[HN Gopher] Nobody designs for small iPhone devices anymore
       ___________________________________________________________________
        
       Nobody designs for small iPhone devices anymore
        
       Author : dirtylowprofile
       Score  : 429 points
       Date   : 2021-03-20 11:19 UTC (11 hours ago)
        
 (HTM) web link (lwgmnz.me)
 (TXT) w3m dump (lwgmnz.me)
        
       | weejewel wrote:
       | If you think this is bad, try the first iPhone SE.
        
         | fouc wrote:
         | I'm still using the iPhone SE (2016) as my daily driver. I find
         | overall it's fine, only occasionally does a button get cut off
         | by the screen size with no recourse.
        
           | whitebread wrote:
           | Same here, my iPhone SE (2016) is still going strong and I
           | can't remember the last time I stumbled upon an app that gave
           | me enough sizing issues to become frustrating. What I
           | would've given for the 2020 SE to be the same size as the
           | 2016, being able to do everything on my phone one-handed is
           | such a nice perk.
        
           | dijit wrote:
           | Just a few times a button has been unreachable because of
           | this.
           | 
           | Hasn't happened with the iPhone 12 mini yet, but, it is a
           | markedly larger phone with a significantly larger screen.
        
           | endemic wrote:
           | I've been confused by the "share" window where the screen
           | dimensions cut content off perfectly, and there is no scroll
           | indicator, so you don't realize there's more to the UI.
        
             | SilasX wrote:
             | Or Facebook photo preview where it cuts off the bottom
             | until you open it to full, and no indicator it's cut off
             | except your own experience with crappy cutoffs. That often
             | changes the meaning of pictures/memes.
        
             | formerly_proven wrote:
             | GDPR "consent" popups are sometimes not usable on the first
             | gen SE, because some of them position: absolute with a
             | fixed size that's larger than the screen. Coincidentally,
             | the "Accept all" button is always reachable, with the
             | "Settings" or "Deny most" button conveniently located below
             | the unreachable fold.
        
               | captn3m0 wrote:
               | I just read most stuff on Firefox Reader mode. No way to
               | click those popupas cleanly on my phone.
        
       | vbezhenar wrote:
       | That was the case when I owned iPhone 4S. I think that around iOS
       | 9 it was poorly usable partially because developers ignored its
       | dimensions.
       | 
       | That's a pity. I still think that 3.5" is the best smartphone
       | size and I would pay good money to buy modern smartphone with
       | good internals. But it does not make sense, even if some Android
       | manufacturer would create it, apps and websites will ruin it.
        
         | aphextron wrote:
         | There's the new Palm phone[0], which is absolutely perfect in
         | every way except for the fact that it runs Android. I would
         | give anything for an iOS phone like this.
         | 
         | [0] https://palm.com/pages/product
        
           | vbezhenar wrote:
           | Thanks, that's really interesting product!
        
         | pmlnr wrote:
         | > I still think that 3.5" is the best smartphone size
         | 
         | There were two phones I owned which I loved from every possible
         | perspective: an Ericsson T29s[^1], and the HTC Desire[^2]. This
         | latter had a 3.7" screen, physical buttons, and an optical
         | tracball, and it was glorious as a phone. Oh, and it actually
         | fit in a hand, or a pocket.
         | 
         | Everything else I had since then - Nexus 4, Galaxy S4, Nomu
         | S10, Moto E5 - are all way too big, but nobody seems to be
         | doing any decent phones ~4" any more, which is a shame.
         | 
         | Current "phones" used to be called phablets in 2012.
         | 
         | [^1]: https://www.gsmarena.com/ericsson_t29s-225.php
         | 
         | [^2]: https://www.gsmarena.com/htc_desire-3077.php
        
       | tambourine_man wrote:
       | > Well, if you've been rocking the iPhone SE 2020 you would know
       | 
       | If you've been rocking the original SE you'd know even better.
       | Such a shame, it's the best size phone I've had.
        
         | TrueGeek wrote:
         | Have you tried the new Mini? I switched from the Pro and love
         | it.
        
           | tambourine_man wrote:
           | I haven't yet, mine is still pretty fine. But I'll buy it
           | when this one eventually dies or is not supported anymore.
        
