3 ms·
tbh it can't be that difficult, no more so than teaching a video game without a tutorial. You have three primary inputs on an older iphone: tap, tap and hold, a
by setr 8y ago
tbh it can't be that difficult, no more so than teaching a video game without a tutorial. You have three primary inputs on an older iphone: tap, tap and hold, and home button. Additionally, zooming can be done with a "pinch" motion.
Tell them that much and toss them the phone; they'll probably figure out 80% of its usage within 10 minutes. The hard part was done with the advent of the GUI: mapping physical input to digital movement on a 2D screen. The major change is that mouse has been replaced with your finger, but UX-wise its mostly the same. The main difficulty with the game is getting used to the controller, but even then conceptually its not that big of a leap from a mouse.
Given that there is a _lot_ of room for mistakes, the fastest teaching is to just let them fuck around with it. The same as with a video game: hand them a controller and they'll figure out (most of) the rest. There's not that many things you can do with it. They'll mostly miss out on the non-essentials, as they reach a point where exploration is no longer explicitly necessary.
I can't comment on the newer iphone, as I never used it, but the general rules are the same. If I can trust someone to figure out most of a game with a controller of 16 inputs, I can probably trust someone to figure out most an iphone with some 8. Maybe not your grandmother, but otherwise.
In other words
Once you understand the mouse, you understand everything (up to today)