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How to Design Mobile Apps for One-Hand Usage

smashingmagazine.com

31–40 of 76 posts

Re: How to Design Mobile Apps for One-Hand Usage

#31
post #8

Years ago I made an attempt at a UI that wouldn't even require repositioning the phone in your hand: the buttons are literally under your thumb (if you forgive my shameless self-plug): https://apps.apple.com/us/app/futurecalc-futuristic-calculat...

Ohh nice. Very LCARS-y!

Re: How to Design Mobile Apps for One-Hand Usage

#32
post #6

I very recently started using a phone which is too large to be used with one hand. Not because I wanted to, but because my old phone was aging, I needed a new one and nowadays there aren't any recent and decent phones anymore which are small enough to allow one-handed usage. And so far it's been mostly annoying. Sure, the larger display is great, but the lost ability to operate the phone with single handed is a real…

If you haven’t done so already, get a Popsocket or similar device and give it a solid week’s chance.

Re: How to Design Mobile Apps for One-Hand Usage

#33
post #8

Years ago I made an attempt at a UI that wouldn't even require repositioning the phone in your hand: the buttons are literally under your thumb (if you forgive my shameless self-plug): https://apps.apple.com/us/app/futurecalc-futuristic-calculat...

Ohh nice. Very LCARS-y!

Thanks! Wasn't intentional but probably inspired by LCARS somehow subconsciously ;)

Re: How to Design Mobile Apps for One-Hand Usage

#34
post #26
post #8

Years ago I made an attempt at a UI that wouldn't even require repositioning the phone in your hand: the buttons are literally under your thumb (if you forgive my shameless self-plug): https://apps.apple.com/us/app/futurecalc-futuristic-calculat...

Interestingly, such UI (well done, but seen such before) challenges the whole size of the smartphone as we know it, akin to a gaming keypad [1] challenging a keyboard. [1] https://en.wikipedia.org/wiki/Gaming_keypad

If you want to take it a step further you can look into something such as Azeron[1], I've ordered one myself. But prooduction time is quite long (3 months). So I haven't experienced it myself, ordered it because of RSI issues.

[1] https://azeron.eu

Re: How to Design Mobile Apps for One-Hand Usage

#35
With my old smartphone (Nokia N9) I could reach anywhere with my thumb as the screen was so small. No surprise that my new "phablet" is much harder to use as I constantly have to change grip, and hit stuff by accident.

Before the N9 I had a Windows Mobile 2003? And even though it had touch support, it was designed to be used with a stylus. With a stylus you need two hands, or a table, but you can reach anywhere on the screen, and the pen is very accurate, so you can have higher information density. Android nor iOS is designed to be used with a stylus though. Modern phones have the same screen resolution as desktop monitors, so in theory using a stylus/pen (and sharp eye-sight) you could have the same user interface on the mobile as on the PC. Also writing on a virtual keyboard using the stylus is not that bad, although not as fast as typing on a keyboard, but faster then typing by touch.

Re: How to Design Mobile Apps for One-Hand Usage

#36
post #14

While you’re at it remember that 20% of your user base will be left-handed. Since you’re probably right-handed anything you put within reach for yourself will be difficult to reach for southpaws.

This is directly addressed in the article: it estimates 66% right thumb, 33% left thumb use, and app screenshots are shown with left- and right-handed "reachability" heat maps.

Ahh but later on in the article, there are bunch of linked videos and follow on commentary, that only work for right-handers. If we're going to fix mobile UI, please let us left-handers at least flip the button from the left to the right of the screen. Having a fly-out menu button in the bottom right is great for right-handers, but impossible to reach for left-handers.

Re: How to Design Mobile Apps for One-Hand Usage

#37

While you’re at it remember that 20% of your user base will be left-handed. Since you’re probably right-handed anything you put within reach for yourself will be difficult to reach for southpaws.

The "handedness" of phone use is also not stable. For example, a right-handed person might want to swipe stuff on the phone in the left hand with the left thumb while holding a mug in my right hand.

Good point. As a single data point from a left-handed person: I primarily use my phone with my right hand.

Re: How to Design Mobile Apps for One-Hand Usage

#38
post #22

While you’re at it remember that 20% of your user base will be left-handed. Since you’re probably right-handed anything you put within reach for yourself will be difficult to reach for southpaws.

> While you’re at it remember that 20% of your user base will be left-handed Try 10%. "Studies suggest that approximately 10% of the world population is left-handed. [...] Studies suggest that approximately 90% of the world population is right-handed." [1] The same webpage also suggests that in e.g. sports, left handed people are overrepresented and have an [at times severe] advantage. [1] https://en.wikipedia.org/wi…

Does this mean we're to be ignored? If so, I am insulted.

There are approximately 2% of people in wheel-chairs in the UK and approximately 3% of blind people, would you ignore them in your accessibility design? No, of course not. Then why should 10% of left-handers be ignored?

And before you say 'left-handedness is not a disability' try living as a leftie for 1 week, and see the problems we have to deal with every day.

Re: How to Design Mobile Apps for One-Hand Usage

#39
post #38
post #22

Earlier quoted context omitted.

> While you’re at it remember that 20% of your user base will be left-handed Try 10%. "Studies suggest that approximately 10% of the world population is left-handed. [...] Studies suggest that approximately 90% of the world population is right-handed." [1] The same webpage also suggests that in e.g. sports, left handed people are overrepresented and have an [at times severe] advantage. [1] https://en.wikipedia.org/wi…

Does this mean we're to be ignored? If so, I am insulted. There are approximately 2% of people in wheel-chairs in the UK and approximately 3% of blind people, would you ignore them in your accessibility design? No, of course not. Then why should 10% of left-handers be ignored? And before you say 'left-handedness is not a disability' try living as a leftie for 1 week, and see the problems we have to deal with every da…

> Does this mean we're to be ignored? If so, I am insulted.

No, I'm sorry you got that impression. I am just setting the facts straight (20% is a completely different percentage than 10%). My partner is left-handed, my daughter might be, and I grew up with a disabled father (he ended up in wheelchair and was practically blind). I feel a lot of empathy to minority groups such as the ones you mentioned (plus a myriad of others).

In my youth, I knew a guy who'd cross his arms while gaming (he was left-handed). This was approx 1995. Quite clever. He was using the mouse with his left hand, and the keyboard with his right. It worked for him (he was a decent gamer). He adopted, though it looked weird.

Re: How to Design Mobile Apps for One-Hand Usage

#40
I had long thought that Apple was about to have a big shift in native UI components, because for years they have been shipping first party apps that have card based interfaces that progressively disclose complexity as the card is pulled up from the bottom. Maps and Music are the most obvious examples of this paradigm, but ever since iPhone 6 Plus, a back button in the top left has been a bad paradigm (although the system wide swipe-from-left-edge has helped).

I've been pretty disappointed that Apple has not pushed harder in this area, has kept this first party by not updating native components, and has not updated their HIG. We've had to move to third party libraries. It has been at least 3 years since they started using this paradigm.

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