29.1 Touch Targets
Touch Targets is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Touch Targets.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Touch Targets to a course website and explain the decision you made.
- Apply Touch Targets to a online store and explain the decision you made.
- Apply Touch Targets to a banking app and explain the decision you made.
- Apply Touch Targets to a school portal and explain the decision you made.
- Apply Touch Targets to a clinic booking system and explain the decision you made.
- Apply Touch Targets to a dashboard and explain the decision you made.
- Apply Touch Targets to a restaurant site and explain the decision you made.
- Apply Touch Targets to a mobile app and explain the decision you made.
- Apply Touch Targets to a creator site and explain the decision you made.
- Apply Touch Targets to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Touch Targets.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Touch Targets plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Touch Targets using a different product, screen, component, or content set. Explain what changed and why.
29.2 Thumb Reach
Thumb Reach is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Thumb Reach.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Thumb Reach to a course website and explain the decision you made.
- Apply Thumb Reach to a online store and explain the decision you made.
- Apply Thumb Reach to a banking app and explain the decision you made.
- Apply Thumb Reach to a school portal and explain the decision you made.
- Apply Thumb Reach to a clinic booking system and explain the decision you made.
- Apply Thumb Reach to a dashboard and explain the decision you made.
- Apply Thumb Reach to a restaurant site and explain the decision you made.
- Apply Thumb Reach to a mobile app and explain the decision you made.
- Apply Thumb Reach to a creator site and explain the decision you made.
- Apply Thumb Reach to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Thumb Reach.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Thumb Reach plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Thumb Reach using a different product, screen, component, or content set. Explain what changed and why.
29.3 Navigation
Navigation is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Navigation.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Navigation to a course website and explain the decision you made.
- Apply Navigation to a online store and explain the decision you made.
- Apply Navigation to a banking app and explain the decision you made.
- Apply Navigation to a school portal and explain the decision you made.
- Apply Navigation to a clinic booking system and explain the decision you made.
- Apply Navigation to a dashboard and explain the decision you made.
- Apply Navigation to a restaurant site and explain the decision you made.
- Apply Navigation to a mobile app and explain the decision you made.
- Apply Navigation to a creator site and explain the decision you made.
- Apply Navigation to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Navigation.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Navigation plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Navigation using a different product, screen, component, or content set. Explain what changed and why.
29.4 Keyboard
Keyboard is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Keyboard.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Keyboard to a course website and explain the decision you made.
- Apply Keyboard to a online store and explain the decision you made.
- Apply Keyboard to a banking app and explain the decision you made.
- Apply Keyboard to a school portal and explain the decision you made.
- Apply Keyboard to a clinic booking system and explain the decision you made.
- Apply Keyboard to a dashboard and explain the decision you made.
- Apply Keyboard to a restaurant site and explain the decision you made.
- Apply Keyboard to a mobile app and explain the decision you made.
- Apply Keyboard to a creator site and explain the decision you made.
- Apply Keyboard to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Keyboard.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Keyboard plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Keyboard using a different product, screen, component, or content set. Explain what changed and why.
29.5 Mobile Context
Mobile Context is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Mobile Context.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Mobile Context to a course website and explain the decision you made.
- Apply Mobile Context to a online store and explain the decision you made.
- Apply Mobile Context to a banking app and explain the decision you made.
- Apply Mobile Context to a school portal and explain the decision you made.
- Apply Mobile Context to a clinic booking system and explain the decision you made.
- Apply Mobile Context to a dashboard and explain the decision you made.
- Apply Mobile Context to a restaurant site and explain the decision you made.
- Apply Mobile Context to a mobile app and explain the decision you made.
- Apply Mobile Context to a creator site and explain the decision you made.
- Apply Mobile Context to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Mobile Context.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Mobile Context plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Mobile Context using a different product, screen, component, or content set. Explain what changed and why.
Chapter 29 review — 10 questions and answers
1. What is the main purpose of Touch Targets?
Answer: Touch Targets is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
2. What is a common mistake with Touch Targets?
Answer: Treating Touch Targets as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
3. What is the main purpose of Thumb Reach?
Answer: Thumb Reach is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
4. What is a common mistake with Thumb Reach?
Answer: Treating Thumb Reach as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
5. What is the main purpose of Navigation?
Answer: Navigation is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
6. What is a common mistake with Navigation?
Answer: Treating Navigation as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
7. What is the main purpose of Keyboard?
Answer: Keyboard is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
8. What is a common mistake with Keyboard?
Answer: Treating Keyboard as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
9. What is the main purpose of Mobile Context?
Answer: Mobile Context is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
10. What is a common mistake with Mobile Context?
Answer: Treating Mobile Context as a visual preference instead of connecting it to a user need, constraint, or testable outcome.