Touch Target Optimization

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Summary

Touch-target-optimization refers to designing interactive elements on screens—like buttons and links—so they are large enough and spaced well enough for users to tap comfortably and accurately, especially on mobile devices. This principle ensures that people of all ages and abilities can interact with apps and websites easily, reducing errors and frustration.

  • Increase button size: Use touch targets that are at least 44x44 pixels or 48x48 dp to make sure users can tap without missing or hitting the wrong element.
  • Add generous spacing: Keep a minimum of 8–12 pixels or dp between touch targets so fingers don't accidentally tap the wrong item.
  • Use clear visuals: Make interactive elements obvious with color contrast, distinct shapes, and visual feedback so people know what can be tapped and when their action is recognized.
Summarized by AI based on LinkedIn member posts
  • View profile for Shahid Miah 🦄

    Founder at wavespace | UX design agency digital partner | Our client raised $10B+, 500+ companies for UX design Y Combinator(YC), Techstars, Seedcamp | Digital design partner for future Unicorns | SaaS | Web3 | AI/ML/VC

    9,588 followers

    Designing for Touch? Read This Before You Ship. Getting your tap targets right isn’t optional,  It’s core to mobile usability. And yet… We still see the same mistakes in live apps, even from big brands: ❌ Too small ❌ Too close ❌ Too unclear If it’s meant to be tapped, it should feel effortless. Here are 3 common tap target mistakes  (and how to fix them): 🔹 1. Tap Targets Too Small Anything smaller than 44x44px makes accidental  Taps are almost guaranteed. Especially with fast thumbs and one-handed use. Fix: Go with 48x48px minimum, plus generous padding. 🔹 2. Tap Targets Too Close Together When elements like icons or buttons are crammed together, users tap the wrong thing. Fix: Add 8–12px spacing between interactive elements. 🔹 3. Tappable Elements Aren’t Obvious If users can’t tell it’s tappable, they won’t try. No hover states on mobile, so the affordance has to be visual. Fix: Use contrast, shadows, or subtle motion to show interactivity. Designing for touch isn't about decoration. It’s about confidence, clarity, and comfort. ✅ Better accessibility ✅ Fewer mis-taps ✅ Smoother user journeys P.S. Tiny buttons = big problems. Let thumbs live in peace 😄

  • View profile for Prithiv Kumar

    Founder @ Cyanic | Senior UX Product Designer @ Nissan | Offered 1000+ masterclasses in UI/UX| T Shaped UX Designer I Figma expert | Masters in Psychology I Ex - Amazon | #XR #VR #AI #UX

    20,318 followers

    In the world of mobile app design, we often get caught up in creating visually stunning interfaces. We meticulously craft color palettes, beautiful animations, and intricate layouts, but we sometimes forget the most fundamental aspect of mobile interaction: the user’s thumb. The truth is, a mobile interface is not designed to be stared at; it's designed to be used. The best designs are those that prioritise the user's physical interaction, particularly the thumb's natural reach. The principle is simple yet powerful: design for the thumb, not for the eye. The Thumb Zone: Understanding Natural Interaction The "thumb zone" is the area of a mobile screen that is most comfortable for a user's thumb to reach. Research has shown that a right-handed user’s thumb can easily reach the bottom, left, and center of the screen, while the top corners are difficult to access. This single piece of information should be the foundation of your mobile design strategy. Place Primary Actions at the Bottom: Core navigation, the most important call-to-action (CTA), and other frequently used buttons should always be placed within the thumb zone. This minimizes the physical effort required to use the app and makes the experience feel effortless. Utilize a Bottom Navigation Bar: The bottom navigation bar is the gold standard for mobile apps for a reason. Its placement is not an aesthetic choice; it’s a usability decision. It allows users to switch between main sections of the app with a single, comfortable tap. Beyond the Thumb Zone: Designing for Ergonomics Designing for the thumb is just the beginning. A truly great mobile experience considers all aspects of user ergonomics. Larger Tap Targets: On a touch screen, small buttons can be difficult to tap accurately. Ensure that all interactive elements, like buttons and links, have a large enough tap target to prevent accidental mis-taps. A minimum of 44x44 pixels is a good industry standard. Avoid Over-Cluttering: A crowded interface forces the thumb to be precise, which can lead to frustration. Use adequate spacing (whitespace) between elements to give each item room to breathe and make the interface easier to navigate. By shifting your focus from pure aesthetics to physical usability, you can create mobile products that are not only beautiful but also intuitive, efficient, and a joy to use. Remember, the most important part of your design isn't what the user sees, but how easily they can interact with it. #thumbs #mobile #ux

  • View profile for Ankit A.

