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How to Design Mobile Apps for One-Hand Usage

smashingmagazine.com

61–70 of 76 posts

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

#61

I still don't understand how Apple does noet update their guidelines. Navigation and the top bar are sch a pain to use. Reachability helps, but it's just bandaid around bad decisions

If you ever watch official demos, Apple users always use one hand to hold, one hand to gesture/interact.

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

#62

Android's browser way back when (c. 2011?) had an amazing option for this; you'd swipe from the edge and a radial menu would appear where your finger was. Could do everything from back, forward, refresh, to opening the url bar, to switching tabs, and even saving and navigating bookmarks. Honestly it's the still pinnacle of cute and clever UX for me. Edit: Found it~ It was Settings > Labs > Quick Controls https://cdn5…

There are custom ROMs that will do this (replacing the navbar), too. Actually now that I'm thinking about it I think there used to be an app that would provide it even on a ROM that didn't support it, although I think that required root access still.

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

#63

> 90% of the smartphones sold today have bigger than 5-inch displays. I want a smaller display but they're just not being made anymore. For the past few years if you wanted better specs, you _had_ to get the bigger model. iPhone SE still being in demand indicates that there's a market for people who want smaller phones, if given the choice.

The good news is that Apple will be releasing a new iPhone with a 4.7-inch display next month:

https://www.bloomberg.com/news/articles/2020-02-18/apple-s-o...

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

#64

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 sy…

I never use the back button at the top left. I just use it as a visual indicator that you can go back.

Since almost every app on iOS supports swipe to go back, I use that. It's crazy to me that people don't use this...

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

#65

One of my family members has only one hand, the left. They would love to have a camera on hand to capture spontaneous moments around their young children. But choosing a smartphone is a compromise between buying a low-level phone that is small enough to be operated with one hand, normally leaving you with a terrible camera, or one with a decent(-ish) camera that is a pain/impossible to use day to day due to the scree…

I have a PopSocket on the back of my iPhone 11 and routinely use the camera with it one handed. To be honest, I couldn’t imagine using a phone of this size without the PopSocket.

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

#66

One of my family members has only one hand, the left. They would love to have a camera on hand to capture spontaneous moments around their young children. But choosing a smartphone is a compromise between buying a low-level phone that is small enough to be operated with one hand, normally leaving you with a terrible camera, or one with a decent(-ish) camera that is a pain/impossible to use day to day due to the scree…

I have a Sony Xperia (something ZXZXZXXZ232...) Compact.

The CPU etc is in league with the large phones, but it's small. A double press of the power button opens the camera, and there's a physical shutter button on the side of the phone.

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

#67

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 sy…

I don't know if its still the case or not, but a lack of a system wide swipe-from-left-edge to go back was the primary reason I couldn't use Android a couple of years ago. Having to move my thumb down to the back button just always felt so unnatural and clunky. I really hope this is fixed now in newer versions of Android.

Not sure about other models but the Pixel 4 has done away with that bottom button bar entirely in favor of gestures. Swipe from the left to go back, from the bottom to go home.

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

#68
post #24
post #18

Earlier quoted context omitted.

I remember this being a thing for sometime, years ago as you said - always found this approach very interesting and resulting in beautiful and diverse UIs. Sadly this trend seems to have faded away together with the rejection of skeumorphism and the advent of "design systems" (eg component lib based design)

Back then the UIs and OSes were less set in stone. Nowadays we have two mobile UIs: iOS and Android (while there's also the gesture-based SailfishOS [1]). Just like everyone's a Qwerty user, which isn't necessarily the most efficient, even on mobile (example [2]). Problem is, you can only deviate so much from the defaults/standards. [1] https://sailfishos.org/design/gestures/ [2] https://keybee.it/

No, not everyone is a QWERTY user. French are AZERTY[1], we are 70 millions. There is a really small fraction of the population able to type on QWERTY. Germans are QWERTZ, they are 86 millions. Scandinavians have their own QWERTY variation, where a lot of symbols are mapped differently.

There is a whole world outside there, you know ? :)

I agree with you on the point that those are not the most efficient layout nowadays though.

[1] https://en.m.wikipedia.org/wiki/AZERTY

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

#69
post #26

Earlier quoted context omitted.

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

Regarding RSI, have you tried a vertical mouse?

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

#70

One of my family members has only one hand, the left. They would love to have a camera on hand to capture spontaneous moments around their young children. But choosing a smartphone is a compromise between buying a low-level phone that is small enough to be operated with one hand, normally leaving you with a terrible camera, or one with a decent(-ish) camera that is a pain/impossible to use day to day due to the scree…

Couple options using an iPhone: 1- Enable Accessibility> Voice control. Then you can do it all with your voice: - Say `open camera`, then - `Show numbers`, then say - `9` to take photo. 2- Open camera app, then use the `Volume Up` button to take photos.
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