           | layer8 wrote:
           | I have, and it is noticeably heavier and less "thumbable"
           | than the SE1 (and the screen scratches much more easily). The
           | mini size is better than the 6/SE2, plus the return to flat
           | edges, but it's still a compromise in usability compared to
           | the 5/SE1.
        
             | mgkimsal wrote:
             | Amen. I'm sticking with my 12 mini for now, but just left
             | the original SE. they're close in size, but more screen
             | means more reaching/stretching for my small hands. SE2 was
             | bigger, but because the screen is smaller, I'm wondering if
             | that may have been the better option? I miss the Touch ID
             | too..
        
               | layer8 wrote:
               | I had an iPhone 6 (same size as SE2) for a year after the
               | 5, and then reverted to the SE1 because the 6 was just
               | too slippery with its round edges, and just a tad bit too
               | wide to grip it naturally, and I had to use the
               | Reachability feature quite often. So while it may work
               | for you, I can't personally recommend it over the 12
               | mini.
        
               | mgkimsal wrote:
               | I'd meant I considered an SE2, but didn't get it, because
               | of the physical size.
        
         | aphextron wrote:
         | >"Such a shame, it's the best size phone I've had."
         | 
         | Likewise. It seems we will never see a comparable size flagship
         | ever again though. I bought two new sealed box original SE's on
         | eBay last year when they announced that the new SE would be
         | larger, in the hopes they will last me for a while. I literally
         | cannot imagine ever wanting another phone. It's without a doubt
         | the best product Apple has ever designed.
        
       | izerik wrote:
       | A lot of these aren't "small screen" problems, just bad/hacky
       | coding, not doing things like apple recommends or not handling
       | some edge cases, so they're simply just bugs.
       | 
       | Clubhouse - maybe it's an issue that the UI on the right isn't
       | disappearing completely, but maybe that's by design. Anyway,
       | nothing is clipped/truncated
       | 
       | Spotify - the "now plating" bar's height isn't added to the
       | scrollview's content inset. Not a small screen issue since it's
       | on the vertical axis and content is scrollable.
       | 
       | Globe Telecom - yes, this could count as one (with the tabbar).
       | 
       | CloudMd - that's just probably hardcoding the status bar's
       | height, nothing is truncated/out of view.
       | 
       | Foodpanda - that side menu is actually scrollable. y letter is
       | cut off, ok. Nothing you can't access.
       | 
       | Google Maps - this is a design decision, same ratio of map/list
       | height on my iPhone XS. You can either view the map or the list
       | in full screen
       | 
       | Headspace - navigation/status bar issue, just bad coding local
       | bank - yes, this counts as well
       | 
       | Lalamove - yes, 2 textfields are too much
       | 
       | Shortcuts - scroll up?
       | 
       | I do agree that small screen devices aren't getting enough focus
       | on this regard.
       | 
       | edit: formatting
        
       | chrismorgan wrote:
       | The Google Maps thing isn't entirely about screen size (though I
       | would hope it wouldn't be quite so bad on larger screens--but I'm
       | only familiar with how it looks on a small-by-modern-standards
       | Android phone, where it's about the same as on the iPhone
       | depicted in this article, or even a little less); it's about the
       | product's overarching philosophy, which has changed over the past
       | decade (in a direction I strongly dislike). It used to be about,
       | y'know, _maps_ , but maps are now incidental, a means to a
       | _different_ end, ably demonstrated by their icon change a year
       | ago from a map to a location pin. It's all about the destinations
       | now, and mapping has progressively deteriorated and been
       | deemphasised.
       | 
       | At least in the case depicted, you should be able to get it to
       | show just the map by tapping once in the map area.
       | 
       | (If you're interested in more about this,
       | https://www.justinobeirne.com has some _excellent_ long-form
       | content analysing all the major maps products, how they've
       | changed over time, _& c._ https://www.justinobeirne.com/google-
       | maps-new-app-icon and https://www.justinobeirne.com/what-
       | happened-to-google-maps are good brief starting points.)
        
         | shorts_theory wrote:
         | That website is incredible. I had no idea I would be so
         | engrossed in reading about the size and shape of map labels and
         | the shape of building in a phone map application.
        
