead of only changing color, which can be
hard to see (especially for color-blind people), or changing
the shape, which can be hard to identify, this stage change is
clear and obvious. Furthermore, the icons are more clickable
than they appear, dividing the bar into four sections. Click
anywhere nearby – not just the icon – and it is selected.
That helps, and we’ll discuss this very good principle more
in chapter 10.

Imagine, instead, if Twitter made the on-click activation


indicator as big as the whole selectable area?
162 Touch Design for Mobile Interfaces

Mock-up of Twitter with visible-on-click action areas.

While invisible, a lot of items we click on every day – most


buttons, links, and rows – already have larger active areas
than they appear, based on the text label or icon. The Twitter
app already does this on Android, and allows the selection
of not just the icon but also the whole area. I’ve mocked up
chapter seven How Fingers Get In the Way 163

what the Twitter app could look like if it was coded this way.
The entire selectable area could flash red.

It is important to understand that I don’t mean the entire


design has to change, or imagine that there are large, col-
orful boxes across the Twitter feed in my ideal unsolicited
redesign. Instead, let’s take a cue from the default behavior
of other interactive systems.

When a link or button is clicked in a web page (applications


perform basically the same functions as well), the HTML
:active pseudo selector causes it to flash for a moment to
confirm the action has been performed.

Of course, many designers remove this via CSS in an at-


tempt for “cleaner” design. As the Nielsen Norman Group
says, “The idea behind flat design is to simplify the inter-
face. However, stripping away too much undermines this
objective by making the interaction more complex.”7

Now we have discussed the value of this function, I hope we


can all remember how to improve the interactivity of design
without it impacting our UI choices too much.

We can follow these guidelines for any control on our designs:

Make sure the tappable area is big enough to be seen


around a typical finger size.

7. https://smashed.by/clickableelements
164 Touch Design for Mobile Interfaces

Make the tappable area indicate it’s been activated, with


a background color change or in some other visible way.

Even if tapping a function will perform an obvious action,


such as loading a dialog or a new page, it’s always best to
have the link or button indicate that instantly. Always as-
sume there are delays in the action itself being performed.

When building an area to be viewable around fingers, how


big should that area be? Fingers are inconveniently big com-
pared to phone screens. The average width of an adult index
finger is between 17 and 20 mm. Even an average five-year-
old has fingers around the size of the largest recommended
touch target size, 12 mm.8 Those corner sizes seem enor-
mous to people who first hear about them and try to apply
them in their designs, so how much bigger can we go?

The answer is actually pretty simple, although it took me


a few years to get there. We only need to go bigger in one
dimension, as shown in the Twitter mock-up. Use wider el-
ements, just like we already do in many cases. Buttons with
text labels, links in text, and form inputs are mostly wider
than they are tall. If the selectable area is tall enough to
meet the touch target size, they will often be wide enough
to stick out past the selecting finger or thumb simply by the
nature of their content’s length. It actually works very well
to design many mobile interfaces in list views, with selec-
tions comprising entire rows and the full width of the page.

8. https://smashed.by/genderkids
chapter seven How Fingers Get In the Way 165

Whether it is a full page list or a picker, whole-row indi-


cators can help alleviate these selection issues with small
items such as radio buttons and checkboxes.

Gesture and Scroll

Part of the research I described in chapter 6 was about


scrolling. I asked users to perform a lot of different actions
to see if they changed the way they held and touched the
screen. Much like the initially confounding results of the
research on touch, I was also confused by what I observed
with scrolling gestures.

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

As expected, almost everyone made selections on the lists


by tapping the first few words of the label text, as they do
everywhere when a selection is made. But they had to move
over to the left to do this, as scrolling happened in an entire-
ly different part of the screen, often very far to the right side.

During analysis of the results, this non-centered cluster


confused me. I expected to find the gesture in the center,
just like clicks were preferred in the center. It turned out
that this was not evidence of a mistake in touch results,
but that I just needed to look at the context. The cluster-

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

ing location correlated to what type of content was on the


screen. When people selected, they almost always tried to
tap the content itself, clicking on a word or icon.

For scrolling, the opposite result emerged from the research.


Users are trying to avoid the content, so they perform their
scrolling gestures away from the content-filled area. Over-
laying the gesture areas onto the actual screens used re-
vealed this pattern of use. The images below show the ways
users scroll, depending on the onscreen content.

Representation of where people were observed gesturing when scrolling.


168 Touch Design for Mobile Interfaces

The image to the left is a scrolling selection list with very


short content (a list of numbers with radio selectors to the
right), showing the majority of scroll actions in the middle,
since it is empty and people prefer the middle. The image
on the right shows longer content intruding to the center
of the screen but without any right side selectors, so the
gestures are more often to the far right of the screen.

Observing these images, it is easy to see there are a few


gestures clustered in other areas. Analyzing those in con-
text, they can also be explained in the same way.

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.

Even users scrolling with their left hand were equally


inclined to avoid touching the content and could be ob-
served reaching all the way across the screen to assure they
only gestured in blank areas. Users of tablets performed
the same actions, even though they often reached very far
across the screen to avoid the content.
chapter seven How Fingers Get In the Way 169

The scroll images above are normalized to the screen size


example shown, but the same behavior was observed in all
phone sizes and even on tablets. Observations of horizontal
scroll were the same. If content is not in the way, people will
try to scroll the same place they tap, generally in the middle
of the screen.

A combination of several
charts showing the most
common areas in which
people scroll vertically
and horizontally.
170 Touch Design for Mobile Interfaces

If there is content where people intend to scroll, they tend


to avoid it and move towards the edges. If the whole screen
is content, such as a map as in the example above, people
will scroll to the side to stay as far away as they reasonably
can from the content they are trying to consume.

Most pages have scrolling content, so remember to design


to allow users to scroll.

Use left-aligned text to leave natural irregular


empty space on the right.

Try to leave room on the right, or space between


columns in tables or lists to the right of center.
Users can scan the content but feel comfortable
scrolling in a non-content area.

A list with multiple


columns of content
that leaves space
between columns to
the right of center.
chapter seven How Fingers Get In the Way 171

One last note about designing to support gestures: avoid


overly gridded designs where every part of the screen is
used. Specifically avoid using justified text, where both the
left and right margins are straight. It creates problems of
readability and scannability anyway,9 but also leaves no
ragged right space for users to comfortably scroll.

TWO-AXIS SCROLLING

It is also interesting to look at the angles people scroll. If


there’s anything like a thumb-sweep range, this is it, but it
is true even for people who use a finger off the screen.

People don’t scroll in straight lines, and we must map their


intention (straight scrolling through lists) to this gesture.

For most designs, this is unimportant. People scroll vertical-


ly very well, so we mostly restrict scrolling to the vertical;
all sideways actions like gestures are ignored once a vertical
scroll begins. Horizontal scrolling is used in some places but
generally has poor usability and poor acceptance – it should
be avoided whenever possible.10

Two-axis scrolling, where users can scroll both horizontally


and vertically at the same time, is generally a very poor way
to allow users to navigate data such as multicolumn text,
charts, and tables.11

9. https://smashed.by/justification
10. https://smashed.by/scrolling
11. https://smashed.by/scrollingbehavior
172 Touch Design for Mobile Interfaces

When designing large, two-axis scrolling tools, such as


a map or image detail viewer, consider the foundational
information about how people scroll. Since gestures are
not in straight lines, users will become lost, so try to make
sure users can stay oriented. Provide an inset view or a grid
to help them. Fallback methods allowing them to return
to home with a single tap are also valuable and familiar, as
maps always make it available.

Scrolling makes some assumptions about how people read


and scan. Most of my recommendations and research are
in English or with other Western languages and users. But
there are other ways to read.

RIGHT-TO-LEFT LANGUAGES

Arabic and Hebrew are both right-to-left languages. That


means a lot of graphic design standards and conventions
are entirely the opposite of what most Western designers
learn. Default alignment is right, with ragged left.

Once I began sharing my research findings on gesture,


designers would respond saying they had seen the same
result in their work, and couldn’t previously explain it, be-
cause they had been seeing exactly the opposite.

Right-to-left languages have the extra empty space to the


left, so scroll avoidance is observed to the left of the con-
chapter seven How Fingers Get In the Way 173

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.

In this chapter we found out more about how fingers work


with screens, and the ways people change how they interact
because of that.

People tap with fingertips when they are trying to be


accurate, but it doesn’t make a lot of difference in accuracy;
there’s no need to design for this, or instruct users to be
careful as they know to do that already.

Items big enough to be accurately clicked are often too


small to be seen under the finger, and we need to design to
counteract the problems this can cause.

And we know people avoid dragging across the screen to


scroll on top of content, so will use empty areas, or move far
to the right (or left for some languages) to avoid content.

Using the lessons of these behaviors, we know of a few ad-


ditional tactics we can use to optimize how people interact
with our websites or apps.
174 Touch Design for Mobile Interfaces

Checklist
All actions should respond visually the moment they
are tapped or clicked so users are assured they actually
hit the target.

For bonus points add haptic response to the click


reactions.

Make sure visual responses are big enough to be seen


around fingers.

Take advantage of content length to make interactive


response items wide, or use entire selectable rows.

Always use left-aligned text, never justified, to allow


for ragged space to the right users can feel safe
scrolling across.

Design multicolumn lists with internal gutters and


gaps to encourage scrolling in empty areas, viewing
of the whole content.

Assume users will select near the beginning of label


text, so will move from the scroll position, across the
screen to select.
chapter eight

Imprecision and
Probability
chapter 8

Imprecision and Probability

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.

Precision and Inaccuracy

Join me in a little experiment. Open up the maps app on


your phone. You will see where you are, that little dot or
whatever icon the app uses. Now zoom in. You might have
to zoom a lot to see it, but sooner or later you’ll see that the
icon representing your position is not a dot alone, but the
center of a bigger ring or translucent circle.

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.

As it turns out, a lot of the things we consider proven facts are


probabilistic approximations. For instance, things like location
accuracy use something called the circular error of probability.1
We can think of this as the mathematical representation of
inaccuracy. This probability isn’t the phone just guessing – it
is actually built into systems like GPS, which include an accu-
racy value as part of their positional calculations.

1. https://smashed.by/circularerror
chapter eight Imprecision and Probability 179

Location systems by default use a 68% probability circle,


referred to as R68. That means while there’s a 68% chance
that your location is inside the big circle, there’s also a 32%
chance you are somewhere outside it. But how does this
relate to touch accuracy?

The app GPS Test, showing the more


raw Global Navigation Satellite
System (GNSS) data, including the
accuracy, shown here as 18 meters.

Touch Accuracy and the


Circular Error of Probability
For all the touch research results, I selected R95 as my
probability radius. The circles shown in diagrams through-
out this book all contain 95% of taps. I wanted to have much
180 Touch Design for Mobile Interfaces

higher accuracy than the 68% of location, for example – but


why not 100%, or at least 99%?

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.

This diagram shows that a 99% probability ring would be a


lot, lot bigger. Two or three times bigger, which would be so
inconveniently large that we couldn’t design usable prod-
ucts at all. I worked this out with some statistical analysis
during the research analysis phase, and rounded it down to
95% to make sure the size was reasonable.
chapter eight Imprecision and Probability 181

Much above 95%, the size started to increase in radius much


more rapidly. We couldn’t design an app for 99% probability
of hitting the target unless almost the whole screen was the
button area. Without getting into all the math explaining
why, there’s simply no such thing as 100% in probability.

What’s much more important than worrying about edge


cases, and the specifics of why it’s 95 and not 96%, is that
we understand the concept that inaccuracy is inevitable
and embrace the imprecision. What happens when the user
makes one of those taps and misses the button?

Embracing Imprecision and Imperfection

The traditional way to design is to address every possible


aspect of the system’s behavior. A typical way to do that for
digital systems is the use case.

A systems analyst looks at the requirements, maybe in-


formed by some early design concepts, then decides if
the user clicks this button, and selects those items, the
result is that.

The problem is that we allow users to input data, use


sensors, and have a giant database on the back end. Most
systems are arbitrarily complex, where arbitrary has the
mathematical meaning of “more or less infinite.”
182 Touch Design for Mobile Interfaces

I remember a meeting about adding a feature to a banking


application and website. There were a dozen use cases, but
as we went through the requirements the team kept finding
new needs or gaps in the use case analysis. The analyst kept
writing down new ones to create. I realized another was
about to come up, which would have had any of several hun-
dred selectable options, each of which interacted with the
other matrix of options.

I shared my observations with the project team and quickly


did the math on the whiteboard. I showed that we couldn’t
perform use case analysis on this, because there were
millions of permutations and it would have added approxi-
mately 100,000 years to the project schedule. Unfortunately,
most product design teams have “solved” this by ignoring
most use cases, only designing and specifying “the happy
path” – one error-free flow through the system – and as-
suming the user follows it.

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

interface design, I like to use simple analytical techniques


to avoid the problems discussed here.

Designing for Imprecision

The basic method to analyze for the impact of touch inaccura-


cy is not dissimilar to kinematic analysis methods, as used in
the design of machinery.3 For touchscreen design, the first step
is simply figuring out what is likely to be touched and what it
may interfere with. We can then work across the design, one
target at a time, and see what problems might emerge.

Inspecting a design for touch inaccuracy with a Touch Template.

To inspect a design, place a touch accuracy circle,4 sized for


the screen position, on top of the element you are inspect-

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.

Inspecting a touchscreen application using kinematic methods.

I sometimes even show it with a finger or a cradled thumb


scaled to the right size to remind myself of how the hand
chapter eight Imprecision and Probability 185

will obscure items onscreen, meaning labels or changes


elsewhere might not be seen immediately.

The example at left shows a finger on the YouTube app.


We can see that the down arrow icon only appears to be
spaced a good distance from the other icons. Measuring the
distance reveals it is actually a bit tight. If the touch areas
are as large as they should be to ensure they are activated –
not just the icons alone – then there’s a good chance users
will hit the new video or account icons instead. Users are
never going to be able to precisely click targets and there’s
limited screen space, so correcting items like this can be
difficult. But we can still account for it in design.

AVOIDING TOUCH PROBLEMS THROUGH DESIGN

There are three basic tactics that I use in my product design


work to alleviate touch inaccuracy issues.

Larger Tap Areas


The first thing that has to happen to make a functional touch-
screen app is to allow people to touch things on the screen.
It is surprising how often this is an issue. If a user taps
and nothing happens, it’s not their fault but the designers’
or – more often – the developers’. The default seems to be
to make words and icons clickable and only the words and
icons. Even inside buttons, the big box is all too often not
clickable, just the word or icon inside it.
186 Touch Design for Mobile Interfaces

Instead, we need to make sure that whole areas are clickable.


Not just for buttons, but for everything – make whole areas
clickable. Very often this is natural, as designs are in blocks
and boxes. Find and define these box areas and make them
the tappable zone.

For its iOS-native features like the back button, at least,


Apple calls buttons like this “charged” and uses a somewhat

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

cleverer way of detecting misses to make sure clicks work,


much as you may have noticed in keyboard prediction algo-
rithms for touchscreens.5

Just expanding the touch areas to the outer bounding row


or block is much easier and doesn’t have to impact the look
of the app at all. The area remains blank, leaving us all the
white space needed without changing the size of the icons,

Resilience in this sense is the assumptions about the arbi-


ability of a system to absorb trary complexity of humani-
disruptions without tipping ty, life, and the many systems
over into a new kind of order. people work with to perform
A building, when exposed their tasks (smashed.by/
to too much lateral ground imperfection).
movement, settles into a
state of rubble on the ground Let’s make sure our designs
unless it is designed to resist are resilient because users
this disruption adequately. will never, ever do what we
expect them to do. Even aside
I believe there is a concor- from system failures and er-
dant concept of resilience rors, people follow their own
design, which takes into processes in ways we simply
consideration the same cannot predict.

5. Ken Kocienda, Creative Selection: Inside Apple’s Design Process


During the Golden Age of Steve Jobs. (2018, Picador)
188 Touch Design for Mobile Interfaces

buttons, or labels. Always remember those touch accuracy


sizes. If we give someone a 2 mm icon to tap, they are going
to struggle to hit it, or might give up and may think the
website or app is broken and not buy from or use it. De-
fault web and app behavior actually follows, or can easily
be made to use, these large selectable area methods. Real
buttons are, of course, all clickable. As long as we do not use
odd UI workarounds, everything works pretty well.

If the human performance and accessibility factors6 were


not enough of an argument, maybe ease of implementation
will be enough to get our product design and development
teams to stop making everything from scratch and just style
default elements so their behaviors are good and consistent.7

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.

In the example opposite, Twitter has coded the three icons


below each tweet, including the retweet button, to be not just
the size of the icon but to occupy the whole space between
each button. Well, on the app they did; on the web, there’s a
smaller square around each icon, and they’re rather too small
to be a safe touch target. But at least the app works right!

6. https://smashed.by/htmla11y
7. https://smashed.by/semanticmarkup
chapter eight Imprecision and Probability 189

Tapping the Like button Actual click area for the


on the Twitter mobile app. Twitter Like function.

Space between Tap Areas


Long ago, when I was first coming up with sizes for touch
targets, I encountered issues around the edges. I learned
later it was literally the edges of the screen, but I didn’t
recognize that at first. My early research and borrowing
from other guidelines led me to simply add spaces be-
tween items. A gap of a few millimeters in addition to
the actual target size.
190 Touch Design for Mobile Interfaces

The extra space was a workaround, and as I learned more


about how touch worked I simply adjusted the sizes per
area on the screen. For non-critical items, use all the space
we can and simply let the touch areas bump against each
other; properly sized items present no undue risk. But for
critical items? When the consequences of a wrong click are
permanent or destructive, do we still need space between
items? Yes, we should space things out. For some reason, a
lot of forms still cluster submit and cancel buttons right
against each other.

This form on the


IMDb mobile
website has three
buttons touching
each other.

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

While there’s no need for every click item to be surrounded


by dead space, dangerous items should be placed far away
from commonly used items. How far away? As far as we can.
Ideally, functions like send, undo, delete, and cancel should
be far from everything, but usually they are fine if clustered
into a low-use area or menu.

Users will become familiar with common actions and per-


form them faster and with less attention. Faster actions are
less accurate, and unattended actions may not be monitored
enough to avoid danger, so placement is important.

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?

We let the user stop the catastrophe. Gmail has an optional


undo function in its desktop-oriented web service, but it is
always available on the mobile side. Google acknowledges
that mistakes occur and lets users fix them.

Mistakes shouldn’t be unrecoverable. Guard conditions –


“Are you sure?” dialogs – are not super effective and are quite
intrusive, but things like undo are very useful. Aside from
not adding clicks when users perform the action specified,
192 Touch Design for Mobile Interfaces

The undo send


function for the
Gmail app.

they also counter the panic of the user: “Oh no! Make it
stop!” And there’s the Make it stop button right there.8

Another option is to make accidental clicks less inconve-


nient. On Twitter, for example, the buttons below the tweet
are far, far too close to the tweet text for safety. People will
accidentally hit the text and that loads the tweet as a full
page. But the same functions are on the tweet page, so the
user can just tap again to retweet from here, and then press
back to return to the feed. No real problem.

The best way to avoid catastrophe is to not allow it at all.


Most forms do not need a cancel button (people can navi-

8. https://smashed.by/surevsundo
chapter eight Imprecision and Probability 193

gate away by pressing back instead), and no form I have ever


worked on in my entire career needs a clear button.

Notifications in
Flickr that are
turned off become
grayed out so they
can be tapped again
and re-enabled easily.

Simply removing dangerous actions is often the easiest


way to solve this.

We’ve discovered by now that touch accuracy is governed by


probability, and there’s nothing we can do to make sure all
touches hit the target we want or are as the user intended.
194 Touch Design for Mobile Interfaces

We know that errors occur and need to create systems to


accommodate them by designing interfaces using the best
data we have, and designing interactions and processes to
avoid catastrophe if mistakes are made.

Sometimes the errors people make on touchscreen devices


are caused or exacerbated by factors outside their – and
our – control. In the next chapter we’ll find out that people
and the conditions under which they use our websites and
apps on touchscreen devices are often not what we hope
for or expect.

Checklist
Make touch targets as large as possible; design using
whole rows of lists, and entire containers.

Never make the interactive target just an icon,


or a word.

Space out dangerous items so they are not near posi-


tive or commonly used items; don’t put Delete right
next to Save.

Design processes to avoid destructive actions entirely,


or provide undo to allow the user to back out of any
mistakes they may make.
chapter nine

Phones Are
Not Flat
chapter 9

Phones Are Not Flat

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.

Empathy, Temporary Disability,


and Universal Design
In article comments, or questions after speaking, one of the
things I get challenged on the most is accessibility. I often
present touchscreen and other design tips without a special
section on universal design or accessibility. This is deliberate.

I don’t specifically address accessibility because of the


concept of temporary disability.1 While around 15% of the
world’s population – about one billion people – suffer from
some sort of identifiable long-term disability, almost anyone
can suffer a short-term injury, be blinded by glare, not be
able to hear over loud traffic or machinery, have a hand
occupied controlling a small child, or any number of things.

