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Designing for Touch and Small Screens Print

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Physical interaction.

WHAT DIFFERS

A finger is imprecise and obscures what it touches There is no hover state Screen space is limited One hand is frequently in use

WHAT THAT REQUIRES

Targets large enough to hit reliably Spacing so a near miss does not trigger something else No functionality depending on hover Primary actions within thumb reach

WHERE THE THUMB REACHES

The lower and middle portion of the screen.

WHAT THAT MEANS

Important controls low and central, not in top corners.

WHAT TO DO ABOUT HOVER-DEPENDENT FUNCTIONALITY

Provide an equivalent that works on touch.

WHY

Hover simply does not exist on most devices.

WHAT TO BE CAREFUL WITH

Fixed elements consuming screen space Elements appearing behind on-screen keyboards Horizontal scrolling introduced accidentally

WHAT CAUSES THAT LAST ONE

Usually one element with a fixed width exceeding the viewport.

WHAT TO PROVIDE

Feedback on touch, so a tap is confirmed.

WHAT TO TEST

Using the interface one-handed, on a real device.


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