    AI Engineer | Building BurnOn | LangChain, LangGraph, Autogen, CrewAI & N8N

    9,424 followers

    Good apps are accessible apps. As a mobile developer, while building an application, you should prioritize accessibility. Here are 7 best accessibility practices you should apply when you’re using Jetpack compose (from my 9+ years of experience) ► Essentials 1. Touch Target Sizes Ensure any clickable, touchable, or interactive elements are large enough for reliable interaction. The minimum size should be 48dp, as recommended by the Material Design Accessibility Guidelines. 2. Custom Selection Controls When custom selection controls like checkboxes or radio buttons are created, lift the clickable behavior to the parent container. This helps ensure the accessibility semantics are correctly applied, making it easier for assistive technologies to interpret. 3. Custom Clickable Views Jetpack Compose automatically increases the touch target size even when a clickable composable is smaller than the minimum touch target size. However, it’s recommended to explicitly set a minimum size using modifiers to prevent overlap and ensure better usability. 4. Actions on Icons or Images  For icons or images that trigger actions, it’s essential to ensure they meet the minimum touch target size (48dp) by adding padding if necessary. It’s also crucial to provide a `contentDescription` to describe the visual element for users relying on screen readers. ► Semantics 1. Merging Composables By default, every composable is recognized as an independent accessibility element. When combining multiple UI elements, such as text and images within a row, use semantics to merge them into a single accessibility node. This improves how screen readers interpret and navigate through the content. 2. Custom Actions for List Items  For list items with multiple actions, define custom actions using semantics.  This makes the navigation smoother for screen reader users by reducing the need to swipe through each element individually. Custom actions allow users to interact with specific list item actions more efficiently. 3. Headings In screens with multiple content sections, defining headings using semantics helps users navigate heavy content more effectively. This allows screen readers to recognize headings, enabling users to skip between sections easily. – P.S: What would you add from your experience?

  • View profile for Oluwatosin Sobayo

    I help early-stage startups build user-friendly digital products | UI/UX Designer | Digital Experience Strategist | UX Storyteller

    5,034 followers

    Have you checked how that interface renders on your phone? I continued reading the book I started 4 months ago - The Laws of UX and got to that chapter of the Fitts Law. So this is me relating what I have understood in writing 😁 This law tells us that the time it takes to hit a target is determined by its size and distance. In simpler terms, larger and closer touch targets are easier to tap accurately. So, let's break down some essential rules for creating user-friendly touch targets: Rule 1: Size Matters. Imagine trying to tap a tiny dot on your phone's screen. Frustrating, right? Aim for touch targets at least 48x48 pixels in size. For me, on my design canvas, I don't go less than 48px by height. Most times, I maintain 56px on desktop. Bigger targets are not only user-friendly but also reduce the risk of accidental taps. Take a look at that mobile app with microscopic buttons. Yeah, let's not do that. Rule 2: Spacing Counts. Ever tapped the wrong link because everything was crammed together? Adequate spacing between touch targets prevents this annoyance. Maintain a minimum spacing of 8 pixels around each target. If you're dealing with the multiples of 8, you want to maintain 16 - 24 in spacings maximum. Think of it as creating a comfortable cushion for your users' fingers. Less stress, more usability. Rule 3: Accessibility Matters. Not all users have the same dexterity. Some might have limited mobility or use assistive technologies. Design your touch targets with inclusivity in mind. Ensure they're large enough for everyone to comfortably interact with. It's about making the digital world accessible to all. 📌 Now, let's talk about making all this theory come to life: 🔵 Use Clear Labels: A button without a label is like a book with no title. Users should know what they're tapping. 🔵 Provide Visual Feedback: When users tap a button, show them it's been tapped, using states for instance. Visual feedback reinforces their actions. 🔵 Test Across Devices: The lead product designer on my team will never stop asking me, Oluwatosin have you checked how that interface renders on your phone? Why? We want to know what works. Our touch targets should work seamlessly on different devices—phones, tablets, desktops. 🔵 Consider Thumb Zones: On mobile, prioritize placing touch targets where thumbs naturally fall. It's all about that comfortable reach. I have attached a picture reference by Toptal to illustrate this discussion, feel free to go over it. Got questions or cool touch target stories to share? Happy designing, everyone. Follow Oluwatosin for more if you: • are a Product Design Newbie • want some guides to help you start out with design smoothly • are already a Product Designer but want to see resonating and design-related content regularly #lawsofux #fitts #touchtargets #userexperiencedesign #oluwatosinsobayo