1. https://smashed.by/christopherson
198 Touch Design for Mobile Interfaces

Desktop computing often ignores these factors and assumes


all our systems are set up well, in good environments that
allow us to focus on the work. Others who did important
research into human factors and interaction with machines,
like the US Air Force, explicitly ignored those with color-
deficient vision (color blindness), so many standards have
developed that are skewed to exclusion.

We all know, however, that mobile devices are for everyone,


and in every environment we can imagine. By establishing
these accessible use cases as the default, we can ensure our
products work for every user, all the time.

• We can’t rely on sound cues or audio, as people often


use their mobile devices in loud environments or,
indeed, quiet ones where the phone should not make
noise.2 Therefore, always make sure there are onscreen
notifications and captions for video. Now we’re design-
ing for people with hearing impairments.

• We can’t rely on color to signal information because


glare, odd viewing angles, or sunglasses can wash out
colors or change how colors are perceived. Design
with enough contrast and for words and shapes to
convey meaning. Now we’re designing for those with
color-deficient vision.3

2. https://smashed.by/noise
3. https://smashed.by/dark
chapter nine Phones Are Not Flat 199

• We can’t assume that a mobile device has the full atten-


tion of the user at all times, so we should never set tim-
ers for critical functions, and avoid session timeouts
and messages that disappear.4 Now we’re designing to
accommodate any number of users whose interaction
is slower, from low-vision or blind users with screen
readers to people with cognitive disorders.

• We can’t assume mobile devices are used in stationary


settings. There may be vibration or other movement,
or the user may glance away, so we need to design
type sizes large enough and at high enough contrast
to work when walking or riding in a vehicle. Now
we’re designing for people with vision impairments
such as cataracts, or with tremors who cannot hold
the phone steady.5

We should design products that address all users’ needs and


behaviors. We have to embrace the complexity and design to
accommodate the messy lives our many different users live.

As mentioned in chapter 5, people shift the way they hold


and touch their devices depending on the device, the input
necessary, the position on the screen they are trying to tap,
and their context.

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.

I have observed people changing the way they hold their


phone when in these contexts, among others:

• opening a door

• carrying a shopping bag

• carrying a small child

• walking down the street

• walking in difficult terrain, up or down stairs,


or stepping off a curb

• riding an escalator, train, or bus

• when there is danger to themselves or the phone,


such as when walking in strong wind, near water,
or near a drop-off
chapter nine Phones Are Not Flat 201

In chapter 7 I described new data with you to confuse


the simple touch accuracy levels. I’m going to go over the
research again; but this time introduce a few things people
encounter in the real world for which we have data about
how it impacts touch accuracy and our assumptions of how
to design for touch or gesture.

Inadvertent Movement

The issue of accidental taps mentioned in the previous


chapter is even more important than you might think as
mobiles move around. Users make accidental clicks and
miss their intended targets all the time as they grab the
phone to pick it up, to grasp it better, or simply when jostled
by other people or moving around themselves.

Among the most common of these mistakes is accidental


multiple taps, especially while users are walking, riding in
vehicles, or just in busy areas where they are nudged and
bumped against. And, of course, as we age, many people
develop tremors or inadvertent repeated muscular shaking.

Unintentional double-clicks even happen on desktop com-


puters with mice and trackpads. So much so, software (like
ClickFix and others) is available to prevent it, and macOS
comes with a setting to avoid it as well.
202 Touch Design for Mobile Interfaces

Other accidental tapping motions include drags when the


user meant to tap, and drops during drags, due to the same
reasons of external movement or vibration, or user tremor.

DESIGNING FOR INADVERTENT MOVEMENT

The principles of designing to avoid catastrophe as de-


scribed in chapter 8 are the most critical here. Make sure
that catastrophes can be avoided by designing systems to
not allow them, or to undo actions.

Settings
Saved Locations
To prevent Bob Allen Ford
Edit Remove
accidental deletion
Ruco Equipment
due to double- Edit Remove

clicks, the delete Harlan Parts, Inc. Remove


confirmation is not Victor L. Phillips
superimposed on the (KC) Edit Remove

Custom Truck &


initial action. Equipment (KC) Edit Remove

Midway Ford Truck


Center Edit Remove

Cummins Central
Power, LLC (2848) Edit Remove
chapter nine Phones Are Not Flat 203

One obvious way to avoid drag errors is to have fewer drag


functions. Drag-and-drop to reposition or customize inter-
faces is arguably overused, and accidental activation is one
reason. Consider requiring users to enter a special mode
for customization.

Double-clicks can often be avoided by designing systems


that ignore them. Buttons, links, and controls should only
accept a single press and not cause a double submission.
Combined play/pause controls are a good way to save space
and make media playback simple-looking, but are a com-
mon case of frustration due to double-clicks.

Inline guards are a different risk. If the user pressed a


delete button and then the “Are you sure?” button appears
in the same place, accidental double-clicks can cause dele-
tion. Consider offsetting all controls so users must deliber-
ately activate each one.

Hand Availability and Other Contexts

One of the key takeaways from this book is that people


don’t use mobile devices in any one way, but change and
adapt to their preferences, needs, and contexts. But in some
cases they can suffer consequences from this adaptation.
204 Touch Design for Mobile Interfaces

The standard – though flawed – assumption is that mobile


phones are used one-handed with a thumb. There are lots of
other suppositions that follow this, chiefly that one-handed
use is the ideal case of mobility being on the go. People can
perform other tasks as a result.

The reality is harsh and unforgiving. Even when using


the phone one-handed, doing stuff with the other hand
affects touch accuracy.

Accuracy of nine targets when holding the phone in two different ways
and carrying a bag.

Researchers have explored the effect of trying to carry other


objects while walking and using the phone. Just carrying a
shopping bag in the other hand can reduce touch accuracy
in the most distant corner of the screen by over 30 mm.6

6. https://smashed.by/encumbrance
chapter nine Phones Are Not Flat 205

Remember, the research I outlined in chapter 6 says that


this area has an accuracy of around 10–14 mm. People
simply walking down the street will sometimes hit not the
row next to their selection but two or three items up. People
missing targets by a factor of three has not even occurred to
us before this.

DESIGNING FOR UNUSUAL CONTEXTS

Again, the principles of designing to avoid catastrophe as


described in chapter 8 are our best guide here. And now
it’s easy to see why that is so important. Taps can acciden-
tally be far from where the user intended because of huge
inaccuracies due to unusual contexts of use. We should try
to make no assumptions about what users intend to do and
when they might notice a mistake; we should prevent acci-
dents and allow users to back out of or undo changes.

It is hard to suggest anything further for controls in-


tended to be used while in difficult contexts. While large
mechanical controls such as push buttons with locator
elements like raised edges have solved this problem well,
onscreen there are additional problems with little research
and few guidelines.

I have observed several times how oversized onscreen


controls can easily stop looking like controls at all. Very large
206 Touch Design for Mobile Interfaces

buttons or other large selectable areas may be less usable.


But I have no detailed research on what counts as “oversized.”

Edges could provide some physical guard, locator, and guide,


but they present their own issues.

The OS Steals the Edges

Mobile operating systems used to be predictable and grant-


ed the application a nice, reliable area to work within. The
viewport – the space available to display the application or
website – was more or less the whole screen. When it varied,
such as when browser chrome disappeared on scroll, or a
full screen video hid all controls, it was predictable and easy
for users to bring back. Over time, controls like the Android
navigation bar have moved from the hardware to the screen;
iOS did much the same. As a result, gestures are not ours for
the taking anymore, as all edge gestures are stolen by the
OS to do one thing or another.

Taking all these factors together, our viewport is much more


variable; edges can be commandeered by the OS at any time,
and sometimes the controls we place near the edges can
move, be overlaid, or become inactive when we’d other-
wise have every reason to expect them to work. Since most
designers seem to gravitate to iPhones, one I hear about a lot
now is the mobile Safari toolbar.7 The browser Chrome mini-

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.

If the user taps in the area where the toolbar displays, no


clicks are registered on the web page at all. The browser
bar will appear, and the page will scroll to put the tapped
content above the toolbar.

In the example on the left in the picture below, I tried to tap


“Help” and got… nothing that I asked for – the right-hand
example appeared. To actually get help, I’d have to click it
again in the new place it has been scrolled up to.

Two views of a web page in mobile Safari, one before and one after
tapping along the bottom.
208 Touch Design for Mobile Interfaces

Behavior when an expected action is not performed can be


confusing for users, especially if the website were to place
controls there rather than links. Users notice when the page
doesn’t change, but might tap to make something remote
happen and not notice for some time that the requested
action did not occur.

As discussed in chapter 6, people view the center best. For


most web pages, the suggestion would be to pad the bottom
of the content, with even footers raised towards the middle
of the page to avoid this problem.

The Android navigation


bar, at the very bottom of
the screen, below the app
navigation in Instagram.
chapter nine Phones Are Not Flat 209

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

Except of course, when it doesn’t. Any app can choose to dim


or entirely hide the navigation bar, and the user must make
a gesture to bring it back onscreen.9 This is most often seen
in legitimate full-screen tools, like video playback or games.
Usually a tap or gesture up from the bottom in this area
makes the bar reappear. But maybe not, if it was oddly im-
plemented or the device maker has added some extra control.

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.

The PBS Kids app serves as a good example of how not to


design for Android navigation bars. The app is always set
to full-screen mode, so it hides the navigation bar and the

8. https://smashed.by/androidnav
9. https://smashed.by/hidingnav
210 Touch Design for Mobile Interfaces

status bar. If the proper gestures are precisely used, they


can appear, but they are translucent, overlaying other UI
elements, which makes them hard to read, and for so little
time that it is hard to then orient and tap the proper control
to do things like exit the app.

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.

How else should we design to avoid conflicts with edges


and fixed OS elements?
chapter nine Phones Are Not Flat 211

ALLOWING FOR OS-CONTROLLED EDGES

There is no way to mitigate most of the issues caused by


edge-based OS controls or function bars. The best choice
is to entirely avoid conflict with these areas. Some ideas or
suggestions include:

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.

Avoid Chyrons for the Web


Don’t build items that will be disrupted every time the
user tries to use them. I like chyrons for some controls,
notifications, or simple buttons that are always visible.
(I call those bars docked to the bottom of the viewport
“chyrons.” The name is derived from the graphics bar at
the bottom of the screen used for scrolling news or other
information in TV production. The technology was origi-
nally developed by the Chyron Corporation in the 1970s.)
But when making anything for the mobile web, a lot of
212 Touch Design for Mobile Interfaces

people will use iPhones with that Safari toolbar behavior.


This is likely to get copied into other devices, so expect it
to become more widely troublesome soon.

Use Caution with Chyrons in Apps


If your app has a row of frequently used controls right on
top of the Android navigation bar, it will cause problems. Us-
ers might not just tap the wrong control inside the app, but
they could unintentionally use the OS-level controls on the
navigation bar. They might even tap the back button, which
will cancel processes that the app might be running. The
removal of the home button from most iOS hardware may
cause similar issues there with accidental gestures at the
edge, but I don’t have enough data on this yet.

Issues with the edges are not just about what is actually on
the screen, however.

Cases and Bezels

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.

Cases change the way users interact with the screen;


sometimes, in fairly important ways. The most protective
cases – and an increasingly few somewhat ruggedized
phones – are notably raised right next to the screen. These
protect the screen a bit from scratches and other damage
when set or dropped on facedown, or when objects fly at
the face of the device.

For touch inputs, raised bezels mean many users cannot


reach the very edge of the screen. If they really press their
finger they can get skin onto the edge, but remember the
screen senses the center of the contact area. The effect is
that the interaction between finger and bezel distorts the
touched area and shifts the centroid of the contact towards
the center of the screen in ways the user might not expect.
214 Touch Design for Mobile Interfaces

Centroid

Contact patch

The distorted contact patch and centroid detected as a touch with an


exaggerated raised bezel.

It could be severe enough that edge gestures (which must


originate within a pixel or two of the edge of the screen)
are simply impossible to activate. But since we probably
can’t design our own unique edge gesture within a modern
OS anyway, taps are the important part here. Fortunately,
design solutions to this are not that hard or unique.

DESIGNING AROUND CASES AND BEZELS

The top-level solution is to provide extra room for edge taps,


and more tolerance for gestures that originate offscreen. A
chapter nine Phones Are Not Flat 215

straightforward general value is 20% added to the touch siz-


es defined in chapter 6. However, an easier way to deal with
taps is to simply avoid placing anything on the edge. This is
not as restrictive as it might seem: people can’t read any-
thing, including on paper, when there is no space between
items or edges. We just need to make sure there are good
margins, and extend them to the top and bottom edges.

Assume we are designing a list view with actions like


delete or a dot menu ( ) to one side of each row (as shown

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

in the illustration). Adding margins makes everything


more readable, and it also bypasses any issues users may
encounter when trying to tap the edges. The interactions
farthest left and right are safely away from the edge. This
advice overlaps neatly with the need for some empty space
for gesturing as described in chapter 7; it doesn’t add to the
requirements, but instead adds more reasons to use the
same design solution.

Mobile device use in the real world renders many of our


assumptions about interaction incorrect. Often, these are
simply confounding issues without clear solutions, but
what we’ve learned in the last two chapters is that under-
standing is more important.

People and their environments are frequently not what we


hope for or expect. We have to design our systems and inter-
faces to work for the real-world needs, expectations, and
capabilities of our users.

Yet no matter how interactive a digital product is, if people


cannot read and understand its text, they cannot use it. In
the next chapter, we’ll see how readability and affording ac-
tion are essential qualities for successful touchscreen design.
chapter nine Phones Are Not Flat 217

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.

Color vision deficits (color blindness) are common in


the population, and the same effect of changing or
removing colors can be seen by any user due to glare,
odd viewing angles, and other factors that come up reg-
ularly with mobile phones. Design so icons and other
graphics communicate their intent with only shape and
contrast, instead of relying on color.

Time-limited or transient notices, warnings, or just


changing data not be seen by users, as mobiles may be
used in distracting environments, or other applications
may draw the user away from our tasks. Design notices,
warnings, and any other important data to be on-screen
until the user dismisses them.

Users will sometimes be subjected to external vibra-


tion, movement, or jostling when they are trying to
interact with the screen. Design to avoid catastrophes
when accidental touches do happen.
218 Touch Design for Mobile Interfaces

Accidental double clicks, drags or drops are common


and unavoidable. Design to avoid accidents, by using a
single action button, displacing confirmation actions,
and assuring all actions are reversible.

OS-provided gestures and edge elements can inter-


fere with the design of our app or, especially, website.
Design with additional spacing near the edges of the
screen. Avoid use of the chyron (bottom bars) entirely
on the web, and use caution with them on Android or
newer iOS devices.

Cases may interfere with touching the edge of the


screen, especially to the sides. Design all interfaces
with margins wide enough to allow easy reading,
and interference-prone items will no longer be close
enough to the edges to be an issue.
chapter ten

People Only Touch


What They See
chapter 10

People Only Touch


What They See

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.

So far we’ve covered technology, human factors, physiology


and cognitive psychology, and we have learned a lot about
how people really work with digital devices, and especially
with portable touchscreen phones and tablets. Now, we’re
going to start diving more fully into tactics.

First we will discuss UI design and how that intersects with


interactive design to ensure users can see and know how
to interact with our touchscreen designs. And in chapter 11
we’ll cover some simple methods to design templates and
pages to take advantage of all that we’ve learned to date.

Look and Feel

When I start a design project with a new team, one of the


many misconceptions I have to fight is that UX design is just
222 Touch Design for Mobile Interfaces

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:

• look: the visually perceptible part of the experience, the


UI or user interface design

• feel: the response to user input, the IxD or interaction


design

It turns out the phrase look and feel is actually an appropri-


ate one that succinctly summarizes what our job is. Though
it is simply misunderstood, it is a great starting point to
discuss our role with client groups, or simply to remember
that our job focuses on two related things.1 As a phrase, with
an and in the middle, it emphasizes that we can’t design
interactions in isolation from the visuals or vice versa.2

1. https://smashed.by/lookandfeel
2. https://smashed.by/visuals
chapter ten People Only Touch What They See 223

People Don’t Perceive All That They See

In chapter 6 I talked about how the F-pattern is part of a


system to codify how people scan content in web pages. But
we’ve found that people appear to scan, consume, and inter-
act with content differently on small and handheld devices
as compared with desktop computers.

There are a number of interesting and useful theories


about how visual perception works. Several make sense,
but none adequately explain how our brains process visual
information. It is pretty likely that this is because several or
all of the theories are true, and it is best to not think of the
vision system as a camera that processes all images, but as a
system of systems.

Each subsystem processes the information it specializes in,


which is one reason I love the concept of multi-encoding. You
have certainly seen this as a design principle, even if not
named as such. At the simplest level, it is the reason why it
is recommended to label icons with text. Graphics and text
are understood by different subsystems, so we get a chance
to double up on which systems process a particular input.
It raises the question, however, of what if people are bad at
one type of processing?
224 Touch Design for Mobile Interfaces

Long ago I was designing a fairly early map system and


found that lots of people simply did not understand it. It
performed well, judging by the top line numbers: approx-
imately 85% of people could use it, and 60% of them used
it without any issue. But unlike the failures of a normal
usability test, where the “failures” were just slowness or a
workaround, that last 15% simply couldn’t use the map at all.
Eventually, I figured out they didn’t seem to understand any
of the graphical data. Maps, graphs, icons, even the photos
in the banner ads didn’t resonate, or the users couldn’t de-
rive specific and accurate meaning from any of them.

This experience and working on many other products and


tests since then has taught me that people are not all the
same, but are normally variable in every way. Normal varia-
tion or normal distribution is the technical term for what is
commonly known as the bell curve.3

0.1% 2.1% 2.1% 0.1%


13.6% 34.1% 34.1% 13.6%
-3 -2 -1 0 1 2 3
Only Prefer Use Both Prefer Only
Map Map Together Text Text
The normal distribution, or bell curve, of how people use maps vs.
written instructions

3. https://smashed.by/normaldistributions
chapter ten People Only Touch What They See 225

What this tells us is actually super useful and is part of my


entire philosophy of design: we can’t design for a single
idealized person. Instead we have to understand those vari-
ations. For the map project, I found that the people on the
far right of the curve could read words just fine, so when
I changed the design to include written descriptions and
graphical maps side by side, it worked perfectly for every-
one. I have extended this lesson to many other contexts,
such as displaying graphs above tables.

MULTI-ENCODING

Multi-encoding for UI elements is often much more subtle


– and more critical – to making the interface effective. Icons
without text are a common problem, and error icons are my
favorite example of the issue of perception. Here is a good
example of icons I see all the time as I try to interpret what
the errors might be from digital products I use.

They all follow a single consistent style, so they work nice-


ly together and match the style of the app or website. But at
a glance, what are they? They are all circles. Users will have
to take a moment longer to properly read them and iden-
tify the inner shapes. We know people glance more than
226 Touch Design for Mobile Interfaces

they read and become accustomed to things. If we were to


show them the success symbol (the tick) a lot, they might
miss the warning symbol (the exclamation point) because
it’s just a shape in the same circle. To bypass this, many
designers add color.

Easy solution! The bright yellow pops now, especially if we


pay attention to the contrast and make sure to invert the
inner colors, and so on. But even avoiding the use of red
for the warning, what about those with color vision defi-
ciencies? What about glare and badly adjusted screens, and
other issues that make colors hard to read? We’re back to
the same problem of a bunch of undifferentiated circles.

What if we make the shapes themselves convey meaning?


Round is friendly, square is sharper and more urgent, tri-
angles are downright dangerous: even without the cultural
familiarity that triangles denote warnings, they still look
sharp and dangerous.
chapter ten People Only Touch What They See 227

Success Information Problem

Adding text labels tells users what the product designer


knows about the differences between the icons. Displayed
like this, the icons serve the user in two different ways,
allowing for a glanceable icon and a slightly deeper reading.
The different modes might even address different parts of
the brain. Some people will actually recognize the words
better than the icons.4

As you’ve already probably surmised from the color portion


of this, addressing accessibility is a perfectly natural exten-
sion of the principle of multi-encoding: individual capa-
bilities vary from person to person and from one situation
to the next. That’s normal and to be planned for, so we
need to make sure our designs work for everyone without
making them think too hard or risking them missing out
on key information.

Making Interactions Glanceable

Designing digital products is not, first and foremost, about


making things pretty or delightful, and certainly not about

4. https://smashed.by/iconlabels
228 Touch Design for Mobile Interfaces

surprise. Digital products should most of all be easy to use,


accurately and immediately. We need to make sure we’re
not forcing users to explore to find features or meanings.
Start with what works: simple controls that work in expect-
ed ways. And the most expected controls are those that are
visible and communicate what they will do.