         | sfvisser wrote:
         | Google Maps is not much better on larger screens unfortunately.
         | It's almost as if it _wants_ to obscure the map area, no matter
         | what you try.
         | 
         | When using it you kind of feel how a once pioneering piece of
         | tech and UX initially built by a small team got taken over by
         | corporate Google which knows best what their users need...
        
         | ramraj07 wrote:
         | I have followed the brilliance of google maps from an ux
         | perspective for decades now, and don't fault them that much for
         | their new changes: it has become much more common now that I
         | actually don't care much about where a place is, more only
         | about if I found the right place, and how do I get there. If I
         | use public transit then the map becomes even more irrelevant.
         | Given how good Googles places info is, the only time the map
         | becomes relevant is once I start turn by turn directions, at
         | which point it again shows one of the best UIs out there for
         | that purpose.
        
           | chrismorgan wrote:
           | Meanwhile, I get frustrated by the changes in their
           | cartography style almost every time I use Google Maps. Most
           | of the time I _do_ want an actual map, and even when I'm not
           | so fussed about that, the old style conveyed more useful
           | details for the sorts of things I was doing. If you want to
           | _explore_ an area geographically, the changes have been
           | terrible.
           | 
           | It's not _uniformly_ worse than it was a decade ago; there
           | are some areas like highlighting business districts and such
           | where in the last decade they've-- uh-- caught up with paper
           | maps. But if Google Maps presented me with a "show maps like
           | they were ten years ago" option, I'd enable it in an instant,
           | because the cons of the last decade have been far greater
           | than the pros for how I, all my family and most of my friends
           | use it.
        
             | iggldiggl wrote:
             | Absolutely, which is why I definitively prefer OSM for that
             | purpose.
        
         | asiachick wrote:
         | Maps does what I want in this instance. The display shows
         | results for what I searched for. If I want the map I tap the
         | map. If I want to see more search results I scroll down. I'm
         | not seeing any problem. I want those search results when I
         | search. Where would you suggest they put them. The screen is
         | already small, putting them just on the map would make it hard
         | to provide any details to help you find the thing you were
         | searching for
        
           | kuschku wrote:
           | The big issue is having them on the map, without reloading
           | the search results when the map is zoomed/panned, without the
           | map obscured.
           | 
           | They absolutely don't support that use case anymore :(
        
         | jiggawatts wrote:
         | While we're on the topic: YouTube, which is inherently a video
         | content viewing service, goes out of its way to obscure the
         | video content. The TV app, the mobile app, and the browser app
         | all _insist_ on overlaying the content with random garbage that
         | no sane human being could possibly be more interested in that
         | the content that they launched with the intention of watching!
         | 
         | Heaven help you if you open a popular live feed. The wall of
         | random teenage stream-of-thought noise streaming down across
         | the video is just unspeakably crass. Why was this added, you
         | ask? Because some overpaid manager at Google saw that Facebook
         | was doing more video, so turning a video streaming service into
         | a social network seemed like a _brilliant idea_. I mean why
         | not? Why wouldn 't people watching NASA feeds want snotty
         | little kids spaming swearwords on their _television?_
         | 
         | PS: products slowly morphing to become nigh unrecognisable is a
         | pre-Internet issue. The MTV channel used to show just music
         | videos!
        
           | spideymans wrote:
           | >While we're on the topic: YouTube, which is inherently a
           | video content viewing service, goes out of its way to obscure
           | the video content. The TV app, the mobile app, and the
           | browser app all insist on overlaying the content with random
           | garbage that no sane human being could possibly be more
           | interested in that the content that they launched with the
           | intention of watching!
           | 
           | Too often I've been unable to decipher what's being shown in
           | the last ~15 seconds of the video because of the end-of-video
           | annotations and recommendations.
        
           | smileybarry wrote:
           | YouTube added live chat not because of Facebook, but because
           | of Twitch which popularized this live-video-with-
           | synchronized-chat. (except on Twitch it's about 1-10s of
           | delay where on YouTube it's 30+ minimum)
           | 
           | Facebook and YouTube then borrowed that feature when they
           | added livestreaming.
        
