Fingers, Thumbs and PeopleDesigning for the way your users really holdand touch their phones and tablets презентация

Содержание

We are outnumbered.

Слайд 1Fingers, 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.


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Слайд 2We are outnumbered.


Слайд 3Many more mobiles
than computers.


Слайд 480% growth in use in 2013.


Слайд 5Users prefer mobile.


Слайд 6Design for mobile.


Слайд 8What we used to know:
What we used to know:
44 px


Слайд 9But now we know for real.


Слайд 111,333
19
120,626,225
651
31


Слайд 12Touch is not about
Finger size
Thumb reach
No-go corners
Pinpoint accuracy
iPhones only


Слайд 13Where do I start?


Слайд 14


10 design guidelines for fingers,
touch and people


Слайд 151. Your users are not like you.


Слайд 201.
Design for every user.
Accept that users change.
Plan for every

device.

Your users are not like you.


Слайд 242.
Place key actions in the middle.
Secondary actions along the top

and bottom.

Users prefer to touch the center of the screen.


Слайд 283.
Place key content in the middle.
Allow users to scroll content

to comfortable viewing positions.

Users prefer to view the center of the screen.


Слайд 34Add test app, short scroll, to the back.


Слайд 35Add test app, long scroll, to the back.


Слайд 374.
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.


Слайд 4062%
24%
9%


Слайд 44(3438)(l)
d
=
V


Слайд 465.
Support all input types.
Predict use by device class.
Account for distance

by adjusting sizes.

Different devices are used in different ways.


Слайд 50
CEP R95


Слайд 536.
Make touch targets as large as possible.
Tap entire containers.
Design in

lists and large boxes.

Touch is imprecise.


Слайд 57See old slideshow. This used to have more animation, but why?



Слайд 62Design by zones.
Don’t force edge selection.
Very large spacing along the top

and bottom.

Touch is inconsistent.

7.


Слайд 668.
Attract the eye.
Afford action.
Be readable.
Inspire confidence.
People only click what they

see.

Слайд 699.
Provide room for edge taps and off-screen gestures.
Don’t forget cases

and bezels.

Слайд 7810.
Paper is your friend.
Test and demonstrate on real devices.
Pixels are

a lie. Plan accordingly.

Work at human scales.


Слайд 79Steven Hoober
steven@4ourth.com
+1 816 210 0455
@shoobe01
shoobe01:
www.4ourth.com


Слайд 814ourth.com/tppt
4ourth.com/tvid


Слайд 82Read more on design for touch, mobile and people:

4ourth.com/wrtg


Слайд 83Appendix:

Touch technology, additonal data, and other stuff


Слайд 8426%
Orientation: 60% Landscape, 40% portrait, but… which device did you mean?
84%

touch with the right hand.
Age, sex, region? No perceptible changes but…

Слайд 90Capacitive Touch Screen


Слайд 91Proximity
Accelerometer
Gryosensor
Light color
Gesture
Cover sensor
Light level
Capacitive Touch Screen


Слайд 93Programming Touch Events


Слайд 95Contact 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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