Join Brian Thurston Bralczyk for an in-depth discussion in this video Designing for touch: Fingers and thumbs, part of Foundations of UX: Multidevice Design.
…More touchscreen devices are released everyday.…And if we're planning a product that will be released on multiple platforms,…that means we need to start designing for fingers and even more importantly, thumbs.…So, how do we do that?…On a basic level, it means resizing and respacing interactive elements to…allow fingers and thumbs to accurately hit the targets.…Back when we were only designing for desktop with a mouse,…we could create a list of links that was set fairly close together.…
A lot of space wasn't needed because the cursor could move…accurately between the links.…We could also include fairly small buttons and menus because again,…the mouse had no trouble getting in there and clicking on them.…A mouse cursor is what's considered a fine input, meaning it can easily point to and…click on smaller target areas.…Let's contrast that with a touch input.…A finger, or…thumb, is not nearly as accurate at targeting a discrete point on a screen.…And because of that, we consider them to be coarse inputs.…
In order for a user to easily activate elements on a touch screen,…
AuthorBrian Thurston Bralczyk
- What is multidevice design?
- Creating responsive web apps vs. native apps
- Deciding which screen sizes to support
- Delivering content across devices
- Personalizing content
- Designing for touch
- Using animation on touch devices
- Planning your user flow across devices
Skill Level Beginner
1. Planning Your Multidevice Project
2. Flexible Content Strategy
What is content strategy?1m 58s
3. Designing for Touch
4. Designing a True Multidevice Experience
Next steps1m 9s
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