| name | mobile-touch-design |
| description | Design principles for touch interfaces: thumb zones, touch target sizing, gesture patterns, responsive breakpoints, and mobile-first workflow. Covers iOS HIG and Material Design touch guidelines, Fitts's Law for thumbs, and the complete mobile design checklist. Use when designing or reviewing mobile interfaces, touch-first products, or responsive layouts. Triggers on: "mobile design", "touch targets", "thumb zone", "responsive design", "gesture design", "mobile-first", "iOS design", "Android design".
|
Mobile Touch Design
Design principles for touch interfaces. Thumbs, not mice.
Touch Targets
Minimum Sizes (by guideline)
| Guideline | Minimum Size | Spacing |
|---|
| Apple iOS HIG | 44×44pt | — |
| Google Material | 48×48dp | 8dp between targets |
| Nielsen Norman Group | 1×1cm (0.4×0.4in) | 2mm minimum |
| WCAG 2.2 AA | 24×24 CSS px | Adequate spacing |
Practical Rule
- Primary actions: 48×48dp minimum (optimal, not just minimum).
- Secondary actions: 44×44pt minimum (Apple standard).
- Icons can be small if the hit area is padded to 48dp. Use
padding to expand tappable area without enlarging the visual.
Thumb Zones
The natural one-handed reach area:
┌──────────────────────────────┐
│ 🔴 Hard 🔴 Hard │ ← Top corners: hardest to reach
│ │
│ 🟡 OK 🟡 OK │ ← Middle: comfortable with stretch
│ │
│ 🟢 Easy 🟢 Easy │ ← Bottom: natural thumb zone
│ ┌────────────────────────┐ │
│ │ [ Bottom Nav ] │ │ ← Primary actions go here
│ └────────────────────────┘ │
└──────────────────────────────┘
Placement Rules
- Primary CTAs → Bottom center or bottom-right (natural thumb rest).
- Destructive actions → Top corners (harder to reach accidentally).
- Navigation → Bottom tab bar, not top hamburger.
- Back button → Top-left is iOS standard; bottom gesture is modern alternative.
Gesture Patterns
| Gesture | Used For | Always Provide Alternative |
|---|
| Tap | Primary action, selection | — |
| Swipe horizontal | Navigate between screens, dismiss items | Buttons for the same action |
| Swipe vertical | Scroll, pull-to-refresh | — |
| Pinch | Zoom in/out | +/- buttons or double-tap |
| Long press | Context menu, multi-select | Right-click menu or overflow button |
| Pull down | Dismiss modal, refresh | Close button or refresh button |
Gesture Rules
- Never rely solely on gestures — always provide a tap alternative.
- Teach gestures once — show a tutorial overlay on first use, then never again.
- Visual affordance — cards that swipe should show a peek of what's behind.
Responsive Breakpoints
| Breakpoint | Width | Target |
|---|
| Mobile | <640px | Phone portrait/landscape |
| Tablet | 640-1024px | Tablet, large phone landscape |
| Desktop | 1024-1440px | Laptop, small monitor |
| Wide | >1440px | Large monitor |
Mobile-First Approach
- Design the mobile layout first — forces content prioritization.
- Add breakpoints as the viewport grows — don't start desktop and shrink.
- Use
min-width media queries (add complexity as space increases).
- Test on real devices — emulators don't show touch targets or thumb reach accurately.
Typography for Mobile
| Element | Size | Notes |
|---|
| Body text | 16px (1rem) | Minimum. iOS auto-zooms inputs <16px. |
| Line height | 1.5× | Generous leading for readability while scrolling. |
| Headings | Use weight, not just size | Bold H2 can hierarchy over light H1. Saves space. |
| Tap targets for links | ≥44×44pt | Inline links are hard to tap. Use buttons instead. |
Mobile Design Checklist
Related Skills
- For visual design fundamentals → use
ui-visual-design
- For interaction patterns → use
interaction-design-patterns
- For accessibility → use
a11y-accessibility-design