             | the_jeremy wrote:
             | Things[0][1] I've looked at says Twitch's delay is much
             | longer than 1s.
             | 
             | [0]: https://www.fairlyoddstreamers.com/post/twitch-stream-
             | delay [1]: https://onetwostream.com/blog/twitch-delay/
        
               | anonymousab wrote:
               | The delay depends on a lot of things, from configurable
               | settings for the streamer (both on twitch and on their
               | machine) and for the viewer (low-latency mode, and
               | sometimes, explicitly not! using it), as well as things
               | outside of their control - in Twitch's infra and just
               | general internet latency.
               | 
               | It's not uncommon for streamers to display their chat in
               | a sidebar on the stream, or overlaid on the content
               | itself. From this, I've observed delays as low as (or
               | maybe a bit lower than) a second, and as high as 30s -
               | though I haven't seen anything nearly that high in a long
               | time.
               | 
               | I suspect bigger or more successful streamers are
               | prioritized on Twitch's backend. But I think the
               | threshold for "successful" is actually rather low -
               | someone consistently getting just hundreds of viewers is
               | probably there already, in that top percentile.
        
               | deadmutex wrote:
               | Understatement
        
           | alisonkisk wrote:
           | You can turn off chat
        
             | jiggawatts wrote:
             | What are you talking about? I just clicked through the
             | "Settings" menu, and there's no such option!
             | 
             | Oh, you mean _individually_ , on a per-video basis, using
             | the tiny button that's thoroughly hidden as part of the
             | dark pattern to drive user engagement?
        
           | rozab wrote:
           | I hate those scrolling chat feeds, and I don't understand how
           | anyone's able to read them? I can barely read a 5 word
           | message when it's juddering up the screen at a million miles
           | an hour. Why hasn't twitch et al replaced it with a widget
           | that just draws new messages above the old, scanning top to
           | bottom?
        
       | illwrks wrote:
       | The main reason I had to get a new phone was because of apps not
       | scaling correctly. And website visible areas being severely
       | reduced due to ads and cookie notices etc...
        
       | andybak wrote:
       | Really surprised this isn't caught in the App Store review
       | process. Seems like a very low quality bar to aim for.
        
         | matsemann wrote:
         | The only thing the review process is good for nowadays is to
         | randomly ban apps by mistake, and make sure you're not taking
         | payments without giving Apple their cut.
         | 
         | The walled garden has for a long time failed to actually keep
         | the quality up.
        
       | gcb0 wrote:
       | "oh buy i gladly pay the apple tax and subject myself to a single
       | apple store with draconian rules for quality products in the
       | entire ecosystem"
        
       | sdfhbdf wrote:
       | Is iPhone 12 mini considered small? I rock it and i can't seem to
       | share the annoyances that the author mentions.
        
         | dep_b wrote:
         | Because the mini has the same amount of pt's as the iPhone X.
         | Take a good look: everything's smaller.
        
         | mattgreenrocks wrote:
         | I sometimes see stuff like this on my 12 mini. Ridiculous.
         | Almost always it's a website though.
        
       | daviddavis wrote:
       | I was considering upgrading to an iPhone 12 mini. Does it have
       | these issues too?
        
         | tomger wrote:
         | No
        
         | gridder wrote:
         | It does but a lot less. Go for it, it's a great phone.
        
       | crazygringo wrote:
       | This feels... silly.
       | 
       | Many of the examples have _nothing_ to do with screen size (e.g.
       | cutting off the bottom of letters or  "so much white space"), or
       | are intended ("Dang I can barely see the map" -- well yeah that's
       | because the primary data is the list of results). Many other
       | comments here are listing that many of the supposed issues are
       | the same on large screens too.
       | 
       | I used the original SE and then upgraded to the SE2 and none of
       | this has been any kind of problem.
       | 
       | In fact, almost all of these are great examples of responsive
       | design. Even if you have to scroll a little or some ellipses are
       | shown... they seem to all _work_.
       | 
       | If this is the worst the author can find of small screens not
       | working... then they seem to have proved the opposite point, that
       | small screens are actually working great.
        
