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@shoobe01

#mLearnCon

Design for Fingers,


Touch and People
How people really hold and touch their
mobile devices
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We are outnumbered.

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More mobiles than computers.

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80% growth 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:


44 px

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But now we know for real.

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1,333
19
120,626,225
651
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Touch is not about

Finger size

Reach

No-go corners

Pinpoint accuracy

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#ConveyUX

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24%

62%
9%

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V=

(3438)(l)
d

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6 pt

8 pt

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Make your targets work.

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Attract the eye


Afford action
Readable
The right size
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Touch

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CEP R95

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Avoid the edges.

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Design by zones.

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Fingers
get in the way.

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Dont obscure your


information or functions.

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Work at scale.

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Check at scale.

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10 design guidelines for fingers,


touch and people

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1 Your users are not like you.


26%

36%

10%

49%
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2 Move content and


controls toward
the middle.

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4 Dont obscure
information

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3 Make room
for scrolling.

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5 Account for distance by adjusting size.


In Stand
10
75
pt

8 pt
7-10

pt

6 pt
3.5
2.5
4 pt

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6 Whole rows, larger


touch targets.

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6 Whole rows, larger


touch targets.

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7 Design
by zones.

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8 Make taps affordable.

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9 Respect edges
and bezels

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10 Design, test and


demo at scale.

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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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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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Gesture

Proximity

Light level
Light color

Cover sensor

Capacitive Touch
Screen
Gryosensor
Accelerometer
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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:

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www.4ourth.com

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