The title of this chapter is “People Only Touch What They


See,” but it is really about how people will only touch things
that they believe will work and result in that action. Interac-
tive elements must:

Color Theory and Contrast


For some years now, UI maximize contrast to ensure
designers have been surrep- all users can read content in
titiously reducing contrast, all environments (see “Con-
especially in digital. Black trast” later in this chapter for
text is rarely fully black a deeper discussion).
anymore, and there is a lot of
gray text or backgrounds or Note that I said contrast.
buttons as well, besides that The term color contrast is
for graying out disabled func- misleading. Despite it being
tions. There are good reasons the W3C’s accepted term, I
to manage contrast to avoid pointedly never use it be-
retinal overstimulation and cause I went to school for art
dazzle, but I always try to and graphic design, so I have
chapter ten People Only Touch What They See 229

• Attract the eye so people notice the item at all

• Afford action so people know it is an action and


not just data

• Be readable so people can tell what the action


will perform

• Inspire confidence, through being properly posi-


tioned and large enough to select without accidentally
tapping other items

a background in color theory. • Value or brightness:


That’s a whole field and there the amount of black or
are books on just color, so white that is added to
what follows is a summary. the color. Adding black
(smashed.by/colortheory1) makes shades; adding
white makes tints.
Color is made up of three
components: To most people (including
designers, developers, and
• Hue: the spectrum on product managers), the term
which a color appears. color usually means hue and
• Saturation: how intense nothing else; color is red
a hue appears. versus green, for example.

(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.

At the end of each section you’ll find a simple checklist you


can use to improve your design, but I encourage you to real-
ly read and absorb what you can about the principles, so you
can still design well for edge cases or when conflicts among
design principles arise.

Color Theory (continued)


The term color contrast, then, contrast, so elements are
implies that contrast relates easy to tell apart or read.
to hue, but it does not.
Critically, this difference
Contrast instead means the exists regardless of hue.
difference between the value Contrast itself is import-
or brightness level of two ant – as is understanding its
different design elements. impact. (smashed.by/colorthe-
Small differences create low ory2) Contrast lets designers
contrast, so elements are address the need for readabil-
hard to differentiate or see. ity and accessibility in the
Large differences create high unpredictable environments
chapter ten People Only Touch What They See 231

Attracting the Eye

First, we must attract the users’ eyes to the app, which


means it literally needs to be visible. Contrast is the key
way of making UI elements visible, but don’t forget the
other design principles that impact the contrast of icons,
text, and other on-screen elements: differences in
size and weight.

The AAA standard from the Web Content Accessibility


Guidelines (WCAG) 2.1 recommendations that I always

in which mobile HSV Color Space


users find them-
selves and – most
relevant to this
chapter – when Hue
changing color pal-
ettes. (smashed.by/ Saturation
applyingcolortheory)
Contrast is con- Value
or
trast, regardless of Brightness
the color or hue of
the elements.
232 Touch Design for Mobile Interfaces

follow defines two minimum contrast ratios: 7:1 for normal


text and 4.5:1 for large text.5 Why does contrast change for
sizes? Because of the smallest perceptible difference.

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.

As far as the smallest perceptible difference is concerned,


what can be differentiated varies based on the perceived
size.6 Up close, the little ticks and numbers on a ruler are
easily visible, so it can be used to measure things. But held
up across a room, the observer can perceive the ruler only as
a line in space.

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

This rule extends not just to font size but to component


size as well. Generally speaking, thin type is harder to read
than thicker type of the same size. The trend toward outline
shapes in icon design, and away from filled in shapes, re-
sults in clearly less readable icons, and users take more time
to find and understand them.8

Improve designs to attract the user’s eye by:

• Increasing contrast. I like to use black and white, to get


a 23:1 contrast ratio.

• Increasing the weight of type and icons. Don’t use thin


type unless in very large sizes.

• Using type weight to indicate prominence, and back-


ground color changes (inverting shapes) to indicate
position or selection.

7. https://smashed.by/iphoneres
8. https://smashed.by/solidvsoutline
234 Touch Design for Mobile Interfaces

Affording Action

Next, we must afford action. Affordance is the characteristic


of objects that tells the user what they are and what they
do.9 Although we learn many of these affordances, a lot of it
appears to be more or less intrinsic. That’s why we pull le-
vers and push buttons. For touchscreen interfaces we learn
that we can tap or click things, so people will try to do that.
But not everything is clickable, so how do we tell the users
which items to click?10

When scanning pages, people’s eyes naturally move across


gaps and spaces. The movements are stopped by lines and
boxes, and especially when two boxes are next to each other.
The empty area between them can be called trapped space.11
Users might not scan from one box to the next as we intend.
Over time I learned these lessons, and have used fewer
boxes around grids of items, and thinner and fewer dividing
lines, letting elements define their own space.

BOUNDING

Still, sometimes I would put a box around something to set


it off in a complex page or emphasize its importance. A few
years back, I placed important information on status in a
box, and displayed actions to take as a list of icons with no
lines or boxes after it. In a usability study out in the field, al-

9. https://smashed.by/affordancesdef
10. https://smashed.by/affordancecontext
11. https://smashed.by/tufte
chapter ten People Only Touch What They See 235

most every participant clicked the box – and no one clicked


the actions. After some further investigation of how people
undertook this test and previous ones, along with some
experimentation with the next round of design, I figured
out that people generally perceive bound items as selectable,
and unbound items as unselectable information.

Think how physical buttons look and work as items dis-


tinct from the background. A light switch or the volume
button on a remote sticks up from the surface. This prin-
ciple of interacting only with distinct or perceived-to-be-
closed shapes seems to have been generally recognized in
the hardware side of the design world, even if it’s not a
codified design principle. Most membrane panels, like
those on a microwave oven, also have printed or raised
edges or areas to bound the button even though they’re
mechanically superfluous.

Several styles of
bound buttons on
the flat membrane
control panel of a
microwave oven.
236 Touch Design for Mobile Interfaces

This principle also works well to help make sure we have


sufficiently large touch targets without imposing other
design restrictions and making the design full of large
icons and words.

Once I figured this out, it explained a lot of other issues I’d


found but couldn’t quite identify why they failed. For exam-
ple, I have long made sure all form inputs are completely
closed boxes, because many users would fail to recognize
anything else, even if it was the OS standard. This appears
to support the principle of bound meaning selectable.

On the other hand, it is critically important not to bound un-


clickable elements, because people will read them as interac-
tive elements and try tapping them to get more information.
That’s how I figured this out, and I keep seeing it whenever
a project team makes me box something for emphasis. Of
course, the alternative answer is that if the information
seems like it should have a detailed version when tapped,
we can just provide more information instead.

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

quite true, and it helps if we include some other indicators


of interaction. Simple links in lists of items in an app, or
sometimes on the web, are best served (from usability tests
and analytics of real products) with reveal arrows. These
are usually the OS-default arrow shape placed to the far
right to indicate that clicking anywhere in the row will
perform the selected action.

When rows in a list or other similar items will perform an


action, they certainly should not get arrows, because that
means a link. They should still have icons, however, if it’s
possible to integrate them into the design. Sometimes there
are too many actions to label them all distinctly, but ideally
a recognizable icon helps a lot.

I am still not sure which is the best method: to place the


icon to the far right to replace the arrow; or, if all rows can
have icons to the left, whether the lack of arrows indicates
functions rather than links. Both seem to work adequately,
but I have yet to perform a test comparing the effectiveness
of the two side-by-side on the same product.

Multiple actions per row is also a bit tricky. So far, I’ve


just been muddling through. For example, for a row
containing a link and also functional options, there are a
number of ways to approach it. I usually hedge my bets
238 Touch Design for Mobile Interfaces

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

icons to the left.


DT90199.97

and make sure the primary function is inside the options


or menu, much as discussed in the part of chapter 8 about
accidental clicks and the fallback functions when users
miss the target on Twitter.

Inline links in text, especially on the web, should be under-


lined. Not just change color, nor anything else – but under-
lined. However, apps should use underlining carefully and
chapter ten People Only Touch What They See 239

sparingly. Apps are not websites and users rapidly become


familiar with the conventions and differences.

GRAYING OUT

As important as making sure people know what they can


click is telling them clearly and unambiguously what
they cannot click.

Never have clickable actions that result in an error because


the function isn’t available. Instead, indicate when items
are disabled, and then disable them so no action occurs.

Disabled text, buttons, and icons have been dimmed or


grayed out for a long time because it works. People under-
stand that in a site or app of bright or high-contrast items,
the gray and low-contrast stuff doesn’t work.

Graying out is also overused, and too often conveys the


wrong meaning. Actions the user can’t perform break
down into two basic categories. First, hide things the user
can’t do at all:

• Hide all functions, features, and data not available for


the session because of who the user is (their account
level, region, role, and so on).
240 Touch Design for Mobile Interfaces

• If the user cannot enable a function by pressing but-


tons inside the app or website, the function should
not be shown.

Second, disable things the user can’t do right now:

• Disable or gray out all features that are temporarily


unavailable but that the user can resolve in-session. A
simple example would be graying out a form’s submit
button until all the fields are complete: the user can fix
the situation themselves.

Remember that disabling functions is more than a color


change. We also need to disable the function so clicking
doesn’t result in an error. As to the visual display of graying
out, the same shape in gray is often still read as the same
shape or words, so it doesn’t have the effect of removing the
function. When a design uses gray for general purposes,
this can particularly confuse users. By nature, gray has low-
er contrast and all too often is hard to read. I believe gray is
used too much these days to be helpful for functional items.
It’s a design trend, so I’ll keep pretending it isn’t happening
and keep hoping it soon fades away.

Do not forget that, at best, graying out alone is a single


change, and we need to multi-encode whenever possible.
chapter ten People Only Touch What They See 241

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.

Improve designs for better affordance by:

• Using common and recognizable interactive items, like


tab-shaped tabs.

• Placing interactive elements within existing bound


spaces, such as defined rows, bars, and boxes.
242 Touch Design for Mobile Interfaces

• Adding bounding shapes to floating interactive items


to make them appear to be clickable.

• Using underlines for inline links.

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

Connect to install the


update
chapter ten People Only Touch What They See 243

Making Content Readable

Aside from merely being visible, content must also be


readable. That means users don’t just notice or discern it
but can understand what the content communicates. We
can make text readable by picking more legible font faces
and avoiding less legible styles. Use italics minimally or
not at all, for example.

100%
In a stand

On a surface

In the hand

How and whether people hold different device types.

Back in chapter 5 I discussed how people use different


devices in different ways. Recall that one of those differ-
244 Touch Design for Mobile Interfaces

ences is in the distance from the eye: smaller phones tend


to be held closer to the face; tablets are mostly used at arm’s
length, the same distance as a laptop or desktop computer.

Why does this matter? Just a few paragraphs above I men-


tioned the concept of angular resolution. This tells us that
type sizes don’t matter because their perceived size chang-
es with viewing distance. To pick the size to design our
content, we first have to know the device it is for. There’s no
one good size for digital products, but one for small phones,
another for large phones, yet another for tablets, and none
of those are the same size as a desktop computer.

We can calculate angular resolution using this formula:

visual angle (minutes of arc)


=
(3,438)
×
length of the object
perpendicular to the line of sight
÷
distance from the front of the eye
to the object
chapter ten People Only Touch What They See 245

This is actually the simple version of the formula. Getting


the number 3,438 requires knowing the average wavelength
of visible light and the size of the sensors in our eyes. Thus,
to get the same readable type size, it has to be larger when a
display is further away.

This is why, despite what many film directors say, people


can watch a TV show on their phone or iPad as comfortably
as they can on their TV. Since the portable devices are closer
to the head than a TV or movie screen, users will have about
the same field of view.

In fact, this correlation is so strong that it seems deliberate,


and people prefer having their screens show a particular an-
gle of view so move themselves near or far (or pick the right
seat in the auditorium) based on this preference.

We can calculate type size for different device classes


based on our understanding of what people can see and
understand. I have done the math for you for the main
device classes based on the typical distances at which peo-
ple hold them (table overleaf).

Note that these are minimum sizes. It is critical to under-


stand that we will need to use larger type sizes for almost
all circumstances. (In the next chapter, I will give some
guidelines on those sizes.)
246 Touch Design for Mobile Interfaces

minimum
device cl ass size

Small phone, feature phone, smartwatch 4

Small smartphone (4-inch screen) 6

Large smartphone, “phablet” (5–6-inch) 7

Small tablet (~7-inch) 8

Large tablet (10-inch), desktop, laptop 10

minimum type size in points

Small sizes are also difficult for ageing populations and in


difficult environments, like in moving vehicles (the vibra-
tion causes pixels to blur over a larger area, effectively mak-
ing the weight too large to differentiate shapes unless
it is big enough).

I find the minimum sizes to be a useful guide as “never ex-


ceed” values and baselines to work from. I often use them for
things like labels under icons, which as just one or two words
are easier to peer at temporarily with no undue hardship.

Remember that all readable elements should be readable.


Icons, status graphs, and other readable elements follow
chapter ten People Only Touch What They See 247

Units and Conversions


Whenever we discuss physical ruler that measures
reading text or understand- in pixels – and yes, they exist
ing icons, we’re talking – it is for one device at one
about human behavior on moment in time. I suggest
many different devices and literally throwing it away: it’s
platforms. Many usability dangerous.
standards and accessibility
guidelines assume that all For many centuries, the
digital content is on the web standard unit of measure-
and that pixels are the stan- ment for type and graphic
dard unit of measure. Many design has been the point.
others assume one device at This, of course, is not the iOS
one size because everyone on device-independent pixel
the team has that. But people for which Apple inexplicably
live in the real world where stole the name, but a typog-
things aren’t measured in rapher’s point, which Adobe
pixels, and devices vary. We rounded slightly to 1/72 of
have to use physical units an inch for the PostScript
and then translate them to standard some decades ago.
apply to each platform. (This is sometimes also called
a PostScript point.)
Because of variations in de-
vice scaling, there is no such While there is no perfect
thing as a real-world trans- translation between units
lation to pixels. If you see a of measure for different
(continued overleaf)
248 Touch Design for Mobile Interfaces

Units and Conversions (continued)


devices and platforms, we scale, defining type sizes – as
can get close enough to write well as icon sizes and mar-
specifications, instead of just gins – in real-world typogra-
throwing our hands up in the pher’s points, then translate
air. I use the conversion val- the sizes for the developers
ues shown in this table for all so there is no ambiguity. This
my design documentation. has served me well for many
years, on many projects, on
I create all of my designs in many platforms. (smashed.
drawing programs at full by/typesizes)

to convert from points to… multiply by

Web pixels 1.34

Web ems 0.8

Android scale- or density-


2.0
independent pixels (SP or DP)

iOS points 2.25

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.

READABLE TYPE SIZES

So far I’ve discussed only minimum visible type sizes. But


most content needs to be larger than the minimum size
to allow users to more easily consume it, whether they’re
glancing at it on the go on portable devices, they have vision
or cognitive issues, or they are in an adverse environment
(vibration, glare, and so on).

There has been enough very good research performed using


eye-tracking with participants who have trouble reading
small type sizes that we have a good handle on what sizes
are necessary to be readable by typical users.12 My own
product research bears these findings out quite well. In the
table below, in addition to the minimums, are more reason-
able optimal type sizes for reading different types of content
on various devices classes.13

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

Type size in points for each device size

begins to drop again, because long words are difficult to


scan easily. Don’t go much over the enhanced size except for
short items like titles or individual key values.
chapter ten People Only Touch What They See 251

Also remember that these measurements make a lot of


assumptions about standard device usage. We always need
to find out how our users work with the actual product in
their actual environment.

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.

A favorite example I have seen across industries is service


technicians who buy magnetic holders for their tablets, then
stick them to a nearby surface such as the vehicle body or a
duct. They can then work but also read instructions. These
often end up a little further away than usual, so defaulting
to larger sizes is recommended.

And finally: always give users choice. Many people do not


change their settings or access accessibility modes, but
allow those who do know about changing default type sizes
or who zoom the website to make that choice. Respect the
control inputs and settings. Never lock out users from basic
functions just because we think we know better.

14. https://smashed.by/fonteffects
252 Touch Design for Mobile Interfaces

COLOR VISION DEFICIENCIES

Color vision deficiencies are commonly called color blind-


ness, though complete loss of color vision is extremely rare.
Instead, different deficiencies mean certain colors cannot
be distinguished, can only be distinguished with difficulty,
or are not as prominent.

The multi-encoding warning icon exercise I outlined earlier


is something that grew out of what I encountered over a
period of years and many usability tests. One participant
has stuck with me, and I’ve made sure I never forget the
lesson of it. We were testing a process that involved the user
reacting to an unexpected error. One user simply did not get
it and I couldn’t figure out why.

Through the eye-tracking, I could see his gaze go right over


the big, bright yellow warning icon. But even when prompt-
ed, he never noticed it. At the end of the test, I asked him
to look at an alternative design where the warning was a
triangle instead of a circle, but there was no other difference.
He immediately noticed it.

Almost certainly he had a slight color vision deficit, and


we overcame that by multi-encoding with a shape distinct
enough to catch the eye without color.
chapter ten People Only Touch What They See 253

Red–green color blindness is by far the most common form,


but blue–yellow and other forms also exist. Color deficien-
cies of one sort or another occur in about 8% to 12% of men
and about 0.5% to 1% of women.

So says the official information, which we ought to


qualify with some significant caveats. Such figures are
usually based on populations of Western European origin,
and they only represent those people who have
sought medical help.15

More minor color vision deficits are often not obvious to


the individual: they can still tell colors apart and learn to
cope with how they see. My impression is that over 20% of
the population has some kind of color vision deficiency. Dis-
ability is not necessarily a health condition, but rather when
interactions mismatch expectations;16 at a school for deaf
children, the individual who doesn’t sign is the disabled one.

As I discussed in the previous chapter, color blindness is not


an illness but a condition that, like distraction or transient
physical circumstances, changes how people work. We can’t
assume that disabled people are a class, but must assume
the concept of temporary disability can impact anyone and
design to account for it. When someone is in the kitchen or
the workshop, might they have dirty hands? When it’s cold,

15. https://smashed.by/prevalence
16. https://smashed.by/microsoftinclusive
254 Touch Design for Mobile Interfaces

they wear gloves. How do they use their phone or comput-


er? Differently. Maybe poorly.17

Environmental conditions are many and varied, as I touched


on in chapter 9, and some create problems similar in effect
to color blindness. Glare is the most common and can
reduce device contrast, but there are also dust and dirt on
the screen, rain, wearing sunglasses, or simply viewing at
restricted angles. All of these factors can destroy the visibili-
ty of colors and change their appearance.

We address issues of color blindness, glare, and other


color-altering effects by designing with contrast as the first
choice for all color selections.

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

As mentioned above, I only ever use the enhanced WCAG 2.1


AAA-level standards. Their contrast ratios are: 7:1 for normal
text; and 4.5:1 for large text.

However, I have found over the years of designing digital


products that having the best possible contrast ratio is
important. Whenever possible, I use black and white for
almost all content. This gives a contrast ratio of 23:1, so you
can see that 7:1 isn’t a terribly stringent requirement. If we
put some thought into ensuring proper contrast early in the
design process we will end up with a good color palette to
choose from for our designs.

On mobile devices, I usually prefer to use white text on a


black background for two key reasons. Primarily, I do this
because white on black reduces the total amount of light
reaching the user’s eyes. This means that high screen bright-
ness works well in the dark as well as in full daylight.

Remember, these are mobile devices: people move around


constantly, and we can’t tell under what lighting con-
ditions they might use them. We should not rely on users
changing their brightness settings but design for the
broadest possible use.
256 Touch Design for Mobile Interfaces

Dark mode is also more readable in normal lighting


conditions than light mode,18 and is a way to mitigate
issues with excessive contrast for people with myopia or
other vision issues.19

The other reason I like dark mode or inverted or negative


polarity design is the way many mobile device screens work.
Dark mode reduces power consumption because only the
pixels that are lit up consume power, as opposed to the
old method of backlight and masking. I’ll often tweak the
recommendation of a black background and use a brand-ad-
jacent color such as very, very dark blue or brown instead, so
the branded colors for the rest of the design look good and
the same principle applies.

BLINKING

Readable content, first and foremost, is visible content.


Aside from the issues of size, weight, and contrast, there’s
another tricky one I encounter occasionally: content disap-
pearing periodically.

Blinking is a very common signaling technique to indicate a


warning or notification. It’s even codified into international
standards to mean something more important or danger-

18. https://smashed.by/metrosigns
19. https://smashed.by/myopia
chapter ten People Only Touch What They See 257

ous than a steadily illuminated light. Your phone may still


have a blinking LED at the top to indicate a new message
or notice. However, the logic that drives the fundamental
nature of blinking lights as a warning is flawed because of a
change in technology.

When all electric lights were incandescent, they had consid-


erable start and stop times. The filament took a noticeable
amount of time to power on and then to go dark after the
power was removed. For a simple blink circuit, applying and
cutting power would not make the light turn on and off, but
instead would slowly build to full power before gradually
dropping off. The light would pulse between off and on,
instead of blinking. This is why many warning lights, like
those on top of fire trucks or police cars, rotated instead.

