Designing for Touch

Mobile devices are by far the most owned and used connected computing devices in the world. Everyone has a mobile phone, and over half have a touchscreen smartphone.

Over 60% of PCs have touch, and most are convertible tablets. 1 in 4 computers sold run Chrome, an offshoot of Android.

The "normal computer" is now portable and touch first.

We’re past mobile-first, and you should be designing for touch mostly, from interaction, to connectivity, to accounting for glanceability and distraction.

touch885-2.jpg

Learn All About Designing for Touch

400 Page Book

Touch Design for Mobile Interfaces published by the Smashing Magazine people in January 2022. Everything you should ever need to know, with references to prove it and find more for yourself.

Buy from Smashing

30 Minute Video

A presentation summarizing the key history, technology, and data, wrapped up with the most important things to keep in mind about how to design for touch first. Presented at Geekle UI/UX Summit ‘22.

Jump straight to my talk near the end of the day.


Touch Target Positions, and Sizes

If you are in too much of a hurry, and just came here because you heard I had the real word on touch target sizes, you can find that without further effort.

The simplest way I can say it is people view and touch the center of the screen the most, the fastest, and the most accurately. Not the bottom, not some thumb-sweep zone. The center. The green blob here is actual touch accuracy data. Summarized:

7 mm at the center

9 mm along the edges

12 mm in the corners.



People Hold in Many Ways

You have probably seen that Green/Yellow/Red “thumb zone” chart, maybe even the version I drew over ten years ago as it’s very pretty. But it is wrong.

People don’t carry their phone with one hand, only touch it with their thumb, which somehow stretches?

Instead, we know — from a huge pile of research with millions of captured touches on many devices and contexts — that people shift their grip a lot, between many methods. They change constantly, with no one user strongly preferring one alone, no matter what they think they do.

A little under half of all touches are with one hand. Many other thumb touches are with another hand supporting the phone. Many users hold with one hand, and touch with a finger on the opposite hand. And sometimes, people use both thumbs at the same time.


Type Sizes for Every Device

As devices get larger, such as moving from phone to phablet to tablet, they are used less and less held in the hand. Distance from the eye can therefore be surmised based on device class.

Understanding angular resolution we find that mobile can have smaller type sizes than desktops because they are held closer to they eye. Tablets are used so much on surfaces, we have to treat them like PCs, as far as readability goes.

From that we can calculate basic readable text sizes.

I have a whole table of these suggested sizes — and conversion charts to use it all — in the book, or in this entire, regularly updated report Type Sizes for Every Device.


10 Points to Remember When Designing for Touch

But to design for touch really well, you need to understand these 10 user behaviors, and the accompanying guidelines, to make your designs work for touch and people in the real world:

Older Articles, Videos, and References

I’ve been writing and speaking on mobile and touch design for over a decade now so I have written a whole lot on design for touch.

I also believe in never deleting anything actually dangerous from the web, so here’s everything older I’ve written as well:

For a somewhat shorter version of the whole touch overview in writing, in 2017 I consolidated everything that I knew for sure about how people touch, and how to design for touchscreens.

It necessarily skips some bits, but nothing in there is inaccurate even with the few years of distance.


Prefer video instead? I have presented it many times. Try one of these:

UI/UX Global Summit '22, 1, 2, 3: Rules for Better Mobile Touchscreen Design from Geekle on YouTube.

Need to prove the point in a presentation at work, see my 15 minute SXSW15 Powerpoint or ask me if you need newer references suitable for presentationware. I’ll happily share the deck above or other stuff that I may have to help.

Some additional articles that informed this, and presentations covering all the content above:


Since my understanding has evolved over time, the older articles and research reports are not always complete. Some people quoting only the older research are therefore not getting the right conclusions. For completeness, here’s my old articles and reports.

 
ReportsSteven Hoober