       | Adrig wrote:
       | Without even debating the pertinence and aggressiveness of this
       | article's title, some of these examples are just ridiculous.
       | 
       | Negative space is good. It's good for readability and
       | accessibility. Nowadays, most apps are designed to be scrollable,
       | which means that cramping as much information as possible is
       | probably not helpful.
       | 
       | >There's too much padding on the navigation bar. For me it's too
       | much for my small phone and big thumb.
       | 
       | So... You want less space to tap with your big thumb?
       | 
       | Google maps is about the results list, not the map.
       | 
       | Other comments are just straight opinions about what he likes
       | ("too much padding there and there"). Okay? That's just
       | prescriptive feedback and don't bring anything valuable to the
       | conversation.
       | 
       | It's also interesting to see that people in this thread have many
       | design opinions, and almost systematically someone has the
       | opposite feeling in their replies. It's proof that design is not
       | just following a guideline. It's about choices, trade-offs and
       | context.
        
         | pmlnr wrote:
         | > Negative space is good
         | 
         | Yeah, no. There's spacing, and there's useless void - negative
         | space is usually being the latter.
         | 
         | Websites becoming ridiculous on computers, because everyone
         | keeps designing for fat greasy fingers, and this trend is
         | absolutely horrible.
        
           | Daho0n wrote:
           | You just proved his point though.
        
           | Adrig wrote:
           | You know that a proper website is designed differently at
           | different breakpoints right? What you see on a computer
           | screen is not designed based on fingers taps.
           | 
           | Of course there are cases where it's taken too far. Not
           | arguing that there isn't bad design out there. But again,
           | negative space is good. It's proven better for comprehension
           | and accessibility
        
             | [deleted]
        
       | sharkjacobs wrote:
       | Gosh, if only there was some kind of curated App Store run by
       | Apple which only sold apps which had been reviewed and vetted by
       | human beings who could check for this kind of thing.
        
         | Daho0n wrote:
         | Since many comments here says how Apple's own apps have the
         | same problems, that wouldn't do any difference even if the app
         | store was actually curated for quality and not control.
        
       | skohan wrote:
       | Why would you? There are a tiny share of small screen size phones
       | out there, and often you need a substantially different design
       | for a small screen. Basically you are doubling the layout effort
       | on your designers and app developers (or let's say 1.3 times
       | modifier at least), and those designs have to be maintained as
       | well.
       | 
       | The alternative is to really have a "one size fits all" design,
       | but this will likely mean making compromises on larger screens.
       | 
       | Mobile development is expensive, and there's already enough to
       | deal with to support backwards compatibility, and localization.
       | It's just not economical to support small phones which almost
       | nobody is using.
        
         | forgotmypw17 wrote:
         | why?
         | 
         | pride in worksmanship, perhaps...
         | 
         | because 1% is still quite a few users for whom the experience
         | sucks...
         | 
         | or perhaps just plain old empathy...
         | 
         | because not every customer can just replace their device...
         | 
         | or... i dunno... just avoiding someone posting embarrassing
         | screenshots of one's app looking like shit on hacker news?
        
           | mattmanser wrote:
           | And then you make it suck for everyone else.
           | 
           | Mobile first often made the experience suck for desktops.
           | 
           | Tiny screen first just makes the experience suck for
           | everyone.
           | 
           | The author says: _Also, I don't care if the statistics for
           | small devices is less than 1%, it's just pure respect for
           | those users._
           | 
           | But that's a false dichotomy.
        
             | afavour wrote:
             | > Tiny screen first just makes the experience suck for
             | everyone.
             | 
             | No it doesn't. iOS's UI toolkit has numerous tools to allow
             | a design to adapt to screen size. There's no reason an
             | adjustment for a smaller screen would have any effect on a
             | larger one.
        
               | skohan wrote:
               | I'm quite sure all the screenshots in the article are the
               | result of adaptive designs being broken due to edge
               | cases. Constraint-based adaptive designs are great, but
               | they have their limits. Unless you have a _very_ simple
               | design it is not going to work on every form factor.
        
             | forgotmypw17 wrote:
             | >And then you make it suck for everyone else.
             | 
             | In Russian, there is a saying: To a poor dancer, their own
             | butt gets in the way...
        
             | bradley_taunt wrote:
             | > Mobile first often made the experience suck for desktops.
             | 
             | I'd have to argue that poor design work in general is the
             | cause for this. "Mobile first" never meant to neglect the
             | desktop experience - designers who do that are just poor
             | designers to begin with.
        
           | paulcole wrote:
           | > someone posting embarrassing screenshots of one's app
           | looking like shit on hacker news
           | 
           | The horror!
           | 
           | My mom will for sure delete her local bank's app if she sees
           | the post showing that the padding is a few pixels off on a
           | phone she doesn't own.
        