LEDs, on the other hand, turn on and off almost instantly.


When the blink cycle is off, the light is completely off. A
problem I have come across many times is that people
happen to glance at a panel or the top of their phone
between blink cycles, so they can miss the bright, blinking
light entirely or just see a blink out of the corner of their
eye (outside of their foveal vision range, which will be
discussed in the next chapter) then quickly look at it only
to see that it is off.
258 Touch Design for Mobile Interfaces

To avoid this problem, we can ditch blinking entirely. It’s


rarely needed, nor the best solution. If it is essential, per-
haps to comply with old standards or legacy behavior,
then have the software or circuitry simulate an old-fash-
ioned light bulb.

100 ms 750 ms 100 ms 550 ms 100 ms

Off Ramping 100% Ramping 10%

Diagram specifying the blink-rate behavior for an LED.

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

Improve designs to make them more readable by:

• Increasing type weight and contrast.

• Making sure type is the right size for viewing on the


target devices.

• Treating icons like type and making sure they are of


readable size, weight, and contrast.

20. https://smashed.by/touchlanguage
chapter ten People Only Touch What They See 259

• Adding text labels to all icons, and icons to many labels.

• Using color as a secondary effect, and designing for


contrast to work without any visible colors.

• Avoiding blinking or other transient, temporarily or


periodically visible items.

Inspiring Confidence

In chapter 9 I talked about the many confounding influ-


ences on touch accuracy. While people can miss the listed
touch accuracy any time, it massively increases when
walking, when jostled by others or on a moving vehicle, or
even just carrying something in the other hand. People are
aware of this, and will often avoid trying to interact with
their mobile devices until they reach somewhere they will
have more control.

From my observations in usability tests and the research


outlined in chapter 6, it seems that users are often leery of
clicking anything that they don’t understand, is potentially
dangerous, or is too close to another item. We can design our
digital products to help alleviate these concerns, and make
sure users don’t simply fail to interact with the systems.
Refer back to the topics covered in chapter 8 under “Avoid-
ing Touch Problems through Design” to ensure there are no
conflicts with touch selection.
260 Touch Design for Mobile Interfaces

Improve designs to inspire confidence by:

• Making interactive elements large enough. Use the


center-out touch size guidelines in chapter 6, and
make the selectable targets whole boxes, not just
words and icons.

• Isolating interactions. To avoid mistaken targets, don’t


position them too close to other elements. Provide
room for comfortable scrolling and other gestures (as
discussed in chapter 7).

• Indicating selection. Make sure selection is immediate-


ly shown and is large enough to be seen around fingers
and thumbs, so users are confident their selection was
made properly.

No matter how interactive a digital product is, if people


cannot read and understand its text, they cannot use it.
Effective use of typography starts with basic legibility,
which depends on choosing the right type sizes and using
chapter ten People Only Touch What They See 261

good contrast. Whether we’re designing apps for mobile


devices or websites, make sure your basic design principles
include appropriate type sizes, a good sense of hierarchy,
and some way to ensure readable contrast.

Readability and affordance go hand in hand. Maybe your us-


ers know the icon is clickable, but do they know what clicking
it does? We may have to label them to make that clear.

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.

As much as 20% of the population may have some


level of color blindness, and everyone can suffer the
same effects from glare, dirt, moisture, eyewear,
or viewing angles.

Make sure all interactions are designed to attract the


eye, afford action, are readable, and inspire confidence
they can be safely tapped.

Increase the weight of type and use solid icons. Avoid


thin type and outline icons except in large sizes.
262 Touch Design for Mobile Interfaces

Use the highest contrast we can, so content is read-


able in as many environments and for as many
users as possible.

Use type weight to indicate prominence, and back-


ground color changes (inverting shapes) to indicate
position or selection.

Angular resolution determines how large type needs to


be based on how far away the user is from the device.
Different devices are used at different distances, so for
mobile devices minimum sizes vary from 4 to 10 points.

Make interactive items appear as common and recog-


nizable items, buttons, tabs, and inputs.

Bound interactive elements, or place them within exist-


ing bound spaces, such as defined rows, bars, and boxes.

Avoid blinking, or other transient, temporarily or peri-


odically visible items.

Make sure interactions are large enough, and iso-


lated from other items so users are confident they
can tap without inadvertent consequences even in
difficult environments.
chapter eleven

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

In chapter 10 I briefly mentioned that we need to move past


how the role of user experience (UX) design is commonly
perceived by most clients and project team members. I’d like
to explore that a little more deeply here.

As someone who worked for a few years in print graphic


design before going more or less full-time to digital, I be-
lieve that graphic design has some lessons we can follow in
the digital era. One of those is that we should never design
pages, but instead templates.

I spent a lot of my graphic design career like most design-


ers, working on a series of projects for a client. We kept
design consistent across products by using and developing
266 Touch Design for Mobile Interfaces

style guides and creating templates for each type of item


that would be reused. Each brochure, catalog, and advertise-
ment looked like the others and part of a single whole. All
together, they are perceived by the reader to communicate a
single sense of what the organization meant or was trying
to tell them.

The same process works well for us in digital products. The


app or website is not one page, and it is unlikely to be a
single app or website at all but both, as well as emails and
SMS messages, maybe packaging and printed manuals, and
perhaps even installed hardware and control panels. To
make this all sensible and perform like a single experience,
we shouldn’t design each view or page individually. How
do we approach this? We create templates that can be used
consistently on an app or website.

The term information design predates digital design philos-


ophies by several decades. Originally this term was mostly
applied to multidisciplinary library science, such as codify-
ing the information placards that accompany museum ex-
hibits. My favorite definition of information design is that
it’s about sense-making; that is, making sense of information
by ordering, presenting, and designing it so people can
easily and accurately understand it.1 In the digital era, I and
some others use this term to refer to defining the structure
of information presentation within a single view. We can

1. https://smashed.by/informationdesign
chapter eleven Designing by Zones 267

think of this as the information architecture of a single page


– the defining structure beneath all the other elements.2

If we don’t have a consistent, sensible, and shared informa-


tion design, it doesn’t matter how good the UI of any one
page is. We have to create reusable and explainable templates
that apply to the entire product set, even across platforms.

How do we do that? First, by being conscious designers and


understanding what and how we are designing.

Hierarchy of Design

Throughout this book, but especially in the previous chapter,


I’ve talked a lot about how people perceive and interact
with onscreen elements. Through a mixture of theory and
practice over the years, I’ve developed a way to leverage how
people perceive the visual attributes of items onscreen to
communicate the relative importance of and relationships
between informational elements on the page.

This concept, usually described as a visual hierarchy, is well


understood but not as widely as I’d expect.3 There are several
examples, such as the four basic principles in Robin Williams’
The Non-Designers Design Book, but I have tweaked some of
them based on my experience to reorder, remove, add, and

2. https://smashed.by/adaptiveinformation
3. https://smashed.by/visualhierarchy
268 Touch Design for Mobile Interfaces

emphasize slightly different attributes. From most to least


important, they are:
1. Position

2. Size

3. Shape

4. Contrast

5. Color

6. Form

POSITION

What is placed higher on the page is more important – but


only within reason. Look at the center-out viewing area
charts in chapter 6 and don’t put the first element too high.
Position also controls relationships. Adjacent items are
generally assumed to be of similar importance and related
to each other.

SIZE

Larger elements attract more attention as well as providing


more room for content, thereby giving more value. However,
don’t let them become too big, either obscuring other items
chapter eleven Designing by Zones 269

or exceeding the area people can view. Buttons can be so


large that they are not recognized as buttons, for example.
See the explanation of foveal vision later in this chapter.

SHAPE

Attributes like cuteness and danger are not restricted to pets


or cartoon characters but extend to simple shapes. Pointed
shapes attract attention. Warnings should be triangles and
helpful icons circles, for example. Rounded corners on some
boxes and squared corners on others will imply meaning, so
make sure it is true, and don’t just pick and assign shapes or
treatments arbitrarily.

CONTRAST

Contrast refers not to color but the comparative value


(darkness) between two different elements, discounting
color. Elements with more contrast are more easily read,
less affected by lighting conditions, and not as troublesome
for users with color vision deficiencies. Relative contrast
can also help connect or separate items. Those with similar
value are considered either related or of similar importance.
Before becoming so dim they are hard to see or so desatu-
rated they are perceived as grayed out, lower-contrast items
are seen as less important in the same way that smaller
type is less important, so reducing contrast can be useful
for notes and hints.
270 Touch Design for Mobile Interfaces

COLOR

It’s true that high-visibility colors attract more attention,


though there are significant caveats. The most important is
to always acknowledge color-blind users. Glare can make
certain colors less prominent. Pervasive use of brand color
can also be problematic; if the brand uses red and there’s a
red masthead, we cannot rely on users understanding that
yet another red bar or red text is a warning. Desaturated
colors can be interpreted as disabled functionality, so be
careful with tints or shades, or entirely designing with gray.

FORM

The least important attribute is the specific form of an ele-


ment. Form comprises type treatments like bold and italics,
underlined links, and direction, such as arrows changing
which way they point. Whenever someone asks you to
apply bold – to menu items to indicate where they are, or to
highlight important information – remember that form is
last in this list, the least consequential method. You might
get better results by changing an attribute further up.

Note what is not in the list: the content. How we design


is about the content but not of it. Templates can use any
chapter eleven Designing by Zones 271

content, which will change from page to page or over time.


Several times above I have mentioned the relative size of
text, but very often this is approached non-scientifically,
and type is bigger or heavier or somehow different in a
way that just looks good. You know, of course, that won’t
work for me, and we can come up with an ordered, repeat-
able method instead.

Content Hierarchies

After I figured out the minimum and readable type sizes


presented in chapter 10, I started trying to use them for
projects and immediately bumped into more issues I hadn’t
foreseen. Fortunately, the same principles of smallest per-
ceptible difference work, and a simple set of steps can be
created to foster an easily understood hierarchy of content.

We can, of course, style suitably on top of this. Want to use


bold? Go ahead. But think about the consequences of using
lower-contrast, heavier, or lighter weight type. These size
levels are for typography so may need to be nudged up and
down to compensate for other changes we add.

As explained in chapter 10, these sizes are in typographer’s


points. We can easily convert them to other sizes depending
on the platform needs. Don’t confuse them with iOS points,
or with pixel sizes.
272 Touch Design for Mobile Interfaces

While I have used HTML element names (H1, H2, H3) to


indicate the hierarchy of headings, this is just because they
are very short and convenient labels. The same principle
holds true for any platform, with H1 as the title (and only
one per page), H2 the first subtitle, and so on.

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

Type size in points


chapter eleven Designing by Zones 273

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

8.5 10.8 14.4

12.6 16.2 21.6

12.6 18.9 25.2

14.4 21.6 28.8

18 27 36

HTML heading size in points


274 Touch Design for Mobile Interfaces

I don’t talk about it as much as many people do, but mobile


devices have small screens, so larger type sizes can cause
problems. Multiline titles, at any level, are usually not a
good thing. They are harder to read and at the same time
attract undue attention owing to their size (#2 in the design
hierarchy above). Work with the actual product content and
the smallest likely device, then choose the size that works
best or ask to edit the content. If short headings abound,
you might be able to try an even larger type size.

Remember that text-oriented people are inclined to read


from the center first on mobile devices, so be sure to use
the type hierarchy as presented here. Expect users to read
the title first, then other content more or less in the order

And you will read this last

You will read


this first
And then you will read this
Then this one

In combination, our center-out inclination and type size hierarchy will –


probably – make users read the top line of this box last.
chapter eleven Designing by Zones 275

offered by the hierarchy – not top to bottom. Expect that


users may scan up to read smaller application or site titles,
and controls in the header and footer.

I have seen some evidence, from others’ research and my


own, that excessively large sizes of type, icons, and form
controls can become unreadable or unrecognizable.4

My favorite example from a usability test was a button


whose size was so inflated that users thought it was a
banner ad. Staring right at the big, red button, they could
not find it and submit the form because it didn’t look like
what they expected. This is related to field of view issues,
which, aside from the angular resolution discussions that
led us to these sizes, can also impact design in ways that
might surprise you.

Foveal Vision and Design Speed

The common model of how the eye works is probably deeply


influenced by our understanding of how cameras work. Our
eye has a lens, the rods and cones are like the digital sensors,
and finally the brain processes the image. Aside from the
image processing being both more complex and a lot more
unknown to us than just “look at all pixels,” the area viewed
is actually a lot smaller than is commonly understood.

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.

Areas the eye can see with different amounts of acuity

+50°
30°
15°

Foveal Vision

Primary display limit


Secondary display limit
Limit for detecting objects -70°

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

Instead, we only sharply and clearly see a fairly small area


centered right where we’re looking. A good rule of thumb is
that this area is the size of a closed fist held at arm’s length.
Try that now, and see how little of your field of vision is the
foveal vision area.6

5. https://smashed.by/spotlight
6. https://smashed.by/fovealload
chapter eleven Designing by Zones 277

Blind Foveal
spot spotlight

What you think you see What you actually see

An image simulating a moment of actual human vision, showing the


small foveal vision area of sharpness and full color.

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

Also, realize that focus isn’t just a physiological area but is


also defined cognitively. Our brains can, at best, only handle
input a little smaller than the foveal vision area, and this
can be smaller yet based on other factors.

It turns out the old trope of being so focused that people


miss other actions is totally true – and measurable. The
blinking discussed in chapter 10 is an example I have seen
of this effect in digital experiences.8

7. https://smashed.by/automotivedisplays
8. https://smashed.by/deaf
278 Touch Design for Mobile Interfaces

The human brain can only take in so much information, re-


gardless of the input channel. Roadway designers know that
the faster someone drives, the more they have to zero in on
what’s in front of them; their brains can’t process everything
that’s going on as it flashes by. They can miss road signs,
cross-traffic, or pedestrians off to the side.

These designers have a concept called the design speed of a


roadway that, in theory, means the road speed is matched
to the amount the driver has to pay attention to peripheral
activities, such as those pedestrians, cross-traffic, or signs.9

15 mph 30 mph

A higher design speed limits the expected field of view of the driver.

Highway signs are very large because they must be seen


from far away. Drivers need time to see them; at speed,
attention is very narrowly focused on a spot far down the

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.

What is the design speed of a particular website or app?


How do we place items on the page to be visible to people
at speed, without getting in the way? These are questions
worth considering when designing an app or a website. And
right now we’ll address that with a simple method of plac-
ing items by zones.

The Three Zones

Here’s where we apply everything we’ve learned, and I‘ll


give you a simple, easy-to-remember formula for design-
ing the high-level structure of mobile apps and websites.
Place items so:
1. The primary content or functionality is in the middle.

2. The secondary information or controls are visible


along the edges as buttons or tabs.

3. The tertiary or rarely used items are hidden behind


menus in the corners.
280 Touch Design for Mobile Interfaces

3. Tertiary
2. Secondary Functions
Actions along behind menus
the edges

1. Primary
Center of page

2. Secondary
Actions along
the edges

The three zones as shown on the YouTube mobile app.

When product teams write stories and create PowerPoint


design briefs, they very often say the landing page will be a
grid of icons for all the functions, but that’s not how any-
thing we use day-to-day works. Users don’t open their email
client – or SMS, or Slack, or Twitter, or Facebook – and de-
cide to view, compose, or search. Instead, they are all already
arranged along this three-tier hierarchy:
1. Messages in a list in the middle.

2. Compose a new message, search, or other key func-


tions along the sides.
chapter eleven Designing by Zones 281

3. Options such as settings, formatting, or add more


people behind menus.

Gmail, for example, has a list of messages, a compose but-


ton, a search box, and two menus.

Secondary Tertiary

Primary

Secondary

How the Gmail app is arranged to use the three zones.

When structuring the content and functions for our apps or


websites, no matter what they do, take all the content and
functions and rank them: 1, 2, 3.
282 Touch Design for Mobile Interfaces

Let’s go back to the YouTube app, and see how a more


complex page for details about a video works. There isn’t
just a single list of content but several lists with categories
and functionality all grouped up but also still in the center
of the page.

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

As we continue to discuss lists and categories, you might


have questions about the menus. The answer should be to
put them in the middle of the page. If the main goal of the
page is for people to see the items in the menu first, then
just place them in the center of the page. Not on every page,
however, but on the home page or on a content landing
page. The content is the menu. A lot of e-commerce sites do
this, but AliExpress is a very good example that can easily be
seen without scrolling too much.

Primary

The AliExpress website wants visitors to see the menu options


straightaway, so displays them in the center of the screen.
284 Touch Design for Mobile Interfaces

It is important to understand our users’ needs and not think


how designers or engineers might approach the product.
Everyone on the product team understands the structure
and will make assumptions about how it will work based on
how it was designed or how it might solve the issues. Most
visitors – to most sites, at least – do not come to the home
page and then drill down by category. They arrive by search,
referrals, and links from promotional emails or social media.
We have to design the information architecture, the navi-
gation, wayfinding, and information design to reflect how
people really work.

The OLX product


details pages orient
the user with the
product category right
at the top of the page.
chapter eleven Designing by Zones 285

We cannot solve the biggest design issues at the page level,


but we have to plan for people doing the unexpected. Spend
time on category labels and other hints about which section
customers are in – a practice called wayfinding – or offer-
ing things like related products. For example, OLX (OnLine
eXchange, a multinational e-commerce marketplace) always
leads with categories as part of the title. But not enough
organizations do that.

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

newsstand. What is above the fold in digital means what is


visible in the viewport when first loaded.

The problem, of course, is that it’s meaningless. There are


an infinite number of screen sizes, browser configurations,
and so on, so we can’t possibly predict viewport size. Nor
should we bother. Wayfair has simply made sure the “Shop
by Department” title and items are high enough on the page
that most people will see a few items and then scroll to see
the rest if they want to explore that way.

The Romanian e-commerce app eMag also has a few key


bits of information, and then as the user scrolls they see
actual products in little horizontal lists.

Product categories shown after scrolling down in the eMag app.


chapter eleven Designing by Zones 287

In this chapter we reviewed the principles of information


design, touched on how human vision and visual process-
ing works, and used all we know about where people view
and touch to create a simple hierarchy of template design.

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.

Use type sizes to communicate hierarchies, such as


title level. Assure they are sufficiently different in size
to be clearly understood.

People can only see a small area at high resolution and


in full color, and only pay attention to so many inputs
at once. Don’t overload users with too many inputs.
288 Touch Design for Mobile Interfaces

Organize product templates to place content into


three zones:

• Primary content or functionality in the middle,

• Secondary information or controls visible along


the edges as buttons or tabs, and

• Tertiary items hidden behind menus in the corners.

Don’t hide primary information. If a primary function


is navigation, place it in the center of the page.
chapter twelve

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

We need to approach information design in a proactive way.


We need to make conscious decisions about what informa-
tion needs to be visible and what can be a click or a scroll
away, and how much we need to make the user aware of
these choices.

In the early 2000s, one of the big buzzwords was progressive


disclosure. A lot of what occupied our time back then were
either dead ends or turned into other issues. But that one
principle of progressive disclosure really stuck with me, and
over time I’ve realized it is one of the deepest principles not
292 Touch Design for Mobile Interfaces

only of the web but of interactive systems in general. Inter-


net pioneer Ted Nelson, summarizing his seminal work on
hypermedia way back in 1977, wrote:

The hypertext concept is obvious. The thinkertoy


concept may not seem obvious at first. Think
yourself to a world of only screens, though, and
keeping track of what you are looking at and
thinking about becomes the fundamental problem.
—From “To the reader” in “Selected Papers 1965–77”

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.

By far the least interesting part of what makes mobile


computing interesting is how it’s smaller – but it is a huge
constraint sometimes. And for presenting information it’s
one of the most important parts. Generally, mobile phones
present one bit of information at a time. OK, maybe not one
piece but one type. The user sees a list, and to see what’s
under each list item they have to tap to see more.
chapter twelve Progressive Disclosure 293

Most of the designers I have worked with call the user’s


action to get more details drilling down. What happens when
you tap? There are many solutions. The most common and
useful are:

• Pop-ups

• Drawers

• Accordions

• Tabs

• New pages

• Scrolling

Let’s review each of those in turn, and examine how they


work or present problems for mobile touchscreen interfaces.

Pop-Ups

The pop-up is very popular. Most weeks I get a requirement


to add a pop-up to some existing part of one of my projects.
However, I rarely implement them. The design world has
figured out pop-ups are problematic, and a non-scientific
survey indicates there are fewer pop-ups than just a few
294 Touch Design for Mobile Interfaces

years ago. In fact, it’s starting to get hard to find enough


current examples on otherwise good websites or apps when
I want to talk about real-world cases.

Pop-ups or dialogs are fine for some purposes, but drilling


down to see more content or functionality is rarely one of
them. The pop-up came into heavy use because it preserves
context – the original page remains in the background – but
on a practical level their context is vague, and the controls
within the pop-up are often limited. This pop-up may have
launched from one link in the list behind, but which one?
The user can’t easily tell.

