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Nobody designs for small iPhone devices anymore

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Re: Nobody designs for small iPhone devices anymore

#152
The same problem exists on Android. I chose one size larger system font because I like to be able to read the screen with my glasses off and safely read the screen while I am driving.

The result is UI regularly covered by the keyboard. Text clipping and text overflows. The tiny map problem mentioned in the article.

As much as I want a smaller phone I fear that it would be unusable with the default UI and certainly if I chose to use increased text size.

Re: Nobody designs for small iPhone devices anymore

#153
post #6

Really surprised this isn't caught in the App Store review process. Seems like a very low quality bar to aim for.

The only thing the review process is good for nowadays is to randomly ban apps by mistake, and make sure you're not taking payments without giving Apple their cut.

The walled garden has for a long time failed to actually keep the quality up.

Re: Nobody designs for small iPhone devices anymore

#154
I can understand Clubhouse. They don't care about people with old small phones--they're not influencers.

But banks, drug stores, and things like Spotify should be paying attention to these things. Many businesses may out-source app development to people who just don't care about anything but "meeting the spec" but Spotify should know better.

Re: Nobody designs for small iPhone devices anymore

#155

On the web, people came up with the concept of “mobile-first”, meaning that you should first of all make sure everything can work with the smallest size, and then add whatever adjustments, improvements, extra functionality due to size, &c. for larger screens after that. (Of course, in practice people made a hash of it (as they always do) and it often became mobile- only design, with users of larger screens getting a…

Something that I do that most people seem to miss is disable sticky headers below a certain height. It's super easy to do with a simple media query. I used to use a square-screened BlackBerry 10 device, and the number of websites that didn't do this was infuriating, and I made frequent use of a "Kill Sticky" bookmarklet. But everyone runs into this issue at some point just by turning their phone to landscape mode, wh…

I came here to bring this up, I use a Key2 daily and have used a UniHertz Titan for a time. Many applications don't handle odd screen aspects very gracefully. (Like Instagram opting for zooming stories instead of lettering).

But sticky headers are the bane of my existence.

Re: Nobody designs for small iPhone devices anymore

#156

A big part of the problem is people just not following the guidelines. If you have a toolbar with buttons that have labels, it’s not going to fit. But if you’re following the guidelines, you don’t have labels and it fits. If you have a list with a refresh button on the bottom you have to scroll to see that button on a small screen. But if you use the standard pull to refresh control, you don’t even need the button. I…

Let’s not get me started on tiny tap areas. Virtually every graphic designer I have ever worked with is ignorant of Apples 44 by 44 point recommendation.

They just want their designs to look good, but give no though to how they feel, especially when trying to use them one handed or with disabilities.

Re: Nobody designs for small iPhone devices anymore

#158
post #126

Earlier quoted context omitted.

I have, and it is noticeably heavier and less “thumbable” than the SE1 (and the screen scratches much more easily). The mini size is better than the 6/SE2, plus the return to flat edges, but it’s still a compromise in usability compared to the 5/SE1.

Amen. I'm sticking with my 12 mini for now, but just left the original SE. they're close in size, but more screen means more reaching/stretching for my small hands. SE2 was bigger, but because the screen is smaller, I'm wondering if that may have been the better option? I miss the Touch ID too..

I had an iPhone 6 (same size as SE2) for a year after the 5, and then reverted to the SE1 because the 6 was just too slippery with its round edges, and just a tad bit too wide to grip it naturally, and I had to use the Reachability feature quite often. So while it may work for you, I can’t personally recommend it over the 12 mini.

Re: Nobody designs for small iPhone devices anymore

#159

A big part of the problem is people just not following the guidelines. If you have a toolbar with buttons that have labels, it’s not going to fit. But if you’re following the guidelines, you don’t have labels and it fits. If you have a list with a refresh button on the bottom you have to scroll to see that button on a small screen. But if you use the standard pull to refresh control, you don’t even need the button. I…

I would find this a more compelling argument if some of the apps in question weren’t from Apple themselves (Apple Shortcuts, Apple TV). If Apple can’t get it right, then how can we expect anyone else to?

> If Apple can’t get it right, then how can we expect anyone else to?

Just because a doctor smokes does not mean that them telling you that "smoking is bad and that you should stop" is incorrect advice:

* https://yourlogicalfallacyis.com/tu-quoque

* https://en.wikipedia.org/wiki/Tu_quoque

Re: Nobody designs for small iPhone devices anymore

#160
post #92

Earlier quoted context omitted.

You make good points but IMO that's an Apple problem first and foremost, not an application designer problem. If an application doesn't follow the guidelines and breaks on some of the phones supported by the app store, then Apple should tell the application makers to fix it lest the app be removed. Last week I defended the move by Apple to remove that "crab house" app because they're the custodians of their walled ga…

Why? What if you're developing some app where you want to divert from the guidelines, you should be able to do that. Guidelines are just that, they're not rules. Apps should follow some basic accessibility rules and be functional, but yij can in earnest say that you think that all games for example should follow the Apple design guidelines, can you?

If not following the guidelines makes your app hard to use or glitchy on some of Apple's lineup, I don't see why you wouldn't expect Apple to reject the app. This reflect poorly on Apple because it makes it look that some of their devices are 2nd class citizens within their ecosystem.

They should follow the guidelines when not doing so causes usability issues. If your games is usable on all devices then obviously there's no problem.

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