Fingers, Thumbs & People: Designing for the way your users really hold and touch their phones and tablets
 Fingers, Thumbs & People: Designing for the way your users really hold  and touch their phones and tablets  from Steven Hoober 
Transcript
- 1. 1 Fingers, Thumbs and People Designing for the way your users really hold and touch their phones and tablets @shoobe01 #UXPA2014
 - 2. 2 We are outnumbered.
 - 3. 3 Many more mobiles than computers.
 - 4. 4 80% growth in use in 2013.
 - 5. 5 Users prefer mobile.
 - 6. 6 Design for mobile.
 - 7. 7
 - 8. 8 What we used to know:What we used to know: 44 px
 - 9. 9 But now we know for real.
 - 10. 10
 - 11. 11 1,333 19 120,626,225 651 31
 - 12. 12 Touch is not about • Finger size • Thumb reach • No-go corners • Pinpoint accuracy • iPhones only
 - 13. 13 Where do I start?
 - 14. 14 10 design guidelines for fingers, touch and people
 - 15. 15 1.Your users are not like you.
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 - 17. 171717
 - 18. 18
 - 19. 19 49% 26% 10%36%
 - 20. 20 1. • Design for every user. • Accept that users change. • Plan for every device. Your users are not like you.
 - 21. 21 2.Users prefer to touch the center of the screen.
 - 22. 22
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 - 24. 24 2. • Place key actions in the middle. • Secondary actions along the top and bottom. Users prefer to touch the center of the screen.
 - 25. 25 3.Users prefer to view the center of the screen.
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 - 27. 2727
 - 28. 28 3. • Place key content in the middle. • Allow users to scroll content to comfortable viewing positions. Users prefer to view the center of the screen.
 - 29. 29 4.Fingers get in the way.
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 - 31. 3131
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 - 37. 37 4. • Make room for fingers around targets. • Put your content or functions where they won’t be covered. • Leave room for gesture and scroll. Fingers get in the way.
 - 38. 38 5.Different devices are used in different ways.
 - 39. 393939
 - 40. 404040 62% 24% 9%
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 - 44. 44 (3438)(l )d =V
 - 45. 45 2.5” 3.5” 5” 7-10” In Stand 4 pt 6 pt 7 pt 8 pt 10 pt
 - 46. 46 5. • Support all input types. • Predict use by device class. • Account for distance by adjusting sizes. Different devices are used in different ways.
 - 47. 47 6.Touch is imprecise.
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 - 49. 49
 - 50. 50 CEP R95 50
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 - 53. 53 6. • Make touch targets as large as possible. • Tap entire containers. • Design in lists and large boxes. Touch is imprecise.
 - 54. 54 7. Touch is inconsistent.
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 - 60. 60 8 mm
 - 61. 61 11 mm
 - 62. 62 • Design by zones. • Don’t force edge selection. • Very large spacing along the top and bottom. Touch is inconsistent.7.
 - 63. 63 8.People only click what they see.
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 - 66. 66 8. • Attract the eye. • Afford action. • Be readable. • Inspire confidence. People only click what they see.
 - 67. 67 9.Don’t forget cases and bezels.
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 - 69. 69 9. • Provide room for edge taps and off- screen gestures. Don’t forget cases and bezels.
 - 70. 70 10. Work at human scales.
 - 71. 7171
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 - 73. 7373
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 - 76. 76 XHDPI: 320ppi XXHDPI: 480ppi MDPI: 160ppi Really: 267ppi Really: 445ppi Really: 180ppi 83% 92% 112%
 - 77. 77
 - 78. 78 10. • Paper is your friend. • Test and demonstrate on real devices. • Pixels are a lie. Plan accordingly. Work at human scales.
 - 79. 79 Steven Hoober steven@4ourth.com +1 816 210 0455 @shoobe01 shoobe01: www.4ourth.com
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 - 81. 81 4ourth.com/tppt 4ourth.com/tvid
 - 82. 82 Read more on design for touch, mobile and people: 4ourth.com/wrtg
 - 83. 83 Appendix: Touch technology, additonal data, and other stuff
 - 84. 84 • Orientation: 60% Landscape, 40% portrait, but… which device did you mean? • 84% touch with the right hand. • Age, sex, region? No perceptible changes but…
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 - 88. 8888
 - 89. 89
 - 90. 90 Capacitive Touch Screen
 - 91. 91 Proximity Accelerometer Gryosensor Light color Gesture Cover sensor Light level Capacitive Touch Screen
 - 92. 92
 - 93. 93 Programming Touch Events
 - 94. 9494
 - 95. 95 Contact me for consulting, design, to follow up on this deck, or just to talk: Steven Hoober steven@4ourth.com +1 816 210 0455 @shoobe01 shoobe01 on: www.4ourth.com