A category selector
to allow drilling
down into a
product list, using
a pop-up dialog.
chapter twelve Progressive Disclosure 295

In addition, users see far too many pop-ups for signing


in, displaying error messages, and especially for pushing
unwanted promotions and sales. As we move to proper use
of them, the improper uses are taking over, and users are
becoming more and more accustomed to automatically
dismissing pop-ups now more than ever.

A lightbox
with a
two-item
slideshow
and available
zooming
controls.

One way I have successfully used pop-ups is in the form of


lightboxes; that is, pop-ups optimized for image viewing.
The name is derived from the old term for backlit boxes
used to view batches of film negatives or slides. On mobile
296 Touch Design for Mobile Interfaces

devices, it can be especially hard to display large enough


images on a page, or to enable zooming without interfering
with the rest of the page controls. Using a lightbox lets the
user tap an image to open it in a full-screen dialog, which
then allows them to pinch-zoom and scroll, as the only other
accessible content is the dismiss or close button.

For complex cases such as diagrams, I have even imple-


mented sketching tools to help mitigate the small-screen
issues, which also can work in a lightbox.

BENEFITS

• Pop-ups are easy and quick to implement, often with


the smallest amount of code. Native dialogs in mobile
apps are very capable and are pre-styled, so easy to build.

• If loading page-wide content or functionality, the dialog


context is usually suitable.

• There is no need for a masthead, title bar, navigation,


wayfinding breadcrumbs, or action bar. Full-screen pop-
ups are especially useful. Aside from the title, most of
the viewing area is dedicated to the content or function.
chapter twelve Progressive Disclosure 297

DOWNSIDES

• Pop-ups are not as contextual as you’d think. Since they


hover over the center of the whole page, users can for-
get what specific element they clicked to initiate them.

• Pop-ups scroll poorly. While scrolling is technically


possible, it can be confusing, causing users simply to
miss overflow content.

• Pop-ups are overused, so people often dismiss them


without reading their content.

Drawers (and Hamburger Menus)

The much more contextual cousin of the pop-up is the


drawer. Drawers are so named because they are layers that
slide out. The most important aspect of drawers is that they
remain docked to their origin, giving a sense of specific
context. They are similar to pop-ups in that the drawer is
noticeably smaller than the device’s viewport.

Drawers are often used in places where combo boxes or


pulldown lists would be used on desktop applications or
298 Touch Design for Mobile Interfaces

web interfaces. OS-default mobile pickers and selectors


are generally drawn as page-level pop-ups or drawers that
appear from the lower edge of the viewport and so lose
the context normally expected. A custom drawer control
restores this contextuality.

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

That’s because the hamburger icon typically launches its


menu as a drawer. Much of the conventional wisdom is that
drawer menus, and the hamburger menu specifically, is
hard for users to understand, and the options are hidden.

The three-line hamburger menu in a mobile application.

This is narrowly true, and I agree that we should not hide


navigation behind a menu. Don’t do that, and all our prob-
lems with this pattern are solved.

If we are building something like an e-commerce site and


a critical function is to reveal categories to users who don’t
know what is sold there, then that’s the primary content for
the page: stick the category list right in the middle of the
page, as I discussed and illustrated during the three-step
hierarchy discussion in chapter 11.
300 Touch Design for Mobile Interfaces

However, if we have lots of tertiary functions – as we


often do – and we expect users to know they exist to seek
out as options, then menus work great. By “menus work
great” I mean that in my usability testing they work great.
When the tasks users need to find are behind a hamburger
menu, they have found them every time in my experience.
My favorite anecdote involves a test participant who only
carried a feature phone, rarely used the computer at the
repair shop, had no computer at home, whose children are
long grown, and had essentially no familiarity with the
conventions of mobile devices like menu icons: he found it
in approximately three seconds.1

But where do we put menu icons, and how do we label


them? I am hard-pressed to say any one thing works much
better or worse than another. Part of the research I reviewed
in chapter 6 involved testing some menu variations. I found
no statistical difference in use or speed whether the menu
was on the right or left side of the title bar. Then and in
subsequent usability tests and product analytics, I have also
found no performance issues with just a menu icon. Howev-
er, other data indicates it is better to always use a text label
alongside any icon, so I’d recommend that for menus as well.

Labels often worry product teams during early phases


without translation. Luke Wroblewski, a product director

1. https://smashed.by/hamburger
chapter twelve Progressive Disclosure 301

at Google and writer on interaction design, has helpfully


crowdsourced a very large set of translations of the term
“menu” in a Google Document, which is useful for our pur-
poses.2 The document reveals that a huge percentage of the
contributions are “menu” or something so close that most
users will be able to figure it out, which is very useful for
an important label.

Speaking of easy representation, the symbol that is now in


most common use for representing a menu – the three lines
that supposedly look like a bun and patty – even has a Uni-
code character (U+2630) that we can type to insert a simple
glyphicon on our product masthead.

Note that this is not actually coded as a “menu” icon; it just


happens to look that way. It is the Yijing (I Ching) trigram
symbol for heaven, and screen readers will either indicate
that or not read it at all, so it is doubly important to include
a text label with this.

Don’t go overboard with the sliding animation to make the


expanded menu seem like a drawer, as this may slow down
users and annoy them. In addition, some people can be-
come disoriented or even ill because of onscreen motion. At
the very least, code it to respect the OS accessibility settings
when set to reduce motion.

2. https://smashed.by/menu
302 Touch Design for Mobile Interfaces

BENEFITS

• Drawers are highly contextual and expand directly to


show more information or functionality.

• Drawers are most effective if there is only a small, fixed


amount of content.

• People are used to looking inside boxes, folders, and


books to find more information, and are increasingly
familiar with the convention in the digital world.

DOWNSIDES

• The menu items are inherently hidden. Drawer menus


are not a good way to expose info that users do not
expect or know to look for.

• If there is too much content or a variable amount of


content, users can miss that the additional content ex-
ists at all. Scrolling can be confusing or interfere with
page scroll if implemented.

• Drawers work best if they emerge from a fixed element


such as a masthead. They are not as convincing when
they open from the middle of a page or a list.
chapter twelve Progressive Disclosure 303

• Hidden items only work when the label on the outside


is clear and accurate. If they are difficult or impossible
to label accurately, or some items inside are unexpected,
they won’t be found.

Accordions

An expanding content area is generally called an accordion,


though in the past they had other names like window shades,
and I have had teams who call them nothing specific and
vaguely refer to them as “open/close areas.”

At its most basic, an accordion is a single row title that when


tapped will expand downward to reveal the information
within. Multiple accordions can be stacked up using the list
format style, each with their own bit of content. This is sim-
ilar to a tab in some ways, but there’s room for an arbitrary
number of category rows and much longer names.

Accordions are useful, but they are also risky.3

The biggest problem with accordions is that users can get


lost while scrolling. This is true even on the desktop, but
much more likely on mobile devices. An accordion that
opens to an area that is shorter than the target screen height

3. https://smashed.by/mobileaccordions
304 Touch Design for Mobile Interfaces

is fine and especially useful to replace dialogs with short


lists, or grids of actions or options. Users initially see a list
of items and tap one to see its details. Then they can either
close it or scroll past it to the next item.4

An accordion to
reveal details on
a product page.

But accordions are often used simply to tidy up a lot of con-


tent or long lists. And as users start to scroll, they can easily
become lost in the middle and have no idea what section
they are in.

If we customize the accordion to be something like the


classic Windows tree view, then it is only a little better.

4. https://smashed.by/accordionchecklist
chapter twelve Progressive Disclosure 305

The connecting lines certainly help indicate to users that


they’re in a subsection, but the accordion still doesn’t tell
them what subsection they’re in. And the lines can be a little
dense and become hard to decipher at a glance. On the other
hand, the indent levels of that tree view work very well (I
always indent my accordion views). Keeping to one or two
levels works well, and only the indent is needed to make it
easy for people to tell how far down in the list they are. (A
solution to section context is discussed below in “Floating
Headers and Chyrons.”)

A great way to reduce the user’s propensity to lose their way


is to only have one accordion open at a time: when the user
opens another accordion, the first one closes. This annoys a
lot of product teams, but we just need to remind everyone
that it’s easy to get lost so users can’t possibly scroll to com-
pare. One accordion open at a time is much more tab-like
behavior, so if it were a toss-up between accordion and tab,
this is much easier to justify.

In theory, the icons that control the accordion don’t matter.


In practice, there’s too much chance for confusion. Most
interactive systems are functional, so it’s likely some part
of your app or website will already be using the plus and mi-
nus signs to mean something else, such as add and subtract,
or zoom. There are also readability issues with the minus
sign; I have come across users who can’t find it, confuse it
with the Windows minimize control, or think it means the
306 Touch Design for Mobile Interfaces

partial-selection checkbox. So I always use arrows. And only


arrows pointing up and down. A right-pointing arrow on
a row means load a new page; down means to expand this
area; up means to collapse.

BENEFITS

• Accordions work well to show hierarchies of content,


such as nested lists.

• On mobile devices, where individual steps in a process


are almost always taller than the viewport, accordions
allow a more natural progression than tabs from one
step to the next.

• Accordions allow display of additional content or func-


tionality anywhere in the page.

• When used with a small amount of content, we can be


confident users will not get lost while scrolling.

• Even larger amounts of expanded content can avoid con-


fusion as long as only one accordion is open at a time.

DOWNSIDES

• If an open accordion is much taller than the target


viewport, users can get lost when scrolling.
chapter twelve Progressive Disclosure 307

• If each accordion’s contents is very similar to that of


others, users can become confused about what section
they’re in. Users would need to see the title to differen-
tiate each section, but in long lists the title would scroll
off the page.

• Including all accordion content at page load can impact


performance, and has SEO and accessibility implica-
tions. Even though the content is present, users cannot
find it by scanning or through in-page search. And for
users working without style sheets unclosable accordi-
ons can overload the page content.

Tabs

I regularly use tabs in my designs. They are terrific for


switching views and especially to provide quick switches
when multi-encoding large amounts of information, such
as a graphical view and a chart (text) view. But for navi-
gation? Well, the issues we see on mobile are the same as
those we encountered over twenty years ago as the desktop
web began to grow.

For a great example, see how Amazon tried to change its


navigation when it started to grow past being just a book
and music store. Amazon started by adding tabs, and then
when they didn’t fit, it took odd steps, like stacking the tabs.
308 Touch Design for Mobile Interfaces

For a while it offered an overflow button to “see more stores,”


a common fallback for those who promote tabs. Of course,
the button opens a menu and we’re back to wondering why
any tabs are shown at all. Mobile just makes this worse, as
the small screen means we will run out of room faster. Even
with short labels, I can’t fit more than three or four tabs
safely. Personally, I never use tabs for primary navigation.

Some of the Amazon tab variations between 1999 and 2002.

Let’s discuss the right way to display tabs. It applies the


lessons from chapter 10: make interactive items apparent,
readable, and afford action, and to give the user confidence.
chapter twelve Progressive Disclosure 309

As much as I am a fan of OS or framework defaults, tabs are


another issue, like form inputs, where the lightweight, open
default style doesn’t work very well.

46% 3:15

Tabs in the Quora app for Android.

Bold labels, highlighting, and underlining are good ways of


differentiating the content of the current tab, but tab labels
still require interpretation. Having only two tabs can be
problematic: how does the user know which tab is high-
lighted? Even with three or more, there’s often some confu-
sion for users who can delay in identifying their position or
taking action.

The original way of showing tabs in digital environments


emulates the form of actual, physical folder tabs – this is the
310 Touch Design for Mobile Interfaces

reason we call them tabs. This is one case where skeuomor-


phism isn’t bad; tabs are not an ornamental feature but take
advantage of a core organizing principle.

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

A mock-up of tab-shaped tabs in Quora.

Users expect physical laws to remain in force in their digital


experiences, so the contiguous tab nature meets an existing
chapter twelve Progressive Disclosure 311

mental model and is easy to understand. The non-selected


tabs are also understood to be attached to their content, so
tapping them reveals that content.

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

The project experiments I have conducted with more robust


and tab-like highlighting of the bottom didn’t solve the
perceptual issue, so I simply avoid them entirely now. This
works well for me as I like to use the bottom area for actions
in a floating chyron, which we’ll discuss in a little bit.

BENEFITS

• Properly built tabs are easily understood by their na-


ture, with no need for special icons or labels to
explain the function.

• Tabs are a good solution for items of similar promi-


nence and importance.

• Titles can be removed from most tab content, as the


tab itself is the label. Much like accordion titles, this
saves vertical space.

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.

• Regardless of the space available in the design, the label


must be short and clear. Long labels won’t fit in tabs;
consider an accordion instead.

• Only a relatively small number of tabs works well.


On mobile phones, no more than three to five, de-
pending on how they are labeled, will even fit. And
even with larger screens, too many tabs become hard
to scan and hard to find.

• Tabs work best for entire page changes only. When


used lower on the page, keeping track of when the user
scrolls outside the tab area can become confusing.

• When placed at the bottom or side, users will not always


perceive the tabs representing equal choices, under-
standing them instead as discrete functions or actions.

New Pages

Clicking a link still performs basically the same action today


as it did when pioneers like Ted Nelson were expounding on
chapter twelve Progressive Disclosure 313

the early concept of hypermedia. Clicking or tapping a link


to load a new page works as well now as it did in the 1960s, or
in the late 1990s when the web entered popular awareness.

When we’re looking at a diagram of a website or an app, it


might seem like there are a lot of pages. This often worries
project teams, who seek to add states, to go with “one-page”
solutions, or otherwise to simplify the design. But remem-
ber that users don’t see the entire diagram, only the pages
they view. Hub-and-spoke navigation or drilling down to
pages is generally much less confusing than many of the
other methods we have discussed. Take accordions, for
example. A page’s title can be anchored to the top of the
viewport, preventing users from accidentally visiting a new
page. Users know where they are and cannot get lost.

We know hub-and-spoke navigation works well from ob-


serving users over the decades. It also makes logical sense,
in the same way that tabs work. People expect physical laws
to work in digital spaces and start their experiences acting
like digital space is real. As much as it helps discovery to
expose cross-links, users seem very comfortable just find-
ing content then backing out to change categories or tasks.
And we’ve long known that the most used single button in
browsers and mobile apps is Back.6

6. https://smashed.by/firefoxbutton
314 Touch Design for Mobile Interfaces

Reload New URL


Forward

New
Window

Back

Link

Frequency of use of the types of actions in web browsing.

Earlier studies, mostly of the desktop web, showed that


the back button was the most used single action in brow-
sing (the concept of clicking a link is higher, but that’s
among all links).7 8 My own product research indicates a
similar rate today of use of Back on the mobile web, and in
apps as well; current academic research likewise assumes
Back is well used and seeks ways to improve it or adapt to
more complex contexts.9

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

• All users understand pages and that Back moves to


the previous one.

• It is universally supported, and the default method


when coding up links.

• The back button, even when in the far corner, is tapped


by all users, with no issues or complaints.

• Pages can do anything and hold any content and so are


the most flexible method.
316 Touch Design for Mobile Interfaces

DOWNSIDES

• If our product or platform or framework is already built


as a single-page app or carries out processes as single
pages, page changes can be confusing or cause actions
that might break the process.

• If there is live information or user-entered data on a


page, leaving the page would risk losing context or
clearing the information the user has entered.

• New pages may induce new data calls, especially for


connected sessions, which may reduce overall perfor-
mance. This can be alleviated, however, and might not
be different from competing methods like tabs, de-
pending on their implementation.

Scrolling

As I mentioned in the previous chapter, a common question


– even today – from product teams and marketing is “Where
is the fold?” with the assumption we must keep everything
above it and visible on screen. But we know that’s essen-
tially meaningless both because screen sizes vary and since
people scroll to discover new content. Can we take advan-
tage of that in design?
chapter twelve Progressive Disclosure 317

Absolutely. Amazon was one of the first to really figure this


out by skipping almost all linking, accordions, and use of
internal tabs on their product pages. There’s no real reason
a page needs to be any particular length, so we can simply
add more information and functionality below.

It is easy to mix this method with others. The Home Depot


product details page has summaries of all the information
when the user scrolls, but accordions to reveal the full de-
tails of each of those sections.

A long, scrolling
page on the
Home Depot site.
318 Touch Design for Mobile Interfaces

Since users scroll, there is essentially no downside to using


very long pages, or even one-page websites. Navigation can be
provided by links anchoring to the relevant part of the page.

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.

If built properly, the structure can also load so jump nav-


igation works, and very clever implementations can even
change the loading to make sure users who quickly click to
view the last item on the page have it loaded immediately,
instead of being made to wait.10

However, by traditional measures of performance this will


be logged as slow-loading pages. If the company has trouble
with changing their thinking, this can cause managers to
have to defend the speed to their bosses, and they probably
will not want to do this. Let’s not lament the state of busi-
ness today but include an understanding of what drives our

10. https://smashed.by/pagingscrolling
chapter twelve Progressive Disclosure 319

organization or client in the design phase, and not propose


solutions that will cause internal, political trouble.

BENEFITS

• Single pages work well with a robust, well-labeled hier-


archy so users understand what they are seeing
as they scroll.

• Latency – the delay for new items to be loaded – is the


biggest speed killer, especially on mobile networks, so
performance to the end user for a piece of information
can be very good.

• Simplicity is high for single pages, as users don’t even


need to use the back button and click, but they can just
scroll up and down to find information.

DOWNSIDES

• When users are likely to take specific actions or view


specific information on widely separated parts of a
page, scrolling becomes less effective. Use another
method to display summary information, and allow
the user to reveal it then hide it – or quickly jump
there and back.
320 Touch Design for Mobile Interfaces

• If the product’s navigation is not floating, users first


have to scroll all the way back up to the top – either to
see key information, such as their signed-in state or
cart status, or to use the navigation bar to move around
the site or app. Even if users don’t often use these
features, moving away from them can seem like a loss
of safety and prevent users from scrolling as much or
for as long.

I have made several references in this chapter to items other


than navigation or drill-down, such as fixed headers and
list views. Let’s now review some mobile best practices for
display technologies. We’ll especially focus on those that are
more mobile and not quite the same as what is traditionally
used for desktop web browsing.

Information Display

Back in chapter 6 I talked about how mobile is different


from the classic model of desktop digital, and how we’ve
over-applied and misinterpreted a lot of the standard mod-
els like the F-pattern. I followed up with a lot of the princi-
ples of how users really view and interact with content in
mobile interactive systems.
chapter twelve Progressive Disclosure 321

But now let’s finish off our discussion with some display
tactics that are especially optimized for and effective with
mobile.

• Floating headers and chyrons

• Lists

• Tables

• Category carousels

FLOATING HEADERS AND CHYRONS

Zones 2 and 3 from chapter 11, where I suggest we all put


controls and menus along the edges, only really work well
when they are along the edges of the viewport, not the page.
If we put items at the edge of the page, scrolling will make
their position change, and in many cases they will disappear.
Even when just talking about labels, scrolling makes the
user lose context because the header is outside the viewport.

The answer isn’t shorter pages – which I am often told to


create on projects – but floating controls along the edge.
These floating elements have a fixed position, right at the
top or bottom edge of the viewport. Page content scrolls as
usual and is visible in the large middle area between the
two floating items.
322 Touch Design for Mobile Interfaces

The masthead is the title bar at the top of the viewport. It


need not be just the branding and app name, but can extend
to include page titles, tabs, and other information that is
important to maintain context.

Content
scrolling behind
a fixed header
and chyron.

The chyron is a footer, at the bottom of the viewport. How-


ever, it should never include the normal elements of a
traditional website footer (one reason I adopted the video
production industry term for the bar of captions instead). A
chyron should remain at the bottom of the viewport only
if it provides status, buttons, or control functions, but can
disappear when not needed on a particular page or view.
chapter twelve Progressive Disclosure 323

I design my apps and websites with floating mastheads so


users are able to tell at a glance where they are, no matter
how far they have scrolled. It also provides immediate ac-
cess to the menu and any other functions, like search,
that reside there.

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.

Chyrons are also useful to provide access to contextual


functions, such as submitting a form, adding a new post
to the thread, or to open a drawer of options. Some uses
of masthead and chyron are determined by their position:
some items should be at the top and some at the bottom.
324 Touch Design for Mobile Interfaces

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.

Tables in the Our


World In Data
website have
captured headers
on scroll.

As well as acting as the masthead, floating headers can


capture other items as the user scrolls. A title in the middle
of the page, especially for an item that is taller than the
viewport, will scroll with content until it gets to the top
chapter twelve Progressive Disclosure 325

of the content area, where it will stop and become part of


the floating header. Table headers and accordion titles are
excellent candidates for capture during scroll to avoid issues
of loss of context.

A similar variable visibility behavior exists for chyrons, where


they can appear as soon as scrolling begins, but so far I have
found no value in any of the implementations I have seen.

