It's not so simple. There are times where you intend to tap one thing and something else appears underneath your finger instantaneously. So sometimes while rendering a layout you want to stop accepting input.
That's a different bad UX pattern. If a button has already rendered in a certain location, a new button shouldn't replace it without first giving the user ample warning that a material change is about to happen.
If you're a button, you have one job
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Re: If you're a button, you have one job
#272Re: If you're a button, you have one job
#273Re: If you're a button, you have one job
#274Earlier quoted context omitted.
No, even for stopwatch, trigger on release is the correct choice, as it’s more precise. When tapping, I have to see, or in case of watching for some event to happen to stop the time, feel/guess when exactly the distance between screen and finger approaches zero. With a stop button triggered by release however, I can just calmly rest my finger on it and raise when the event happens, without any guesswork.
How does a real stopwatch work? Hint: it starts/stops on press, not release. So that's what the app should do, to map with prior expectations. "Nobody uses real stopwatches anymore" might be somewhat true, but in athletics training they still do, and it just shows that it's not possible to adequately reproduce a thing on a touch screen and have it be as functional as the real item. A stopwatch app on a phone will alw…
On a touch screen you have to hover your finger over the button and move it down some indeterminate distance to actuate the button. The equivalent to the above example for a touch screen is to activate on release, as you can rest in a state “ready to click” just like on a physical button that way.
Re: If you're a button, you have one job
#275Earlier quoted context omitted.
There’s effectively no universal list of UX warts people agree with. The Flat UX fad was objectively terrible on just about every metric I was taught, but people were actively pushing for such designs.
What’s wrong with flat UIs? Skeuomorphic designs have served their purpose of helping people get used to computers, but now that is no longer necessary.
Re: If you're a button, you have one job
#276Earlier quoted context omitted.
Why can the two things even fail at all?
This is not a bad question! If you flip it and instead ask "how do I write something that can't fail?" you might find some interesting ground. The best things I know about are static type-checking, pure functions and totality. Different languages provide more or less help with these things. It's perfectly fine to do 'two things which don't fail or cause other things to fail'. Forgive the digression, but there is an '…
The former can fail because the speaker is broken (probably not detectable by the CPU) and the latter can fail if the counter overflows, but it obviously wasn't the case because an overflow in a microwave timer is pretty obvious to the user and the user didn't mention it.
Re: If you're a button, you have one job
#277Re: If you're a button, you have one job
#278Re: If you're a button, you have one job
#279Earlier quoted context omitted.
the correct action is not to debounce but instead of error page see user already logged in in previous request and continue
The correct action is to disable the button while the request is in flight so it can't be clicked a second time. Otherwise you won't see "user already logged in", because the user won't be logged in until the previous request returns (a race condition).