Prelude
Do this for me. Take your iPad or whatever iPad knockoff you’ve picked up at the local flea market, and just go ahead and duct tape it to your wall, about level with your forehead.
Make sure it’s on good and tight. That’s it, just duct tape that right on.
Now, stand in front of it and use it for about 10 minutes. Just go ahead and poke, slide, pinch, type, whatever. I’ll wait…
That was fun. How’s your arm feel? Did you have fun editing photos and Twittering?
More importantly, are you still all hot to use The Minority Report Total Upper Body Toner And User Interface, just like Tom Cruise?
Didn’t think so.
What’s Going On
The human-factors people recognized this fact way before we had any kind of ‘screens’ to play around with. It doesn’t matter whether you’re in great physical shape or not: if you try to accomplish any physical, precise task with your arms extended in front of you—even a little—you’re going to have to work harder to achieve the same degree of precision.
The same is not true of just moving things around with your arms. Making large, imprecise movements, just moving things from place A to place B, is easy, and some people spend their entire working day doing so1.
What causes the fatigue you would have felt if you’d actually taped the pad to the wall like I asked you to do is the need for quick, precise placement of your fingers, hands, and arms, with your arm supported only by the muscles of your upper body.
Why I Care
Annnnd here’s the nub of the story. Back in 2007, $theAgency was given the job of designing and developing the software for touch-screen retail kiosks for $theClient. They were a key feature of a high-profile retail reboot of $theClient‘s mobile phone stores2.
I’ll leave aside the details of the marketing and sales goals of these kiosks3. Instead, I’m going to focus on the problems of designing for touch-screens in general, and why we repeatedly tripped over them on this assignment.
Know Your Target
I was able to find solid human-factors research that indicated a minimum physical button size of about 1 centimeter for upright kiosks. The tricky part was the same research also indicated that buttons that were to be used frequently would be more likely to induce arm fatigue, especially if the user needed to reach higher to press the button.
In the end, we decided on a visual hierarchy that accommodated this spectrum. More important, more frequently used buttons would be larger and placed closer to the center of the screen. Less important and rarely used buttons would be smaller (albeit with a larger hit box than their visual size would indicate), and placed closer to the bottom and edges of the screen. Here are some scans from the style guide for the project.
Defining the button interactions
First up, the minimum size for visual buttons, a requirement for a hit box as large or larger than the visual button, and some preliminary placement rules.

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Clarifying the visual design
We were working with an offshore development company chosen to integrate front and back-end code. This often resulted in communications issues, and we finally had to fall back to specifying every possible positional relationship. While the visual design is not mine, it fell to me to document and describe every significant placement rule.

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Tip: Never trust a locked layer
When you’re doing distributed Flash development across time zones, companies, and quite possibly languages, don’t assume that the pixel-perfect template you sent out, in the form of a well-formed Photoshop file with required layers locked, is going to survive the trip. We kept finding that some Flash jockey on the other side was in the habit of eyeballing placements, and wasn’t at all good at it. The result was controls and other elements jumping back and forth a few pixels during use.
Visual specs are the way to go.

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Prophecy
Somewhere right now, there’s a spotty post-teenager with OCD who copes with his affliction by mashing up cutting-edge game technology with decidedly non-game applications, and his work will eventually end up in Microsoft Natural UI v3.5.
And if you’re not paying attention, you’ll be in your business-class seat on your way to Delhi, hand-miming a tarantella in front of your laptop just to send a frickin’ email, and you will suddenly find out that the gesture for ‘Send’ happens to be very, very rude in the eyes of your Uzbekhi seat mate.
- my intro,
$theClient was our largest client, a national mobile-wireless carrier.
- whose initial designs focused on the optimum height for standing use of a keyboard, not on interacting with a vertical touch-screen that topped out 15 inches above and 2 inches behind the keyboard.
We had to fix that one with bandsaws.