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

Chyrons can work well when based on context. One good


use of them is for batch functions. When a list of items is
selected, a chyron appears (or overlays the existing one)
with a count of selections and the options that can be taken
on those items. But there’s no need to display it all the time.

Lists

Mobile design is about lists. Look around at the apps and


sites on your mobile phone (or just flip back through the

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.

Once we realize that the default display mode is a list view,


the easier our design decisions become. Now we can get down
to designing the best possible list display for our content.

List view of videos


downloaded to the
phone from Netflix.
328 Touch Design for Mobile Interfaces

Lists are often best displayed with 1-pixel dividing lines


between each row, but never vertical lines to bound them
entirely, so they can breathe and we can align items all
the way to the sides. Without dividing lines, users may
become confused as to what constitutes a row or not be
aware the row is selectable. If large graphics are part of
each list row, they can sometimes serve as indicators of
the top and bottom bounds of the row, as shown in the
Netflix download example.

List view in classic


files-then-folders desktop
view in Dropbox.
chapter twelve Progressive Disclosure 329

List views can be quite complex, with multiple types of


content in each row, subsidiary dividing lines, and multi-
ple icons and functions. As discussed in chapter 10, reveal
arrows to the right should point to the right when select-
able list items load another page, but when they do not, no
arrow should appear.

Try to make list contents contain predictable empty space,


even if it is small and irregular. The gap provides users
with a place to feel comfortable scrolling, as mentioned
in chapter 7.

When testing the layout of lists – to find out if there’s room


to tap and whether hands might cover critical info – re-
member that people will mostly try to tap the first few
letters of the text label for a row. Not everyone, and many
will miss, but it’s a good guideline to start with.

CARDS

As a deeply analytical type, I find cards to be basically styl-


ized lists. Instead of rows immediately adjacent to others,
each row is styled as a box. Much like tabs are derived from
the look of file folders, cards are similar to Post-it notes or
index cards taped to a wall.
330 Touch Design for Mobile Interfaces

Parts of Google
News use a card
view with one
card for each story.

I am not excited about the value of cards, mostly because of


the wasted space between each card and the edges taking
up room and being “trapped,” which can stop users from
scanning smoothly between the items.

While in principle the separation into cards allows more in-


ternal formatting, in practice I only find myself using cards
instead of other design solutions not for any solid design
reasons but because the client’s design principles or techni-
cal framework require it.
chapter twelve Progressive Disclosure 331

Tables

The primary alternative to the list is a table – and I have a


terrible secret to tell you: in most app frameworks, pret-
ty much everything is a table. The right-hand column of
reveal arrows stays aligned because it’s a table column. To
make a list view, we just don’t show the table’s vertical
borders. In many design systems, we even label the compo-
nent a List Table and define the differences between simple
list-like displays, complex table-like displays, and when
they get functional.

In reality, a huge percentage of the designed elements on


pages overlap. A text list with icons is a table with two col-
umns. A text list with two icons for each row is even more
a table, now with three columns. When does it become a
“table”? Hard to say, but once we start thinking of lists and
tables as two ends of a continuum, it is easy to just pick and
choose features as needed.

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

was given to separating content and style because there was


no thought given to style at all.

Early web designers used tables to organize their web page


layout. Which is unsemantic, of course, so once the seman-
tic web move to meaningful elements for each item really
nailed it, we were not supposed to use tables anymore.11 Ex-
cept that this went too far and now developers code tabular
data into web pages using divs and CSS.

Tabular data, however, should almost always be displayed


using a plain old table. Using tables properly, for the display
of data, is a good and necessary action. However, small-
screen tables are an entirely different matter and have
raised this issue again.12

The various small-screen table tactics13 and their key prob-


lems are, in brief:

Allow horizontal scrolling: even with clever bits like


locking the row titles, this is just confusing and users
never put it to good use.

Convert tables to images: seriously, I see this a lot.


There’s nothing good to say about it.

11. https://smashed.by/tablelayouts
12. https://smashed.by/datatables
13. https://smashed.by/mobiletables
chapter twelve Progressive Disclosure 333

Convert tables to graphs: I have already stated how


multi-encoding is good, and if the tabular data will
work as an easy to understand graph, great! But only
letting mobile users see a graph while desktop users
get tables is weird and a bad idea.

Responsive tables: I mean the style where each row is


turned into a tiny table of its own. Each column header
becomes a row label. This meets the requirement to dis-
play the content but entirely misses the point of a table.
Users cannot compare row by row at all, so we might as
well not even have a table at all. These never work.14

The other tactic I see, usually hand-in-hand with horizontal


scrolling, is letting users select columns to show and hide.15
Usually the table starts way too big and, “if they want,” users
can cut it down to fit. Of course, this misses many points,
but worst of all is the project team admitting that users
don’t need all those columns. So the real tactic is: only show
what is needed.16

Lots of tables repeat information that is the same in every


row, show unimportant information, and show verbose
content the user doesn’t need. Let’s say a user is searching
for the nearest location of a shop to their house. They don’t
need the address yet, just the distance. Distance as a num-

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

Find a Service Center


Bob Allen Ford 5.8

Ruco Equipment 6.7

Harlan Parts, Inc. 6.9


A table displaying Victor L. Phillips (KC) 8.1

only the information Custom Truck & 9


Equipment (KC)
absolutely required to
make decisions, which Call Message Schedule

expands to show Midway Ford Truck


Center
9.7

options when tapped. Cummins Central Power, 11.4


LLC (2848)

Ruco Equipment 12.7

S&R Rental & Repair 12.8


816 771 1515
West Crossland, Mission, Kansas, US

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

A lot of content discovery systems are moving to a some-


what new display method that it seems no one is discussing,
so I get to name it. I’ll call it the category carousel to differ-
entiate it by purpose and design from the generic slider or
carousel too often used for marketing banners.18

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

Envision a list where each row is a category with a label.


Instead of the content being fixed to fit inside the width of
the viewport or wrapping, it overflows. Scrolling left or right
will show more content within that row. Scroll up or down to
see other rows, and then go explore their content, row by row.

These are increasingly common in media such as streaming


video as those are visual. Typically, a title will have a “box
cover” as though for sale on a shelf, a visual representation
with a readable title. These do not work well with pure text

A category carousel
used with icons
for news services.
chapter twelve Progressive Disclosure 337

content but can suffice adequately with app icons, brand


marks, or other identifiers.

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.

Each card in the carousel should always be the same size


and format. I strongly encourage you to apply text labels
for accessibility reasons. Even for sighted users under ideal
conditions, the brand mark or video box cover is function-
ally unreadable. Since the category title is above, it seems to
work best to lead with the image and put all text labels and
other data below that.

Make sure to support all input methods. Don’t require users


only to gesture scroll, but also allow tapping to scroll. Better
yet, offer them category pages. Clicking something like
“More” on the row header could load a whole page of these
as a grid or list.
338 Touch Design for Mobile Interfaces

I am in favor of full exploration, but many systems have


technical or performance limitations and can only show a
subset of the items within each category. If that happens,
be sure to have a prominent “More” function at the end so
users don’t think your product only offers ten kids movies.
If you can make it fit, be sure to show a count like “See all
14,890 kids movies.”

The value of this pattern is immediate drill-down at the same


time as category exposure. Don’t make people click on a cate-
gory then have to select the specific item they want again.

In chapter 11 we presented a way to create consistent,


touch-friendly information design based on what we know
about how people interact with their mobile devices. In this
chapter we went into greater detail to discuss a variety of UI
and interactive components you can use to achieve the 1, 2, 3
principles and their best practices for design.

CHOOSING A DRILL-DOWN METHOD

• Pop-ups are quick and easy, but not as contextual as


we think, and they cannot handle large or complex
amounts of information or interaction. Pop-ups are
overused and will often be dismissed without reading.
chapter twelve Progressive Disclosure 339

• Drawers are very contextual, and when the proper in-


formation is loaded they are extremely effective. Have
no fear of using hamburger menus. But don’t rely on
drawers for discovery, or for large amounts of informa-
tion or long lists.

• Accordions are a great way to expand a list to show de-


tails right where the user needs them, or can show steps
or hierarchies without loading new pages. However, we
have to be careful with design to alleviate problems of
getting lost inside lists longer than the viewport.

• Tabs are well understood and work well to display


equal-weight content. But space in mobile devices is
horizontally limited more than anything, and large num-
bers of tabs are hard to read regardless of screen size.

• New pages can do anything without limits, except for


loss of context or previous entry. Users understand the
back button, so hub-and-spoke navigation works very
well, as long as our whole product works that way.

• Scrolling single pages work very well because people


like to scroll up and down, so there’s no need to load
and reload content. But they only work if we can tell a
story and have a well-defined and well-designed hierar-
chy. Scrolling also isn’t the solution for many processes
and don’t work so well without floating navigation.
340 Touch Design for Mobile Interfaces

CHOOSING MOBILE-FRIENDLY DISPLAY METHODS

• Fixed mastheads and chyrons make the context and


key navigation, function, and action items visible at all
times. They also help with several of the other progres-
sive disclosure methods by preserving internal context
as users scroll.

• Lists are what the mobile interactive world is made of,


because they are simple, easy to use, and easily expand-
ed to cover many use cases, from display to selection.

• Tables are slightly more complex lists, allowing us to


show multiple columns of actions or functions. Don’t
let tables get out of hand; always show only what is
absolutely needed.

• Category carousels are an up-and-coming way to


allow discovery, disclosure, and selection of multiple
categories in one screen, while leveraging mobile-na-
tive methods of tap and gesture.
chapter thirteen

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.

I moved from print to interactive design before user-


centered design was a common term and years before
someone put the then-new chutes-and-ladders design pro-
cess chart on the wall.1 I developed my design process over
time, by reading, trying things out, failing massively here
and there, and learning from my mistakes.

While in graphic design school, we weren’t given a process


overview. I believe the thought was that you’d go to work
for an agency, and the account manager would talk to the
client, give you a design brief summarizing the needs and
constraints, and then you would just come up with ideas.
But in the digital world I rapidly learned that timelines are
short, so options are rarely needed, and I learned to quickly
sketch solutions in meetings. When I moved on from small
agencies to a large corporation, we built up a large team with
analytics and usability testing, so I knew this usually worked.

1. https://smashed.by/throwback
344 Touch Design for Mobile Interfaces

However, when we did a complete, end-to-end redesign


of the website, it got entirely out of hand. I implemented
what we’d now call an information architecture design, laid
out a template, and then met with stakeholders for months
sketching their ideas.

Drawing designs, page by page, in the early 2000s.

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.

The main thing I have always remembered from this work,


as a drawing-oriented person, is that we must hold off as
chapter thirteen Practical Mobile Touchscreen Design 345

long as we can from drawing. First listen, research, write


down what you find, develop ideas in words, bullet lists, and
boxes. And only once everything is well understood, start to
actually draw solutions.

1. Understand Your Audience

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.

First we need to identify who will use the product, on what


systems, in what environment, and in pursuit of what
actual end state or goals. The best way to find this out is
not to ask others, but to watch how people work. Get in the
field and see how actual users (or similar types of people) in-
teract with the class of systems you are designing for – and
how they don’t. Only by watching people in their natural
environments will you understand where your system ends,
how people use other technology, write codes on Post-it
notes, or just turn and talk to other people.

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

web analytics, understanding the jobs behind the job titles,


reading user complaints, and much more.

EVERYTHING IS NOW MOBILE

Mobile phones are by far the most used connected, in-


teractive devices. I shared a chart of device class usage in
the introduction (“Everything Is Now Mobile”). Keep up
to date on general trends by regularly checking reliable
sources. Scientia Mobile releases its mobile overview report
(MOVR)2 regularly, full of statistics and insights on mobile
usage, based on actual clicks through their industry-leading
WURFL device detection repository.

The statistical aggregator website Our World in Data3 is one


of the best, most comprehensive, and easiest to use resourc-
es for all sorts of statistics. Its page on internet access is
very useful and, unlike too many sources, is not specifically
about one country.

In chapter 1 (“Defining Mobile Devices”) I discussed how


PCs themselves are becoming mobile, with most now incor-
porating touchscreens. Many computers are not computers
at all: the best-selling devices are Chromebooks, based on
the mobile-first Android operating system. These are good
guidelines to start with, but you should try to find usage
rates by industry trend or analytics for your specific tar-
geted regions and users.

2. https://smashed.by/movr
3. https://smashed.by/internetdata
chapter thirteen Practical Mobile Touchscreen Design 347

KNOW WHICH MOBILE DEVICE

I defined a lot of device classes in chapter 1, but mostly


discussed that people use many different devices. In chap-
ter 5 (“Finding Out How People Hold and Touch”) I dis-
cussed how device diversity reflects human diversity.
Don’t assume, stereotype, or judge; find out what people
really use and design for that, and for everything likely, not
just your favorite phone.

Also don’t forget that almost half the planet – including


a lot of people in the West – doesn’t have a smartphone
(see introduction). Depending on the region and type of
users, you may be missing a lot of them by assuming iOS
or Android only.

UNDERSTAND THE USER’S ENVIRONMENT

We’ve seen how people use mobile devices in new ways,


to connect all the time instead of only sitting in an office
(chapter 1). Be sure you don’t make any assumptions about
where, when, and how people interact with your product.

It’s important to be aware of overall trends in how people


use different devices in different ways (chapter 5). Remem-
ber that larger devices are used farther away from the eyes
and are more often landscape oriented. This is all critical for
design later on.
348 Touch Design for Mobile Interfaces

I shared some information about how interaction varies


based on where the user is or how their phone is configured
(chapter 9, “Phones Are Not Flat”). People have vastly less
accuracy when moving or carrying items, and difficulty
touching the edges when protective cases are used. Do you
know your users’ environment?

Perform Field Research


Get out to the field and be prepared to gather information
outside of your original plans and expectations.

Ethnography is a whole area of study in which people earn


college degrees. If you have the budget, consider hiring one.
Jan Chipchase was a traveling ethnographer for Nokia when
it was at its peak, and he provided a lot of good information
to the community. He has more recently published a com-
prehensive book on the subject, The Field Study Handbook
(2017), which I highly recommend.4

Jessica Weber and Jon Cheng’s UX Magazine article


“Making the Most of Ethnographic Research” has a good
overview of the tactics needed to do good ethnography,
specifically avoiding many pitfalls in areas like recruiting.5
There’s also my own article about field research and prag-
matic methods to squeeze ethnography into your visits and
usability tests.6

4. https://smashed.by/fieldstudy
5. https://smashed.by/ethnographic
6. https://smashed.by/fieldusability
chapter thirteen Practical Mobile Touchscreen Design 349

Define the Audience


Take all the info you know and start defining who the audi-
ence will be, then share that with everyone in the project team.

Personas is the buzzword around this, but they are often


and easily misused. UX Studio is a Hungarian design stu-
dio that blogs about the pros and cons of personas. Anikó
Kocsis’ post, “User Personas: Traps and How to Overcome
Them,” contains helpful tactics to make sure you create
good and useful definitions, and do not just slot people
into marketing segments.7

Design ethnographer Kelly Goto is one of the smartest


people on this topic. Her slide deck on understanding users,
in the guise of accessibility and aging populations in this
case, includes some great details on how to analyze and
understand the audience without falling into many of the
traps of personas.8

2. Understand the Technology

In some ways understanding the technology is an offshoot


of understanding the audience and their devices. But far
too often there’s a focus on screen size and nothing else.
Make sure you understand the technology involved, from

7. https://smashed.by/userpersona
8. https://smashed.by/beyondusability
350 Touch Design for Mobile Interfaces

touchscreen to radios and cameras. If your product relies


on a particular technology, don’t make any assumptions, but
go find out how it really works. I have found over time that
everything is always slightly more complex than you think
it is. Recursively, as deep as you go.

THE HISTORY OF COMPUTERS AND SMARTPHONES

While it concludes before we reach anything really about


mobile, most of the documentary “The Machine that
Changed the World” (1992) is something I believe everyone
in technology should be required to watch annually.9 Lots
of early computers were no such thing but, rather, tabula-
tion machines – and that matters. (Note: don’t accidentally
watch the documentary or read the book of the same name
about the development of lean systems at Toyota.) I try to
keep a live copy on my YouTube channel.

Understanding how we got to where we are today is not


just a matter of respect, but it also helps you understand the
current environment better. Why are smartphones the way
they are today? There are lots of bits and pieces of history
out there, and YouTube videos are a good way to see how
early concepts and devices work. I have gathered a number
at the 4ourth Mobile channel.10

But for a single narrative, the first few chapters of Elizabeth


Woyke’s The Smartphone: Anatomy of an Industry (2014) pro-

9. https://smashed.by/machine
10. https://smashed.by/4ourthmobile
chapter thirteen Practical Mobile Touchscreen Design 351

vide a good overview, including a retrospective of the legal


actions that drive too much of the industry. The manufac-
turing sections are also interesting, and a reminder that you
can’t just write code, but that “hardware is hard” and also
drives a lot of our behavior.11

TOUCH TECHNOLOGY

If you’re designing for any specific device instead of smart-


phones generally – automotive controls, point of sale
terminals, seatback entertainment, and so on – don’t make
assumptions about how touchscreens work (chapter 2, “The
History and Technology of Touch”). Find out which technol-
ogy is used and then look for a primer and ask detailed ques-
tions about the hardware your design will be appearing on.

Since you are probably designing for a device such as a


smartphone or tablet with a capacitive touchscreen, un-
derstand the details of how that works, what it does, and
what it doesn’t do (chapter 3, “Capacitive Touch”). Multi-
touch and pressure sensing are not what they appear to be,
but you can take advantage of them if you understand the
underlying technologies.

While I mostly talk about the contact patch in terms of


how it impacts users (chapter 7, “How Fingers Get In the
Way”), be aware of how multitouch screens sense contact
patch size so it can be used as a proxy for pressure. And

11. https://smashed.by/industryanatomy
352 Touch Design for Mobile Interfaces

recognize how hardware design can influence parallax to


impact apparent accuracy.

PLATFORMS

Decide on platforms as a group: even an “app” is not that


easy and simple a choice. Understand the technologies,
constraints, and values each one offers. Don’t assume
you are building an app or a website, but think critically
about it. I discuss the pros and cons of various app tech-
nologies in a UX Matters article, “Mobile Apps: Native,
Hybrid, and WebViews.”12

OTHER INPUTS

Remember how many devices are touch dependent, but also


remember that computers come with keyboards, and mouse
or trackpad to point with as well (chapter 2). And remember
that Apple wants people to use the iPad as a computer so
sells keyboards and trackpads for those as well.

While around 15% of the world’s population, or about billion


people, suffer from some sort of identifiable long-term
disability, almost anyone can suffer a short-term injury,
be blinded by glare, be unable to hear over loud traffic or
machinery, have a hand occupied controlling a small child,
or any number of things (chapter 9). People use alternative

12. https://smashed.by/mobileapps
chapter thirteen Practical Mobile Touchscreen Design 353

methods such as the keyboard control or even accessibility


input options to allow them to interact anyway.

Among the best current resources for understanding uni-


versal access and accessibility across platforms is Microsoft.
They have a resource center full of information, tips, guides,
articles, and research that are very much worth reading.13

MOBILE NETWORKS ARE NOT WI-FI

Remember that Wi-Fi is just wireless Ethernet, but mobile


networks are very different, with lots of additional signals
for coordination and security, and inherently high latency
due to the distance the signal travels. Testing your app or
website on Wi-Fi won’t accurately reflect how it works on
mobile networks and can encourage bad coding and data
design practices.14 This may be changing as 5G networks roll
out, because physically they are more like Wi-Fi networks.15

Always remember that “airplane mode” is not a feature but


a way of thinking about how to design for poor or variable
network connectivity, which everyone encounters.16

LOCATION IS NOT JUST GPS

Providing location is not simply about turning on the GPS.


Aside from the fine accuracy of satellite navigation using

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

at least two systems – GPS is only one – there are issues of


speed, power consumption, and locational privacy. There is a
coarse location, which provides plenty of precision for news,
sports, and weather, without risking privacy violations.17

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

3. Collaborate and Share

I haven’t written about how to build a team, and I’ve only


touched on how to make strategic decisions and set
project-level goals. But these are critically important.
Pursuing the wrong goals will never turn out right, no
matter how well you execute.

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.

Project teams need to help create requirements and suc-


cess measures. Share what you know not only from design

17. https://smashed.by/understandinglocation
18. https://smashed.by/strava
chapter thirteen Practical Mobile Touchscreen Design 355

solutions but also about the trends in how people work, or


actual data gathered about your customers. If you don’t tell
everyone else on the team, how will they know?

UNDERSTAND THE ORGANIZATION

Read your company’s principles. You’d be surprised how


often they are forgotten, and how often there’s plenty
about being collaborative, being one global organization,
and being customer-centric. If your organization embrac-
es some higher-level process, read that and think about it.
Six Sigma, for example, aligns very well with UX design
principles. The first of the seven principles is “Always focus
on the customer,” and others include “Get buy-in from the
team through collaboration,” and “Make your efforts sys-
tematic and scientific.”19

CREATE DESIGN PRINCIPLES

There are many lists of heuristics and design principles. I


have my own mobile-specific ones.20 These principles are
not in this book because while they are a good starting point,
you need to set your own that are specific to your project.
Remember these are not objectives but the design principles
you always fall back on to help achieve those goals.

