Three simple rules of good touch design

Amarjeet Sonkar
UX Collective
Published in
4 min readJan 28, 2019

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Design for touch is a lot different from designing just for the digital interfaces. Touch literally puts pieces of information on the fingertip to manipulate it. Here are few guidelines to design for Touch. These guidelines are universal and for the cross-platform touch devices whether it’s mobile, tablet or laptop.

1. Understand The Ergonomics Of Software Design

Designing for the touch is a combination of Digital design and Industrial design. Touch literally puts information in the user’s hand.

  • Treat information as a physical object
  • Affordance in UI elements
  • Avoid reverse engineering, mapping your mouse pointer friendly UI to touch events
  • The content above the controls, always wherever it’s possible!
  • Prioritize by the frequency of usage and location
  • Understand the touch interaction zones (Thumb and Index finger Interactions)

Examples:

  • Bell Industrial design research on phone dial layout to understand which one feels better ergonomically.
Source: https://alistapart.com/article/how-we-hold-our-gadgets
Source: https://alistapart.com/article/how-we-hold-our-gadgets
  • Thumb zone
Source: https://alistapart.com/article/how-we-hold-our-gadgets
  • Index finger Vs Thumb
Source: https://alistapart.com/article/how-we-hold-our-gadgets
  • Content above controls
Source: Google Images

2. Quality Taps Vs Garbage Taps

Every tap on a touch device is a physical movement and requires user efforts to perform the action. Quality of tap is more important than quantity of taps.

  • Interaction speed (faster finger) is equally important as the performance of software, it brings reality.
  • Optional gesture for button interactions
  • Button add complexity, less is better! (Buttons take effort, add complexity, and insert an abstract layer between you and the content.)
  • Honour OS navigation standards
  • A tap interaction can be proxy to hover

Examples:

  • Alternate gesture to buttons
iOS Mail App ( swipe to access hard to reach the top left button contents)
  • UI layout should be surgical setup, interfaces that quietly watch (and react to) how people use them
Image source: Google

3. Let the real world be your guide and digital world opportunity

The touch interface is an opportunity to enhance the real world experience.

  • Create an illusion that there is no illusion
  • Should act natural, not only look natural
  • Show! don’t tell! (Direct Manipulation)

Example:

  • In the real world, a book doesn’t need how to manual
  • Digital opportunity
In a physical book, you don't expect to open the scrolls, but on a digital touch device you expect it to open and reveal more contents
  • Show how to do it
Clear apps how to onboarding

There is no standard guideline for designing for touch, but there are a lot of good design principles for designing physical and digital products. Touch enables the digital product to feel like real physical products and it’s designers responsibility to create an experience of digital products which feels like using any other physical product in the real world, “it should not only look natural but it should act like natural while using it”. And don’t forget digital space is an opportunity to enhance the experience of the physical world.

Recommended books:

Brave NUI World: Designing Natural User Interfaces for Touch and Gesture by Daniel Wigdor
Designing for Touch

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