With so many devices, why even make a touch-first design language?


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Almost all interactive flat panel display (IFPD) are similar in shape, proportions and finish to a traditional television. Anyone who has been near, or grown up with any of these traditional flatscreen televisions knows that you MUST NOT TOUCH THEM!

Because of this existing presumption, these large interactive displays cannot be designed in the same way as PCs, pads & smartphones.

Changes need to be made to the way IFPD's and their software are designed. Changes that naturally encourages people to touch the screen, so that engaging, collaborative & social working behaviour can follow.

1. The hand is the tool


Hands can move in rich ways

On a large display a single person using both hands can make 189 measurable & unique movements. And when combined with a two sided pen this becomes 266 gestures per person using the display.

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Fingers are chubby

A computer mouse can accurately pinpoint a single pixel. A finger on the other hand has an average touch size of around 45 - 57 pixels for an adult; making a pixel hard to touch.

That said, a user should be able to expect the same levels of interaction that they get from their personal computer, without compromise.

Large touch displays measure the exact location where contact was made, but not where a finger is hovering above the screen. This means that hover state interactions need to be replaced or removed.

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Is touch ok?

It appears that the first touch is the hardest to encourage in new users. This may come from the question 'Am I allowed to touch?'.

That is why it is important to ensure that every interaction a user makes instantly gives them a reaction to reward their interaction 🥳

2. Displays are shared devices


These displays are shared

An advanced user can be sharing time with a completely new user. This means the interface needs to be easy to learn, whilst allowing for mastery level control.

It also means that most advanced users will be trying to achieve meeting flow together with beginners; who may become easily overwhelmed. Non-core tasks, like changing volume or raising the screen height, should not distract from the meeting flow.

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