  • View profile for Raktim Chatterjee

    UX Strategy & AI Specialist | UX Engineer | Building AI-Powered Products from 0 to 1 | OOUX Certified | Vibe Coder | Automations | AI Agents

    4,725 followers

    One of the common questions I get asked by designers who are new to the field or have never designed for mobile is about target sizes. So, I decided to simplify the topic with a handy cheatsheet to enhance your design workflow. Here are the best practices for Android and iOS: 🔹 Touch Target Size: iOS: Minimum touch target size is 44x44 points. Android: Recommended minimum touch target size is 48x48 dp (density-independent pixels). 🔹 Spacing Between Targets: iOS: Maintain at least 10 points of space between touch targets. Android: Maintain at least 8 dp of space between touch targets to prevent accidental taps. 🔹 Text Size: iOS: Minimum text size should be 17 points for body text. Android: Minimum text size should be 16 sp (scale-independent pixels) for readability. 🔹 Icon Size: iOS: Icons should be at least 24x24 points, with a recommended touch target area of 44x44 points. Android: Icons should be at least 24x24 dp, with a recommended touch target area of 48x48 dp. 🔹 Button Height: iOS: Buttons should have a minimum height of 44 points. Android: Buttons should have a minimum height of 48 dp for comfortable tapping. 🔹 Padding: iOS: Ensure buttons and touch targets have at least 8 points of padding inside the target area. Android: Ensure buttons and touch targets have at least 8 dp of padding to prevent touch errors. 🔹 Form Elements: iOS: Input fields should have a minimum height of 44 points, with sufficient padding for usability. Android: Input fields should have a minimum height of 48 dp, with comfortable padding. Having these measurements at your fingertips can streamline your design process and ensure a consistent and user-friendly experience across your mobile applications. Download the cheatsheet for quick reference : https://lnkd.in/gqkuc4bF What other measurements do you find essential in mobile design? Share your thoughts in the comments! #UXDesign #MobileDesign #DesignTips #UserExperience #DesignWorkflow #MobileUX #UIUX #DesignCheatsheet

  • View profile for Md Rafatul I.

    Product Design Lead | Helping Startups Raise $4.8M+ | SaaS, Web & Mobile UX/UI | MVP Strategy & Figma Expert | Problem Solver

    10,318 followers

    𝐃𝐨𝐧’𝐭 𝐦𝐚𝐤𝐞 𝐮𝐬𝐞𝐫𝐬 𝐬𝐭𝐫𝐮𝐠𝐠𝐥𝐞—𝐦𝐚𝐤𝐞 𝐛𝐮𝐭𝐭𝐨𝐧𝐬 𝐞𝐚𝐬𝐲 𝐭𝐨 𝐭𝐚𝐩! 📲 In accessible design, button size and placement play a huge role in usability. Aiming for 1cm x 1cm touch targets minimizes accidental taps and keeps users engaged. Remember, clickable elements that work with a mouse aren’t always finger-friendly! ✦︎ Design Buttons Bigger: Larger buttons are easier for users to tap accurately, reducing accidental clicks. ✦︎Touch Target Size: According to MIT Touch Lab research, the average thumb is around 2.5cm (1 inch) wide. Aim for touch targets of at least 1cm x 1cm to ensure accessibility and ease of use. ✦︎ Avoid Small Targets: Small buttons can lead to missed taps, slower interactions, and user frustration. Large touch areas improve accuracy and usability. ✦︎ Finger Accessibility: Elements that may be clickable with a mouse are often too small for fingers, especially on mobile devices. Always test button sizes for finger accessibility. ✦︎ Reduce Accidental Taps: Making buttons and other interactive elements larger can prevent accidental touches, especially when users are on the go or in environments with distractions. 📌  Ready to make your UI work for everyone? 𝐂𝐨𝐧𝐭𝐚𝐜𝐭 𝐮𝐬 𝐭𝐨𝐝𝐚𝐲. #UIUXdesign #buttondesign #MVPdesign #appdesign #SaaS #dashboarddesign

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