Whatever you come up with, build it into your process.


Cascading design means you technically enforce the

19. https://smashed.by/sigma
20. https://smashed.by/mobileprinciples
356 Touch Design for Mobile Interfaces

design, and hopefully the code, to rely on higher-level


definitions of style, widgets, so cannot easily deviate and
have one-off pages.21

TEAMS AND GOALS

I cannot recommend highly enough everything that


Christina Wodtke has to say about teams and product strat-
egy, such as creating objectives and key results (OKRs). Just
read her website and then buy her books.22

There are many, many discussions of process and methodol-


ogy, and I have written up my own, based on my experienc-
es managing several teams and mostly working within the
process at dozens of client organizations, trying to optimize
the product design on hundreds of projects.23

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.

DEVELOPMENT METHODOLOGIES AND PRODUCT


DESIGN PROCESSES

Have you actually read the Agile manifesto? Many of us


have undertaken lots of training that waters it down or em-

21. https://smashed.by/cascadingux
22. https://smashed.by/eleganthack
23. https://smashed.by/craftfordigital
chapter thirteen Practical Mobile Touchscreen Design 357

braces the ritual without understanding. It turns out there’s


a lot more than “only working code counts.” The very first
line of the twelve principles is: “Our highest priority is to
satisfy the customer...”24

Product design shouldn’t have much to do with develop-


ment methodologies, but it often will, so you have to help
carve out a way to be useful. I am deeply opposed to design-
every-two-weeks, though you may disagree.25

WORKPLACE AND REMOTE WORKPLACE TIPS

UX resources are massively underfunded, with far too


many individual practitioners among a team of dozens or
hundreds of developers.

After some questions lately, I wrote up my tips on carving


out a space for your work, and creating the right environ-
ment for design-centric product development.26 There are
some special notes on mobile issues, and how to move your
existing team from traditional desktop digital into the mo-
bile space as well.

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

learned, specifically about working as a remote designer


for digital products.27

4. Design from the Outside In

The entire process I am outlining here is about design-


ing from the highest to the lowest. Don’t decide you have
enough data and jump to UI design. Our industry is skip-
ping a lot of steps, and design tools are almost entirely
about UI design.

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

The Polar Bear Book, as it’s often called, is at the core of


this practice area and belongs on your bookshelf:
Information Architecture for the World Wide Web.28 Now in its
fourth edition (2015), you can trust most anything that
Peter Morville and Louis Rosenfeld say on the topic.

To get going within minutes, or as a regular refresher,


Dan Brown’s eight principles of IA are useful to keep in

27. https://smashed.by/remotecollaboration
28. https://smashed.by/informationarchitecture
chapter thirteen Practical Mobile Touchscreen Design 359

mind always.29 For a broader view, and in a much thinner


volume than the Polar Bear Book, Peter Morville’s
Intertwingled: Information Changes Everything (2014) is a very
philosophical discussion of the whole field and concept of
how we handle information.30

Christina Wodtke is another whom I also suggest you listen


to on these topics, but a good start is to get her book
Information Architecture: Blueprints for the Web (second
edition, 2009)31 and put it on the shelf next to the polar bear.
But be sure to read it first.

INFORMATION DESIGN

I summarized the concept of information design as


sense-making (chapter 11, “1, 2, 3: Designing by Zones”) and
applying that as building reusable structures or templates
to help make sense of the organization of the information
and functions of your digital products.

Much of the way I frame information design – and how I


have long thought of design in general – comes from this
great anthology of writings collected by Robert Jacobson,
called simply Information Design (1999).32 It is still one of my
favorite books on any design topic, not least because the
cover is a diagram of its contents.

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

In a great article, “The UX of LEGO Interface Panels,”


George Cave frames the overall design of things and ex-
plains and codifies structures, methods, and approaches to
designing by analyzing fifty-two “2×2 decorated slope” Lego
control panels.33 Cute, sure, but also really well done and
informative. By being divorced from the websites or apps
we use every day, it’s easier to grasp the basic concepts.

Bill Buxton reviews a lot of methods to think about and


get design on paper and cardboard in his guide to
Sketching User Experiences: Getting the Design Right and the
Right Design (2007).34

While more narrowly focused on screens and mostly mobiles,


I discuss the principles and practices of using box-based
design, with index cards and sticky notes, and how this level
of design artifact creation fits into the design process.35

PROGRESSIVE DISCLOSURE

While this is deeply foundational stuff, it’s not talked about


openly enough anymore. For a discussion of progressive
disclosure with some clear examples, see The Universal
Principles of Design (revised edition, 2010),36 and for another
point of view see Joe Natolis’s blog post, “The Power of
Progressive Disclosure.”37

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

The progresive disclosure methods most applicable to mo-


bile were discussed in chapter 12 (“Progressive Disclosure”),
as well as how to choose the most effective for your needs.

Choose a drill-down method to allow the user to find more


information as they click or scroll, and choose a display
method to show key information on the page.

5. Design for Touch

Of course, the whole design is for touch or you wouldn’t


be reading these tips, but now that you’ve sketched down
to the template level, recheck that you are following all the
guidelines to make sure that your design is truly appropri-
ate for portable touchscreen devices.

ACCOUNT FOR HOW PEOPLE HOLD AND TOUCH

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

DESIGN FOR TOUCH ACCURACY

The center is most important (chapter 6, “Touch Accuracy


and the Center-Out Preference”). Place key actions in the
middle of the screen, with at least 7 mm between tappable
items like lists. Along the edges, make selectable items at
least 12 mm across.

DESIGN FOR REAL FINGERS

Fingers are opaque, so make sure targets are large enough


in at least one dimension for users to target it, and be sure
to show them when the tap was successful (chapter 7). Us-
ers tend to tap the beginning of a text label or on the most
prominent icon; to avoid accidents, plan for that and do not
crowd these areas. Users like to scroll in empty areas, so
keep comfortable spaces in tables, and use left-aligned text
in lists so there’s a little bit of space for them to scroll in.

DESIGN FOR IMPRECISION AND MISTAKES

Don’t default to minimum sizes. Instead, make touch targets


as large as possible, always using whole rows, buttons, and
areas (chapter 8, “Imprecision and Probability”). Never make
the interaction just a word or icon. Space out dangerous or
destructive actions, and provide undo or other processes to
allow users to correct mistakes. Avoid using guard or “Are
you sure?” dialogs.
chapter thirteen Practical Mobile Touchscreen Design 363

CONSIDER THE PHYSICAL DEVICE


AND THE ENVIRONMENT

Remember that users are interacting with your digital


experience in the real world (chapter 9). Be careful rely-
ing on sound, vibration, or transient messages as users
may be in loud environments, or simply be distracted or
doing other activities.

Effects akin to color vision deficiencies (color blindness)


result from glare and odd-angle viewing. Design every
interface to work without color.

Accidental double-clicks, drags, drops, and selections are


common and unavoidable. Design to alleviate accidents
by using a single action button, displacing confirmation
actions, and assuring all actions are reversible.

Don’t assume the whole screen is yours to design. Inves-


tigate the edge gestures or other items the OS or browser
takes away from you, such as the Safari menu bar.

PLAN FOR PROGRESSIVE DISCLOSURE

Hand in hand with the design of the information architec-


ture and the information design should be the interface and
interactions used to let users tap, scroll, swipe, or otherwise
find more information (chapter 12).
364 Touch Design for Mobile Interfaces

While your strategy, architecture, and information design


should be as universal as possible across platforms, don’t
let that make users of any one platform struggle. Use the
proper disclosure methods to account for small screens or
to work best with touch and gesture on phones and tablets.

6. Have a Conversation with Your Users

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.

Don’t tell your user to do things. Don’t order them about or


chide them, and don’t assume they understand your process
and speak in jargon and code. Instead, design the process
from the ground up as though you are having a conversa-
tion: when they click, or type, or gesture, that’s their input
to you; then your system responds, and so on until you’ve
solved their needs – or become the trusted friend they refer
to multiple times a day.

CONVERSATIONAL DESIGN

While this is a long-standing concept particularly espoused


by content designers, Erika Hall’s Conversational Design
chapter thirteen Practical Mobile Touchscreen Design 365

(2018) brought it to the ultimate conclusion as an overall


design principle, not just a way to do the words and pictures.

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.

PEOPLE DON’T READ

Always remember that people don’t read. They read long-


form articles, of course, but when it comes to labels, instruc-
tions, or tooltips, most don’t read. They may only scan as
little as the first few letters of a phrase, so be sure to get to
the point and avoid repetition.

As is often the case, the Nielsen Norman Group has


some of the foundational research on this, and the same
has been proven over and over again on products across
digital domains.38

It is best to simply embrace that no one wants to read


about how to use your product – they simply want to use it.
Software developer Joel Spolsky has a delightful blog post
about this principle, “Designing for People Who Have Better
Things to Do with Their Lives.”39

38. https://smashed.by/reading
39. https://smashed.by/respectingusers
366 Touch Design for Mobile Interfaces

Torrey Podmajersky’s book Strategic Writing for UX (2019)


is a complete guide to writing effective and informative
instructional text.

People read words, and words are made of letters, so un-


derstanding typography is important for any designer. My
favorite work on this is Ellen Lupton’s Thinking With Type.
Anything it doesn’t cover or skims over is covered in James
Felici’s The Complete Manual of Typography (second edition,
2012).40 I have both readily at hand on my bookshelf.

DESIGN FOR MOBILE VIEWING

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.

Angular resolution changes how large things appear, based


on how far away the user’s eye is. Since different devices are
used at different distances, you need to know, either from
direct research or by using the device usage classes I listed
in chapter 10, which sizes to start with.

Remember that people and situations vary, so multi-encode


all content to assure everyone can read it. For example, nev-
er just use icons, but add text labels so there is a fallback.

40. https://smashed.by/manualoftype
chapter thirteen Practical Mobile Touchscreen Design 367

Use hierarchies of design – position, size, shape, contrast,


color, and form – to arrange items by affinity and promi-
nence (chapter 11). Contrast is always more important than
color. Aside from what I have said in this book, I also wrote
about this in the guise of discussing dark mode and specifi-
cally for mobile.41

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.

7. Plan for the Unexpected

Resilience is usually defined as the ability of a system to


absorb disruptions without tipping over to a new kind of
order. A building when exposed to too much lateral ground
movement settles into a state of rubble on the ground
unless it is designed to resist the disruption of earthquakes
adequately (chapter 8).

There’s a lot of engineering best practice around this, but


I like to remember that for any system I design, the big-
gest constraint and the most difficult thing to change –
by far – is users. They will do unexpected things, but

41. https://smashed.by/dark
368 Touch Design for Mobile Interfaces

never try to change them. Instead, accept the complexity


and unpredictability.

Never ask people to type or select data that the computer


already knows. Never require input in computer formats
when it’s easy to parse from arbitrary – or human – formats.
Phone numbers do not need hyphens.

Don’t make people think about what the computer is saying.


Display data in human-centric ways. Engineers must not
write error messages because only they will understand
them. Avoid error conditions caused by unexpected user in-
put. Constrain, parse, or just live with the data. Do not gripe
at users because they are not computers.

YOU (PROBABLY) DO NOT WORK FOR APPLE,


AMAZON, OR GOOGLE

Don’t base your business model or tactical decisions on


what they or your competitor does. Likewise, don’t fear the
competition will steal from you as they generally cannot,
because they aren’t you. The best way to induce failure is
to work against your systems and your customers. First,
consciously know your business model.42

I also have written about designing with the true nature of


your product or the platform in mind.43

42. https://smashed.by/businessmodel
43. https://smashed.by/authenticdesign
chapter thirteen Practical Mobile Touchscreen Design 369

Steven Spear’s Chasing the Rabbit (2008) is not just a busi-


ness book, but a self-help book.44 At the core of every success
story is that companies built their new processes, forged
their new markets, or empowered their employees by recog-
nizing the uniqueness of their organization.

RESILIENCE ENGINEERING AND INEXACT DESIGN

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

In my favorite writing on resilience engineering, “Inex-


act Design: Beyond Fault-Tolerance,” Gary Anthes quickly
moves from how imprecision was a necessary evil at the
dawn of computing, to a great opportunity in broader sys-
tems design today.46

DESIGN FOR IMPERFECTION

I extended the principles of resilience engineering to UX


design. I’m not calling for a sea change in design, but for

44. https://smashed.by/chasingtherabbit
45. https://smashed.by/resilienceengineering
46. https://smashed.by/inexactdesign
370 Touch Design for Mobile Interfaces

consideration in how we design.47 Good design already does


all this, but understanding it helps you avoid pitfalls.48

Did you know that it’s possible to use a McDonald’s


self-checkout kiosk to order a single serving of ketchup?
There are no guardrails, no logic, so they let users do dumb
things, like removing any part of a hamburger order’s
ingredients. Many other modern digital designs without
well-conceived logical limits have led to injury or death. I
used some well-studied examples in an article on avoiding
stupid, rude, destructive, and deadly design.49

8. Test and Measure

As soon as you have designs, and as much as you can


throughout the product development cycle, test on real
devices, and get out and test in the real world.

If some of this seems repetitive, and we already discussed


it under “Understand Your Audience” a few pages back,
that’s right. Your project may seem to be over at launch, but
the project is just starting its life. Gather information and
monitor behavior to improve it, and make sure good ideas
that come along later make sense and can be well integrated.

47. https://smashed.by/imperfection
48. https://smashed.by/imperfectioninaction
49. https://smashed.by/destructivedesign
chapter thirteen Practical Mobile Touchscreen Design 371

PLANNING

Don’t use whatever phone is in your pocket, or assume


your product design and development teams are represen-
tative of your users. Build a mobile device lab, and make
the devices and SIMs available to everyone for testing
and familiarization.50

Try to set aside biases by identifying them and working


with other teams or team members to perform research
whenever possible.51

INSPECTION

There’s no such thing as realistically reviewing or mea-


suring mobile device screens on a computer, much less a
projected PowerPoint in a meeting room. Put designs on
actual mobile phones and tablets as soon as possible. You
don’t need anything fancy, but take photos of the white-
boards and pen-and-paper sketches. Email the image over
and show it maximized on the device screen. Try to read
the words and tap the items.52

Never trust your math or your eyes. Instead, measure items


directly on the screen to make sure text sizes and tap areas
meet the guidelines. I built a little tool to help with this.53

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

At right, you’ll see Touch Templates at 100% scale you can


print out or photocopy onto transparency film and have as a
quick inspector for free.

CREATE MOCK-UPS AND PROTOTYPES

Don’t wait until a coded version is built to try clicking


through or testing with users. Employ prototyping tools
and techniques to try out concepts as you create them,
share with the team for approval, and test with users as
early as possible.54

WATCH PEOPLE USING IT

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

There’s nothing I’m aware of that discusses the unique


needs and methods of mobile, so I included a testing
checklist in Designing Mobile Interfaces, and I have updated
it a bit over time.56

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.

Text & Measurements


Use this guide to check your designs
and measure text on the screen.
Line up the guide text with the
matching type size on the screen.
The three letters give you a way to
measure three types of letterforms:

Cap x height
height
16
Descender Stated type size
is NOT the same
as measured size
374 Touch Design for Mobile Interfaces

Remote testing is a good way to gather testing data quickly –


especially as we try to avoid visiting people in person – and
expand our reach to get more users from more regions. The
quickest method is remote unmoderated test services such
as UserZoom or UserTesting.57

This book is a comprehensive overview of my work on the


topic of touchscreen use and designing for touchscreens.
We have seen that most computing today is mobile: devices
are everywhere, and mobile and touchscreen paradigms
have been adopted into desktop and laptop computing.

We’ve covered the history of mobile and touchscreen tech-


nology, human factors, physiology, and cognitive psychol-
ogy. Much of what we assume about mobile device use is
either mistakenly based on outdated assumptions or just
plain wrong. I’ve described methods of designing interac-
tions that appeal to the ways people really use their touch-
screen mobile phones and tablets.

57. https://smashed.by/unmoderatedtesting
master checklist

Tips, Principles,
and Best Practices
master checklist

Tips, Principles, and


Best Practices

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.

Remember that users are real people with


their own lives, needs, and preferences.
Design for every user.
Accept that users change.

Chapter 5: Finding Out How People


Hold and Touch
Plan and design screens to work well for every device
that will access or install the product, not just our
favorites. Design with both portrait and landscape
orientation in mind.

People use their devices in many different ways, all of


which are valid. Be sure to consider every method, not
378 Touch Design for Mobile Interfaces

just the easiest or most common. Design all interac-


tions as though for mobile touchscreens.

People shift and change how they hold and touch


their devices based on environmental context
and onscreen tasks.

Chapter 6: Touch Accuracy and the


Center-Out Preference
People touch and look at the center first, most, and best.
Place key content and actions in the middle, and allow
users to scroll content up to the center.

Touch is less accurate along the edges. Provide enough


room for people to tap controls placed in header
and footer bars.

Chapter 7: How Fingers Get In the Way


When actions are tapped or clicked, visual responses
should be immediate and visibly big enough to be
seen around fingers or pens. (For bonus points, add
a haptic response.)

Always use left-aligned text (or right-aligned for right-


to-left languages) – never justified – to encourage
master checklist Tips, Principles, and Best Practices 379

scrolling in empty areas. For tables and multicolumn


lists include gutters and gaps.

Assume users will select near the beginning of label text,


moving from the scroll position across the screen to select.

Chapter 8: Imprecision and Probability


Make touch targets as large as possible to give people
the best chance to tap actions. Design interactivity
using entire containers, like buttons or rows, never just
a word or icon.

Design to avoid accidents by using single action but-


tons, displacing confirmation actions, and ensuring all
actions are reversible.

Space out dangerous items so they are not near positive


or commonly used items. Design processes to avoid
destructive actions entirely. When not possible, provide
undo functionality rather than asking for confirmation.

Chapter 9: Phones Are Not Flat


Environmental conditions, social norms, and individ-
ual abilities influence how people use devices. Don’t
assume audio or color is clearly available to every user
380 Touch Design for Mobile Interfaces

at every moment. Design onscreen cues, notices,


labels, and captions to support audio.

Take into account accidental taps, double-taps,


clicks, and drag-and-drops due to users’ chance
movements or jostling.

Ensure OS-specific gestures like edge swipes are not


in conflict with the functionality of your product. Use
margins wide enough to mitigate reduced reach and
accuracy due to phone shields and cases. Don’t use
chyrons on the web, and with caution on Android or
newer iOS devices.

Chapter 10: People Only Touch


What They See
People process what they see in different and complex
ways. Always multi-encode by adding text labels to all
icons, adding shape and color to interactive text where
appropriate, and so on.

Glare, unusual viewing angles, and other environmen-


tal factors (moisture, dirt, sweat) are universal. Icons
and graphics should communicate their purpose
master checklist Tips, Principles, and Best Practices 381

through shape and contrast more than color. Use the


highest possible contrast to make content readable as
widely as possible. Avoid outline icons and thin type
weights except in large sizes.

Notices, warnings, and any other important data


should be onscreen until dismissed by users. Avoid
transient, temporary, and intermittently visible items.

All interactions should attract the eye, afford action, be


readable, and inspire confidence they can be safely tapped.

Different devices are used at different distances from


the eye, so use the best type size for each device class.

Give interactive items familiar, recognizable forms, like


buttons, tabs, and form inputs.

Differentiate between interactive and static content


by bounding the actionable elements or placing them
within existing bound spaces already in the design,
such as defined rows, bars, boxes, or buttons.

Make interactions large enough and isolated from


other items to give users confidence in tapping without
adverse consequences, even in difficult environments.
382 Touch Design for Mobile Interfaces

Chapter 11: Designing by Zones


Employ a visual hierarchy to organize information: po-
sition, size, shape, contrast, color, form. Use type sizes
to communicate textual hierarchy.

Provide users with only the inputs and options they


can focus on.

