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Designing for Touch Print

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Physical interaction.

WHAT A FINGER IS

Imprecise, and it obscures what it touches.

WHAT THAT REQUIRES

Targets large enough to hit reliably Spacing so a near miss does not trigger something else Feedback confirming the touch registered

WHAT SIZE TO USE

The platform's recommended minimum, at least.

WHY

Below it, error rates rise sharply.

WHAT TO CONSIDER ABOUT REACH

Where the thumb comfortably reaches on a phone held in one hand.

WHERE THAT IS

The lower and middle portion of the screen.

WHAT THAT MEANS

Primary actions low and central, not in top corners.

WHAT DOES NOT EXIST ON TOUCH

Hover.

WHAT THAT RULES OUT

Anything revealed only on hover.

WHAT GESTURES TO USE

Those the platform already uses, so they are familiar.

WHAT TO AVOID

Custom gestures with no visible affordance Gestures conflicting with system ones Long press as the only route to an action

WHAT TO ALWAYS PROVIDE

A visible alternative to any gesture.

WHY

Undiscoverable gestures are undiscovered.

WHAT TO TEST

One-handed, on a real device, outdoors.


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