| name | ux-tablet |
| description | Apply medium-specific UX reasoning for TABLET applications — the hybrid medium that is touch-first but large-screen, often two-handed, sometimes with an attached keyboard/pointer, and capable of multi-pane and split-view multitasking. Use this skill alongside ux-first-principles whenever the target is a tablet (iPad or Android tablet) and the decision is affected by touch sizing, large-screen density, two-handed reach, multi-pane layout, or intermittent pointer/keyboard. Trigger it for 'design a tablet app', 'lay out this iPad screen', 'should this be one pane or two on tablet', or any UI work on a large touch device. This skill holds only what CHANGES for tablets, and where they inherit from mobile vs. desktop. It does NOT pick colors, fonts, or platform chrome — see the render-time handoff. |
UX for Tablet
A thin medium layer, and the trickiest of the three — tablet is a genuine hybrid that inherits rules from both neighbors and contradicts each of them in places. The reasoning lives in ux-first-principles; read it first or alongside. Here is what the tablet medium changes.
What defines the tablet medium
Touch-first input on a large screen, frequently held two-handed (or propped), often with an attached keyboard and/or pointer some of the time, and capable of showing two or more panes at once and running split-view alongside another app. The defining trait is intermittency: the same app may be pure-touch in one moment and pointer-plus-keyboard the next, fullscreen now and half-width in split-view a moment later.
Where tablet inherits — and where it breaks the rule
Inherits from mobile (touch is the baseline assumption):
- Target sizing: assume fingertips. Use touch-sized targets and spacing as the floor, exactly as on phones — do not drop to desktop density just because the screen is big.
- No guaranteed hover: a pointer may be attached, but it usually isn't. Never make essential information or actions hover-only; hover can be a progressive enhancement when a pointer is present, never a requirement.
- Gestures and signifiers: swipe/long-press/pinch apply; signpost them, provide visible alternatives.
Inherits from desktop (the screen is large):
- Density can rise — carefully: the large screen supports multi-pane layouts (list + detail), persistent sidebars, and more content in view than a phone. Use the room for a master-detail or two-column structure rather than forcing the phone's single-column flow. But keep touch sizing while raising information density — the combination is what makes tablet distinct.
- Multi-pane and split-view: tablets do split-view / slide-over multitasking, so your app may be half-width unexpectedly. Layouts must adapt between one-pane (narrow / split) and multi-pane (full width) — this is the tablet's signature responsive behavior.
The two things unique to tablet
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Two-handed reach reshapes the comfortable zones. Held in two hands in landscape, the comfortable touch areas shift to the left and right edges and the bottom; the center-top is the hardest to reach. This is different from the phone's single bottom-center thumb zone. Place primary controls along the reachable edges, not stranded in the middle of a wide screen.
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Adaptive layout is the core decision. The central tablet question is "one pane or two (or more), and what happens when width changes?" Decide the breakpoints by content and reachability, and make panes collapse/expand gracefully between fullscreen and split-view. A tablet design that only works fullscreen is unfinished.
How principles shift on tablet
- Fitts's Law: touch-sized targets (floor), but reach is edge-and-corner oriented in two-handed use, not bottom-center.
- Hick's Law / hierarchy: the larger canvas lets you show more than a phone without crowding — but resist desktop-level density; the finger still needs room.
- Progressive disclosure: master-detail panes are progressive disclosure made spatial — selecting in the list reveals detail in the pane, no extra screen needed.
- Consistency across width: the same app must feel coherent fullscreen and in split-view; don't redesign, adapt.
Render-time platform handoff (NOT design decisions)
Mechanical per-platform substitutions, handled in styling / at render time (e.g., by .NET MAUI), not reasoned from principles:
- Exact minimum touch-target metric, system fonts, control styling, corner radii, material/elevation.
- Platform multitasking chrome and the standard system affordances.
- OS-global gestures: respect system back / home / multitasking / split-view gestures rather than overriding them.
Everything else — including structural choices like single-pane vs. master-detail, where the navigation lives, and how panes adapt — is a design decision. Reason it from first principles and commit to ONE answer that works across tablet platforms. Do not fork the structure per OS.
Deliberate scope note
This optimizes for a coherent cross-platform product over maximal single-OS idiomaticity — the right trade-off for cross-platform work, and especially natural on tablet where the master-detail idiom is shared across platforms. It bites only an app whose whole value proposition is feeling 100% hand-built-native on one OS.