mobile-touch-design
Skill4 starsChanged 3 months agoApache-2.0View on GitHub
Design principles for touch interfaces: thumb zones, touch target sizing, gesture patterns, responsive breakpoints, and mobile-first workflow. Covers iOS HIG and Material Design touch guidelines, Fitts's Law for thumbs, and the complete mobile design checklist. Use when designing or reviewing mobile interfaces, touch-first products, or responsive layouts. Triggers on: "mobile design", "touch targets", "thumb zone", "responsive design", "gesture design", "mobile-first", "iOS design", "Android design".
Files
Mobile Touch Design
Thumbs, not mice. Depth for targets, zones, and gestures lives in references/.
Defaults
- Primary targets ≥48×48; secondary ≥44×44; ≥8 spacing between controls
- Primary CTAs and nav in the easy thumb zone (lower third)
- Gestures always have a visible alternative
- Body text ≥16px; correct input
types; no hover-only UX
Breakpoints (starter)
| Breakpoint | Width |
| Mobile | <640px |
| Tablet | 640–1024px |
| Desktop | 1024–1440px |
| Wide | >1440px |
Mobile-first: design small first; add with min-width. Test on devices, not only emulators.
Checklist
- Primary targets ≥48dp; 8dp+ gaps
- CTAs in bottom ⅔ when one-handed
- Body ≥16px; inputs don't trigger iOS zoom
- Keyboard doesn't cover focused fields
- Contrast usable outdoors (≥4.5:1 text)
- Visible
:active/ pressed states - Gestures have cues + alternatives
- Destructive actions harder to reach + confirmed
- No hover-only functionality
Reference Map
references/touch-targets.md— HIG / Material / WCAG sizesreferences/thumb-zones.md— reach map and placementreferences/gestures.md— gesture table and anti-patterns
Related Skills
- For visual fundamentals → use
ui-visual-design - For interaction patterns → use
interaction-design-patterns - For iOS vs Material → use
cross-platform-design - For accessibility → use
a11y-accessibility-design - For forms on mobile → use
form-ux
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