Organize screen templates into three zones: primary


content or functionality in the middle; secondary
information or controls visible along the edges as
buttons or tabs; tertiary items hidden behind menus
in the corners. Don’t hide primary information, and if
navigation is a primary function, place it in the center
of the screen.
index 383

Index

3D Touch . . . . . . . . . 69 airplane mode . . . . . . 353

5G networks . . . . . . . 353 AliExpress . . . . . . . . . 283

4ourth Mobile . . . . . . 350 Android . . . . . . . . . . vii,


23-25, 29-31, 86-87, 162,
AAA standard . . . . . . 231 206, 208-210, 212, 218,
Aarogya Setu . . . . . . . 87 309, 346-347, 380
browsers . . . . 209
accelerometers . . . . . 57 Android OS . . 209

accessibility . . . . . . . 87, angular resolution . . . 109-


107-108, 188, 197, 227, 111, 232, 244, 262, 275, 366
230-231, 247, 251, 301,
307, 337, 349, 353 ANSI . . . . . . . . . . . . 74

accordions . . . . . . . . 293, Anthes, Gary . . . . . . . 369


303-307, 313, 317, 339 Apollo . . . . . . . . . . . vii, 39
acoustic wave . . . . . . 46-47 Apple . . . . . . . . . . . . vi, 86,
Adobe . . . . . . . . . . . 247 120, 127, 150, 186, 247, 352,
368
affordance . . . . . . . . 56, 3D Touch . . . . 69
156, 234, 241, 261 design guidelines
. . . . . . . . . 117
Agile manifesto . . . . . 356
Force Touch . . 69
air logic . . . . . . . . . . xii
384 Touch Design for Mobile Interfaces

audio notices . . . . . . . 217 cathode ray tube (CRT) 41

back button . . . . . . . . 130, Cave, George . . . . . . . 360


186, 212, 314-315, 319, 339
CE-mark . . . . . . . . . . 76
bell curve . . . . . . . . . 224
center-out preference . v, xiv,
bezel . . . . . . . . . . . . 45-46, 113, 115, 362, 378
212-214
centroid . . . . . . . . . . 66-67,
biomechanics . . . . . . 150 144, 155, 158, 213-214

blink cycle . . . . . . . . 257 Chasing the Rabbit . . . . 369

blinking . . . . . . . . . . 256- Chipchase, Jan . . . . . . 348


259, 262, 277
Chrome OS . . . . . . . . 31,
bounding . . . . . . . . . 187, 206
234, 242, 381
chromebook . . . . . . . 27, 31
Buick Riviera . . . . . . . 40
Chyrons . . . . . . . . . . 211-
Buxton, Bill . . . . . . . . 360 212, 305, 321, 323, 325-326,
340, 380
calibration . . . . . . . . 150
Chyron Corporation 211
candybar . . . . . . . . . 233
Cintiq . . . . . . . . . . . 147
capacitive devices . . . . 63
circular error of probability
captions . . . . . . . . . . 87, 178-179
198, 209, 217, 322, 380
ClickFix . . . . . . . . . . 201
carpometacarpal joint . 130
cognitive psychology . 221,
category carousels . . . 321, 374
335, 337, 340
index 385

color theory . . . . . . . 228- critical actions . . . . . . 144


230
CSS . . . . . . . . . . . . . 163,
color vision deficits 332
(color blindness) . . 198,
dark mode . . . . . . . . 256,
217, 252-254, 261, 363
367
compressed air . . . . . xii
design brief . . . . . . . . 343
contact patch . . . . . . . 65-69,
design for thumbs . . . 85
79, 143-145, 155, 158, 214,
351 design guidelines . . . . xvii,
117
Content Design . . . . . . 365
design hierarchy . . . . 274
content hierarchies . . . 271
“Designing for People Who
context . . . . . . . . . . .56,
Have Better Things to Do
94, 99, 106, 122, 166, 199,
with Their Lives” . . 365
294, 296-298, 305, 316, 321-
322, 325-326, 339-340, 378 Designing Mobile Interfaces
372
contrast . . . . . . . . . . xi,
87, 198-199, 217, 226, 228, design speed . . . . . . . 275,
230-233, 240, 251, 254-256, 278-279
258-259, 261-262, 268-269,
287, 367, 381-382 device
class distances
Conversational Design . 364 . . . . . . . . . 108
independent pixels
COVID-19 . . . . . . . . . 87,
. . . . . . . . . 108
357
lab . . . . . . . . 24-27, 371
cradle . . . . . . . . . . . 94, scaling . . . . . 247
132
386 Touch Design for Mobile Interfaces

dialogs . . . . . . . . . . . 191, eMag . . . . . . . . . . . . 286


294, 296, 304, 362
environmental conditions
digitizing stylus . . . . . 51 254, 379

disabled text . . . . . . . 239 Ethernet . . . . . . . . . . 353

distal finger joint . . . . 74, 79 ethnography . . . . . . . 348

divs . . . . . . . . . . . . . 332 European Economic Area 76

drawers . . . . . . . . . . 293, EU standards . . . . . . . 76


297-298, 302, 339
extension . . . . . . . . . 30,
drill-down . . . . . . . . . 320, 130-131, 227
338, 361
eye-tracking . . . . . . . 249,
Dropbox . . . . . . . . . . 328 252

Duck Hunt . . . . . . . . 41-42, Facebook . . . . . . . . . 28,


55 186, 280

e-commerce . . . . . . . 283, feature phone . . . . . . 28-29,


285-286, 299 118, 300

edges . . . . . . . . . . . . 128, finger size . . . . . . . . . 127,


137-140, 143, 170, 189, 205- 143, 163
206, 209-212, 215-216, 218,
Fitbit . . . . . . . . . . . . 57
235, 279, 288, 321, 324, 330,
348, 362, 378, 382 fixed OS elements . . . 210
eight principles of IA . . 358 flexion . . . . . . . . . . . 130-
131
eLearning Guild . . . . . 92,
102
index 387

Flickr . . . . . . . . . . . . 186, Global Navigation Satellite


193 179

floating controls . . . . 321 gloves . . . . . . . . . . . 54,


63, 254
floating headers . . . . . 305,
321, 324 Gmail . . . . . . . . . . . 191-
192, 281
fluidics . . . . . . . . . . xii
GNSS . . . . . . . . . . . . 179
Force Touch . . . . . . . 69
Google . . . . . . . . . . . 31,
form factor . . . . . . . . 86
127, 186, 191, 301, 368
foveal vision . . . . . . . 257, Maps . . . . . . 178
269, 275-277 News . . . . . . 330
Play Store . . . 335
F-pattern . . . . . . . . . 115-
117, 223, 320 gorilla arm . . . . . . . . 124

fragmentation . . . . . . 98 Goto, Kelly . . . . . . . . 349

gesture . . . . . . . . . . . 43, GPS . . . . . . . . . . . . . 22,


55-56, 134, 152, 165-168, 171- 28, 65, 178-179, 353-354
172, 201, 209, 214, 337, 340,
GPS Test . . . . . . . . . . 179
364
graying out . . . . . . . . 228,
gesture and scroll . . . . 165
239-241
glanceable . . . . . . . . 116,
grid-based . . . . . . . . . 77
227
guard conditions . . . . 191
glare . . . . . . . . . . . . 197-
198, 217, 226, 249, 251, 254,
261, 270, 352, 363, 380
388 Touch Design for Mobile Interfaces

guidelines . . . . . . . . . xvii, HTML . . . . . . . . . . . 163,


55, 73, 104, 117, 127, 139, 163, 272
189, 205, 231, 245, 247, 260, :active pseudo selector
346, 361, 371 . . . . . . . . . 163
element names
hamburger menu . . . . 299-
. . . . . . . . . 272
300
hub-and-spoke navigation
hand availability . . . . 203
313, 339
happy path . . . . . . . . 182
hue . . . . . . . . . . . . . 229-
haptics . . . . . . . . . . . 69, 231
158
human-computer interaction
Hawthorne effect . . . . 91 vii

HFES . . . . . . . . . . . . 74 human factors . . . . . . 79,


115, 197-198, 221, 374
hierarchy of design . . . 267,
291 hypermedia . . . . . . . . 291-
292, 313
high-density buttons . . 156
Hypertext Editing System 39
history of touch . . . . . xvii
I Ching . . . . . . . . . . . 301
Home Depot . . . . . . . 317
icons . . . . . . . . . . . . 40,
horizontal scrolling . . .171, 76, 98, 107-109, 121, 157, 159-
332-333 161, 185, 187-188, 215, 217,
223-225, 227, 231, 233-234,
HP-150 . . . . . . . . . . . 40, 46
236-239, 241, 246-247, 258-
261, 269, 275, 280, 300, 305,
311, 329, 331, 335-337, 366,
380-381
index 389

IMDb . . . . . . . . . . . 190 interactive methods . . 99,


104
Inadvertent Movement 201-
202 International Organization
for Standardization 76
index finger . . . . . . . 131,
164 Intertwingled: Information
Changes Everything . 359
“Inexact Design: Beyond
Fault-Tolerance” . . 369 inverted-comma sweep areas
133
information architecture
222, 267, 284, 344, iOS . . . . . . . . . . . . . 23, 25,
358-359, 363 29-30, 87, 206, 212, 218, 247,
271, 311, 325, 347, 380
Information Architecture: Blue-
prints for the Web . . 359 iPad . . . . . . . . . . . . . 30, 87,
125-126, 245, 352
Information Architecture for
the World Wide Web 358 iPhone . . . . . . . . . . . vi, vii,
25, 86-87, 94
information design . . . viii,
xvi, 182, 265-267, 284, 287, IR-beam . . . . . . . . . . 48, 78
291, 338, 359, 363-364
IR-beam sensors . . . . .46
infrared . . . . . . . . . . 45-46,
ISO 9241-410 . . . . . . . 75, 77,
77
79
installed base . . . . . . .ix, x,
keyboard . . . . . . . . . ix, 30-
xi, 24, 86, 88
31, 94, 101, 106-108, 187, 353
interaction design . . . viii,
Keyscan . . . . . . . . . . 42-44
222, 301
390 Touch Design for Mobile Interfaces

kinematic analysis . . . 183 lists . . . . . . . . . . . . . xvi,


136-137, 139, 166, 170-171,
kinesthetic . . . . . . . . 55-57,
174, 194, 236-237, 282-283,
64, 69
286-287, 297, 304, 306-307,
kinesthetic gesture . . . 55 321, 326, 328-329, 331, 339-
340, 345, 355, 362, 379
Kyocera . . . . . . . . . . 27
look and feel . . . . . . . 221-
labels . . . . . . . . . . . . 76, 222
105, 124, 156-157, 159-160,
164, 185, 188, 217, 227, 246, machine era . . . . . . . xii,
259, 261, 272, 285, 300, 308- 76, 155
312, 321, 337, 365-366, 380
machine vision . . . . . 48-50,
landscape-orientation . 126 57-58

latency . . . . . . . . . . . 319, Mahajan, Anuj . . . . . . 356


353
market share . . . . . . . 25, 88
LEDs . . . . . . . . . . . . 81,
matrix scan . . . . . . . . 43
257
McDonald’s . . . . . . . . 370
liftoff . . . . . . . . . . . . 147-
148, 150, 153-155, 177 Measuring the User Experience:
Collecting, Analyzing, and
lightbox . . . . . . . . . . 295-
Presenting Usability
296
Metrics . . . . . . . . 372
linking . . . . . . . . . . . 236,
Microsoft . . . . . . . . . 48, 57,
317
120-121, 147, 353

Microsoft Kinect . . . . 57
index 391

MITRE Corporation . . 38 Nielsen Norman Group


116-117, 163, 365
“Mobile Apps: Native, Hybrid,
and WebViews” . . . 352 Nintendo . . . . . . . . . 41, 57

mobile overview report Nintendo Wii . . . . . . 57


(MOVR) . . . . . . . . 346
Nokia . . . . . . . . . . . 25,
mobile Safari . . . . . . . 206- 121, 348
207
non-centered cluster . . 166
mobile Safari toolbar . . 206
objectives and key results
mouse down . . . . . . . 151- (OKRs) . . . . . . . . 356
152
OKRs . . . . . . . . . . . . 356
mouse up . . . . . . . . . 151-
OLX . . . . . . . . . . . . 284-
152
285
multi-encoding . . . . . 223,
OnLine eXchange . . . . 285
225, 227, 252, 307, 333
optical systems . . . . . 48,
multitouch . . . . . . . . 46,
148
50, 52, 67-69, 144, 351
OS-Controlled Edges . . 211
NASA . . . . . . . . . . . . vii
Our World In Data . . . 324,
negative polarity design
346
256
overscroll . . . . . . . . . 137
Nelson, Ted . . . . . . . . 292,
312 page edges . . . . . . . . 209
Netflix . . . . . . . . . . . 327- parallax . . . . . . . . . . 67,
328, 335 147-150, 154, 177, 352
392 Touch Design for Mobile Interfaces

parallax compensation 67 PixelSense . . . . . . . . 48

partial-selection checkbox Pop-ups . . . . . . . . . . 293-


. . . . . . . . . . . . . 306 298, 338

Shank, Patti . . . . . . . . 92 portrait . . . . . . . . . . 105,


112, 361, 377
PBS Kids . . . . . . . . . . 209-
210 position . . . . . . . . . . 47-48,
50, 52, 78, 80-81, 96, 98, 121,
PC vi, xi, 21, 24, 26-27, 31-33,
123, 133, 146, 148, 150-152,
39-40, 82
174, 177, 183, 199, 233, 254,
PDA . . . . . . . . . . . . . vi, 260, 262, 268, 287, 309, 321,
26-27 323, 367, 373, 379, 382

personal computer . . . vi, xi, PostScript point . . . . . 247


21, 31, 81
PowerPoint . . . . . . . . 280,
personas . . . . . . . . . . 349 354, 371

Morville, Peter . . . . . . 358 pressure sensor . . . . . 50

Photos app . . . . . . . . 325 primary . . . . . . . . . . 22, 57,


93, 137, 147, 238, 279, 288,
Photoshop . . . . . . . . 344 299, 308, 331, 382

pinch-to-zoom . . . . . . 68 Progressive Disclosure v, xvi,


289, 291, 340, 360-361, 363
pixel . . . . . . . . . . . . 67, 78,
105, 147, 214, 247, 254, 271 projected capacitance . 62
scaling . . . . . 127
R95 . . . . . . . . . . . . . 179
pixels . . . . . . . . . . . . 108,
127, 246-247, 256, 275 receivers . . . . . . . . . . 28,
46-47
index 393

reflectors . . . . . . . . . 46 scrolling . . . . . . . . . . xv,


100, 119, 132, 135, 165-168,
remote testing . . . . . . 374
170-172, 174, 211, 260, 283,
resilience design . . . . 186- 286, 293, 297, 302-303, 306,
187 316-322, 325, 329, 332-333,
336-337, 339, 379
resistive . . . . . . . . . . 51-55 content . . . . . 170
gestures . . . . 165, 167
resistive touch . . . . . . 51-55
search . . . . . . . . . . . 122,
responsive tables . . . . 333
138, 280-281, 284, 307, 323
right-to-left languages . 172,
secondary . . . . . . . . . 138,
378
140, 259, 279, 288, 382
Jacobson, Robert . . . . 359
Semi-Automatic Ground
rods . . . . . . . . . . . . . 275- Environment . . . . 37
276
sense-making . . . . . . 266,
Rosenfeld, Louis . . . . . 358 359

SAE . . . . . . . . . . . . . 76, 80 SEO . . . . . . . . . . . . . 307

SAGE . . . . . . . . . . . . 37-39 Sesto, Mary . . . . . . . . 74

Samsung Galaxy Note . 50, 53 shape . . . . . . . . . . . . 25,


116, 144, 161, 217, 226, 233,
Sarah Richards . . . . . 365 237, 240-241, 252, 261, 268-
Saturation . . . . . . . . 229 269, 287, 367, 380-382

saw . . . . . . . . . . . . . xvii, Simon Personal


47, 86, 135 Communicator . . . vi

Scientia Mobile . . . . . 346 Six Sigma . . . . . . . . . 355


394 Touch Design for Mobile Interfaces

Sketching User Experiences: surface acoustic wave . 46-47


Getting the Design Right
and the Right Design surface capacitance . . . 61
. . . . . . . . . . . . . 360 Table headers . . . . . . 325
skeuomorphism . . . . . 310 tables . . . . . . . . . . . . 109,
Skype . . . . . . . . . . . 323 170-171, 225, 321, 324, 331-
333, 340, 362, 379
Slack . . . . . . . . . . . . 280
tablet . . . . . . . . . . . . vii, x,
“sled” camera . . . . . . . 118 26, 30-32, 51-52, 82, 94-95,
97, 101, 106, 109-110, 126,
slider . . . . . . . . . . . . 29,
147, 165, 180, 232, 351
335
tabs . . . . . . . . . . . . . xvi,
small targets . . . . . . . 144
128, 140, 241, 262, 279, 287-
smartphone . . . . . . . vi, vii, 288, 293, 306-313, 316-317,
x, xvii, 23-26, 29, 40, 53, 81, 322, 329, 339, 366, 381-382
87, 97, 347, 350-351
tab-shaped tabs . . . . . 241,
SMS . . . . . . . . . . . . 28, 310
266, 280
tabular data . . . . . . . . 332-
Spolsky, Joel . . . . . . . 365 333

Strategic Writing for UX tappable area . . . . . . . 163-


(2019) . . . . . . . . . 366 164, 180

Strava . . . . . . . . . . . 354 target . . . . . . . . . . . . 26, 38,


115, 121, 124, 127, 150, 154,
stylus . . . . . . . . . . . . vi, vii, 159, 164, 174, 181, 183, 188-
26, 50-51, 53-55 189, 191, 193-194, 238, 258,
303, 306, 324, 362, 373
submit button . . . . . . 137,
240
index 395

temporary disability . . 197, thumb-sweep . . . . . . 128-


253 129, 132, 134, 143, 171

tertiary . . . . . . . . . . . 279, thumb-sweep chart . . . 128


288, 300, 382
thumb zone . . . . . . . .128-
The Billion Dollar App . . 356 129

The Complete Manual timing data . . . . . . . . 127


of Typography . . . . 366
tooltips . . . . . . . . . . 107,
the happy path . . . . . . 182 365

“The Machine that Changed touch accuracy . . . . . v, xiv,


the World” . . . . . . 350 79, 113, 115, 118, 120, 122-127,
135, 139-140, 143, 145-146,
“The Power of Progressive
154, 157, 177, 179, 183, 188,
Disclosure” . . . . . . 360
193, 201, 204, 211, 259, 362,
The Smartphone: Anatomy of 378
an Industry . . . . . 350
Touch Accuracy by Zone
The Universal . . . . . . 360 (infographic) . . . . . 125

“The UX of LEGO Interface touch accuracy guides . 120


Panels” . . . . . . . . 360
touch-friendly icons . . 107
Thinking With Type . . . 366
touch surface . . . . . . 149
three zones . . . . . . . . 279-
touch target sizes . . . . 115,
281, 288, 382
154, 324
thumb . . . . . . . . . . . 93-94,
Touch Templates . . . . 373
100, 105, 110, 127-132, 134,
144-145, 159-160, 164, 184, Toyota . . . . . . . . . . . 350
204, 276
396 Touch Design for Mobile Interfaces

trackpad . . . . . . . . . . 22, 61, UK Government Digital


107, 151, 352 Service . . . . . . . . 365

transient notices . . . . 217 undo send . . . . . . . . . 192

transmitters . . . . . . . 46-47 Units and Conversions


(table) . . . . . . . . . 247-
trapped space . . . . . . 234
248
travel demand
universal design . . . . . 197
modeling . . . . . . . 73
The Universal Principles of
Twitter . . . . . . . . . . . 90,
Design . . . . . . . . . 360
159-164, 188-189, 192, 238,
280 University of Wisconsin-
Madison . . . . . . . 74
Twitter icons . . . . . . . 161
unusual contexts . . . . 205
two-axis scrolling . . . . 171-
172 US Air Force . . . . . . . 37, 46,
198
type . . . . . . . . . . . . . 22, 32,
91, 97, 99, 101, 104, 106-109, UserTesting . . . . . . . 374
121, 134, 167, 199, 223, 233,
UserZoom . . . . . . . . 374
238, 244-251, 258, 260-262,
266, 269-271, 274-275, 287, UX Magazine . . . . . . 348
292, 301, 329, 347, 364, 366,
368, 373, 381-382 UXmatters magazine . 92

typographer’s point . . . 247 value . . . . . . . . . . . . 120,


163, 178, 215, 229-230, 268-
UI design . . . . . . . . . 182, 269, 325, 330, 338
221, 358
vibratory response . . . 158
index 397

viewport . . . . . . . . . . 139, WIMP . . . . . . . . . . . 40, 81


206, 211, 215, 286, 297-298,
Windows . . . . . . . . . xii,
306, 313, 318, 321-322, 324,
24-25, 31-32, 40, 82, 304-305
336-337, 339
Windows minimize control
visible-on-click . . . . . 162
305
visual hierarchy . . . . . 267,
Windows tree view . . . 304
287, 382
Wodtke, Christina . . . 356,
voltage drain . . . . . . . 67
359
von Neumann, John . . 186
Wroblewski, Luke . . . 300
W3C . . . . . . . . . . . . 76-77
wrist . . . . . . . . . . . . 130
Wacom . . . . . . . . . . 50,
WURFL device detection
147
repository . . . . . . 346
Wayfair . . . . . . . . . . 285-
Yijing . . . . . . . . . . . 301
286
YouTube . . . . . . . . . . 185,
wayfinding . . . . . . . . 284-
280, 282, 350
285, 296

Web Content Accessibility


Guidelines (WCAG)
. . . . . . . . . . . . . 231,
254-255

Weber, Jessica . . . . . . 348

whole-row indicators . 165


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