partial recall

a blog of ideas, links, and musings.

Links for 2015-03-17

  • Touch Target Sizes [LukeW – May 03, 2010] @lukew – People interact with touch-based user interfaces with their fingers. So user interface controls have to be big enough to capture fingertip actions without frustrating users with erroneous actions and tiny targets. Ok, so how big?
  • Touch Gesture Reference Guide [LukeW – Apr 19, 2010] @lukew – The guide contains: 1) an overview of the core gestures used for most touch commands 2) how to utilize these gestures to support major user actions 3) visual representations of each gesture to use in design documentation and deliverables 4) an outline of how popular software platforms support core touch gestures (below).
  • Pop-ups and Adaptive Help Get A Refresh [NNG – Mar 15, 2015] – Presenting adaptive help in a small overlay can make it faster to find answers to simple questions, but the tradeoffs of obscuring the page and failing to predict user needs may not be worthwhile.
  • “Delightful” Interaction Design Needs To Die [Co.Design – Mar 11, 2015] – o break down my little email-app parable, here’s why I think delight is overrated in interaction design: It’s superficial. These little delight-delivery mechanisms, like Inbox’s mitosis-izing “reply all” icon, are like the wrapping paper on a Christmas present. They’re there to make an ingratiating first impression when firing up the app you’ve just downloaded. Once you’ve experienced that initial moment – which, sure, might be delightful – it’s done. It’s unsustainable. If you opened the same Christmas presents every morning, Christmas presents would become utterly un-delightful. Delight necessarily includes an element of surprise. Unless your users are infants and your app plays peek-a-boo, happily surprising someone in the same way over and over again is impossible. It’s not up to you. This is the big one. If I imagine teams of interaction designers all scheming about how to repeatedly extract a positive emotion out of me, I get queasy. Delight is a fleeting, idiosyncratic, irreducibly personal experience. Trying to mass-produce it and inject it into interactions is like forcing waiters to wear 37 pieces of flair on their uniforms.