touch-gesture-interaction
Skill4 starsChanged 2 months agoMITView on GitHub
Define touch targets, gestures, and thumb-zone layout for touch interfaces. Use when designing for mobile, touch targets, gesture patterns, swipe, pull-to-refresh, or thumb reachability.
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The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 9
Every interactive element must meet minimum 44×44pt (iOS HIG) / 48×48dp (Material Design).
- Distinctive: line 16
Place primary actions (CTA, submit, nav) in the Green zone.
- Distinctive: line 35
All interactive elements verified ≥ 44×44pt
- Distinctive: line 37
All gestures defined with trigger, feedback, and conflict check
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
A finger is not a cursor. Touch interaction has no hover state, no precision, and no right-click. Design for the thumb first, then add everything else.
1. Enforce minimum tap target sizes
Every interactive element must meet minimum 44×44pt (iOS HIG) / 48×48dp (Material Design). This is not a suggestion — elements smaller than this produce miss-taps. Audit every button, link, icon-button, toggle, and form input.
2. Map the thumb zones
Using the thumb-zone model (Green = easy reach, Yellow = stretch, Red = difficult):
- Green zone: bottom 40% of screen, centered horizontally
- Yellow zone: middle 40%
- Red zone: top 20%, far edges Place primary actions (CTA, submit, nav) in the Green zone. Secondary actions can be Yellow. Destructive or rare actions can be Red (friction is intentional).
3. Define gesture patterns
For each gesture used in the product, specify:
- Gesture type: tap, double-tap, long-press, swipe (direction), pinch, pull-to-refresh
- What it triggers: action, reveal, navigation, dismiss
- Feedback: what visual/haptic response confirms the gesture was recognized
- Conflict check: does this gesture conflict with system-level gestures (back swipe, pull-down notification)?
4. Handle safe-area insets
For devices with notches, home indicators, and rounded corners: use env(safe-area-inset-*) CSS or platform equivalent. Navigation bars, bottom CTAs, and fixed elements must respect these insets.
5. Define touch-state variants
Pressed state (visual depression/highlight), long-press state, swipe-in-progress state. Coordinate with component-style-guide for the full state matrix.
6. Document no-hover fallbacks
For every interaction that uses hover on desktop (tooltip on hover, action revealed on hover, underline on hover), define the touch equivalent: tap to reveal, always visible, swipe-to-reveal, or eliminated.
Completion Criteria
- All interactive elements verified ≥ 44×44pt
- Thumb zone map documented for each primary screen
- All gestures defined with trigger, feedback, and conflict check
- Safe-area insets handled for all fixed/sticky elements
- No-hover fallbacks documented for every hover interaction
Output
Tap target audit report + thumb zone map + gesture inventory + safe-area spec.
Anti-patterns
- Icon buttons without a label AND without an adequate tap target padding
- Placing primary CTA at the top of the screen (hardest to reach one-handed)
- Implementing custom gestures that conflict with system navigation (swipe-left-to-go-back)
- Relying on hover states to reveal critical information on touch devices
- Forgetting that long-press has no visual affordance — users will not discover it unless told
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