4 ms·
I've been having lots of conversations recently about the lack of affordance in touch interfaces. To some extent, this is simply because the visual language ha
by kybernetikos 14y ago
I've been having lots of conversations recently about the lack of affordance in touch interfaces. To some extent, this is simply because the visual language hasn't developed yet - when you see something engraved on a 3d plinth in a desktop application, you know that it's a button that can be clicked. Touch interfaces haven't got to this level yet. Pretty much the only widely used affordance I can think of is a folded corner to show that you can swipe to turn the page, but even that is inconsistently applied.
How do you know on an android contact that you can swipe sideways to SMS and the other direction to phone? Or even that swiping horizontally in either direction does anything at all? I could imagine some universally agreed way to indicate this, perhaps very subtle visual hints or gradients or a system where if you press and hold without moving you get a set of icon overlays that show you what you can do.
There are a few different options, but to form a useful language they need to be widely adopted.
One of the articles that triggered these conversations was "No to NoUI" http://www.elasticspace.com/2013/03/no-to-no-ui http://www.elasticspace.com/2013/03/no-to-no-ui which laments the modern tendency to hide interactions.
- unwind 14y agoPlain old drag and drop on desktop computers, which I guess has been around for at least 30 years by now (disclosure: figure out of the air, not researched) still hasn't developed much of a visual language. It's almost impossible to know when you can drag and drop things, and the only way to learn is to start trying by dragging on random UI elements. Of course, knowing what happens once you drop them on something that cares is just as impossible as knowing what you can drag in the first place. Sorry if I sound pessimistic, I hope development and focus is better now, and of course touch screen devices are in front of a much wider audience which might prompt a more rapid development of some standards.