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Fingers, Thumbs and People Designing for the way your users really hold and touch their phones and tablets

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Fingers, Thumbs and People Designing for the way your users really hold and touch their phones and tablets @shoobe01 #UXPA2014 29 MINUTES To read entire deck word for word. TIMING/VIDEO Remove auto-advancing after creating a video version: Workaround: In the menu bar: “Slide Show” > “Set Up Show…” In the “Advance slides” section select “Manually” Clear the timings completely: Select all the slides Right click a slide > “Slide Transition…” In the “Advance slide” section uncheck “Automatically after” Don’t forget user videos to add more proof???


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We are outnumbered.


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Many more mobiles than computers.


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80% growth in use in 2013.


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Users prefer mobile.


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Design for mobile.


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What we used to know: What we used to know: 44 px


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But now we know for real.


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1,333 19 120,626,225 651 31


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Touch is not about Finger size Thumb reach No-go corners Pinpoint accuracy iPhones only


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Where do I start?


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10 design guidelines for fingers, touch and people


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1. Your users are not like you.


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17


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49% 36%


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1. Design for every user. Accept that users change. Plan for every device. Your users are not like you.


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2. Place key actions in the middle. Secondary actions along the top and bottom. Users prefer to touch the center of the screen.


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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.


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Add test app, short scroll, to the back.


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Add test app, long scroll, to the back.


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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.


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40 62% 24% 9%


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(3438)(l) d = V


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5. Support all input types. Predict use by device class. Account for distance by adjusting sizes. Different devices are used in different ways.


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CEP R95


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6. Make touch targets as large as possible. Tap entire containers. Design in lists and large boxes. Touch is imprecise.


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See old slideshow. This used to have more animation, but why?


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8 mm


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11 mm


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Design by zones. Don’t force edge selection. Very large spacing along the top and bottom. Touch is inconsistent. 7.


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8. Attract the eye. Afford action. Be readable. Inspire confidence. People only click what they see.


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9. Provide room for edge taps and off-screen gestures. Don’t forget cases and bezels.


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10. Paper is your friend. Test and demonstrate on real devices. Pixels are a lie. Plan accordingly. Work at human scales.


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Steven Hoober steven@4ourth.com +1 816 210 0455 @shoobe01 shoobe01: www.4ourth.com


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4ourth.com/tppt 4ourth.com/tvid


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Read more on design for touch, mobile and people: 4ourth.com/wrtg


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Appendix: Touch technology, additonal data, and other stuff


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26% 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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Capacitive Touch Screen


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Proximity Accelerometer Gryosensor Light color Gesture Cover sensor Light level Capacitive Touch Screen


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Programming Touch Events


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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 @shoobe01 #UXPA2014


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