Migrate confusing Win32 apps with tiny controls to touch-first #mobile apps with large fonts and UI elements while including gesture support and proper spacing.
The advent of a mouse connected to every computer gave users a pixel-precision pointing device. Coupled with ever-growing computer monitors and higher resolution screens, UI elements got smaller and smaller. This wasn’t a problem until mobile devices with their small screens became popular. The developers that crammed lots of small buttons and data grids on big PC screens brought those bad UI habits to mobile.
At first, these new mobile developers got away with it because personal digital assistants (PDAs) like the Palm, Handspring, Zaurus and Pocket PC used a stylus with plastic, resistive touch screens. Until the touchable iPhone was released in 2007, many smartphones used a stylus as a replacement for the mouse’s precision pointing. This facilitated tiny, touchable UI elements that were hard to see.
When developing today’s mobile apps (native + web), touchable UI elements like buttons must be finger-friendly and at least 44 x 44 pixels in size. To prevent the “fat-finger” problem, they must also be at least 20 pixels apart from each other. This will vary based on screen size and pixel density. Implementing responsive design principles is also a must. UI elements must scale smoothly to different smartphone and tablet screen sizes and support gestures like swiping. They must also reorient themselves when a device shifts between portrait and landscape and implement “hamburger” menus to conserve screen space.
Improve user productivity by creating touchable apps that are easy to use to get employees up and running while reducing training requirements and expenses. What is your organization doing to improve app productivity?
Learn how to digitally transform your company in my newest book, “Mobile Strategies for Business: 50 Actionable Insights to Digitally Transform your Business.”
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