How could mobile apps be redesigned for easier use with one hand only? What kind of interaction would be less disruptive while on the move?
The brief for this one-week prototyping project suggested two possible areas to explore: the relation between screen size and reach of fingers, and the demands of different interaction patterns on finger dexterity.
Importantly, the assignment required using a widely available digital prototyping tool – one where you drag and drop rather than write code, that is.
With this in mind, I chose to rework a familiar calculator app.
Based on my own experience, and talking to friends and family, I made the assumption that the most common interaction flow for the calculator is:
Only one person said they used the
button, and no one I talked to used the button, or accessed the advanced options by flipping the phone to landscape mode. For calculations on the go, the essentials then seem to be:One solution, I thought, to avoid having 18 buttons on the screen, might be to scrap the buttons altogether. A gesture-based interface could allow people to use a smaller part of the screen, while still offering the same functions. The space freed up by removing the buttons could hold something useful that is missing today – a view of numbers entered earlier.
As part of research, a classmate and I tried out two existing calculator apps – Rechner and Sums – that use gestures for entering operators, while numbers are entered through regular on-screen buttons. We found swiping across the buttons an awkward experience, as there was a sense of conflict between the two modes of input.
Having realised that most digital prototyping tools support a similarly narrow range of predetermined interactions, I picked one tool that was free, and decided to see how far I could go, attempting to prototype something outside of those conventions.
I tested the digital prototype on two classmates, sitting next to them, and partly explaining what to do. They were asked to use one hand only. Unprompted, they thought aloud while testing, and we also talked immediately afterwards.
I was curious:
To be clear: testing the prototype didn’t tell me whether gesture interaction on the move was a good idea; whether it would be easier, or less disruptive, in a situation where you only have one hand free. I did, however, learn a few other things that made the exercise worthwhile.