             | forgotmypw17 wrote:
             | I don't know about you, but I would be ashamed if something
             | I wrote showed up in this article...
        
             | oneeyedpigeon wrote:
             | There are more readers of hacker news besides your mom.
        
           | kcmastrpc wrote:
           | none of these reasons negate the cost of implementing layouts
           | for _literally every device on the planet_. it's not
           | practical, nor do the bean counters really care because the
           | loss in revenue is very much less than the cost of
           | implementation.
        
           | konjin wrote:
           | How does any of that make money?
        
             | forgotmypw17 wrote:
             | I don't recall claiming that it does...
             | 
             | Although I would think that this type of experience would
             | steer one away from using the software or recommending it,
             | this eventually reducing the revenue.
             | 
             | But more importantly, it would weigh on my conscience as a
             | developer and reduce the quality of my sleep, which to me
             | is more important than money by a long shot.
        
             | burntoutfire wrote:
             | Wasn't that the original value proposution of the Apple
             | products under Jobs? That the overall craftsmanship was
             | high and they just didn't feel crappy like their
             | competitors'?
        
               | forgotmypw17 wrote:
               | it certainly seemed that way to me at the time... i miss
               | ios 3.
        
               | skohan wrote:
               | When iOS3 was a thing, there was exactly one screen size
               | to support at one resolution, and when you went to the
               | home screen the app closed so you could count on a
               | predictable state every time the app opened. We used to
               | measure design elements in number of pixels back then. It
               | was a much simpler time.
        
         | Wowfunhappy wrote:
         | Important note: the author is actually talking about the 2020
         | iPhone SE. There has got to be tons of those + iPhone 8/7/6S's
         | still in use.
        
           | skohan wrote:
           | Ok I missed that detail - I think it's reasonable to support
           | iOS8 size screens given the market share. But the logic holds
           | with iPhone 5 and below size screens for example.
        
         | afavour wrote:
         | > Basically you are doubling the layout effort on your
         | designers and app developers (or let's say 1.3 times modifier
         | at least), and those designs have to be maintained as well.
         | 
         | Judging by the screenshots in the article this really isn't
         | true. Devs just need to bother to test with these small
         | devices, they'd see the padding and offset issues immediately
         | and it would be an easy fix.
        
           | kergonath wrote:
           | Most of the time, just using the OS-provided controls would
           | save these problems before they even happen.
        
           | danielheath wrote:
           | Y'all are getting multiple test devices?
        
             | afavour wrote:
             | You can't use simulators?
        
         | shadowfaxRodeo wrote:
         | Everybody fits into a 1%.
         | 
         | Why design for vision, hearing, motor, cognitive impairments,
         | older browsers, feature phones, 2g connections, motion
         | sensitivity, unusual input devices, smart watches, tvs, game
         | consoles, low-powered devices, languages other than English?
         | 
         | I don't mean to sound harsh, but I'm very tired of hearing this
         | argument. It's not that hard to accomodate people, especially
         | on Apple devices, they give you all the tools to do this.
         | 
         | Don't be shocked if X group is a small fraction of your users
         | if your design has made it clear they're not welcome.
        
           | skohan wrote:
           | Maybe they aren't worth my time. What if I am running a
           | bootstrapped startup, and supporting small screens is the
           | difference between being able to out-compete my competitors
           | on features or not? Just because these tools exist does not
           | make it zero effort.
           | 
           | It's a very entitled view to assume that every product has a
           | duty to accommodate you. Yes it feels bad to be left out of
           | something, but that doesn't mean it's owed to you.
        
             | shadowfaxRodeo wrote:
             | I'm talking from the perspective of the developers. It's
             | not that difficult to accomodate people. Following
             | principles on progressive enhancement is actually easier
             | than not doing it.
             | 
             | If you're looking for a way to out-compete your
             | competitors, how about making an app that works for the
             | people they've left out?
        
               | skohan wrote:
               | > If you're looking for a way to out-compete your
               | competitors, how about making an app that works for the
               | people they've left out?
               | 
               | You're free to run this experiment, but my guess is that
               | it will not be a meaningful differentiating factor
        
             | Kye wrote:
             | 1%s talk to other 1%s
        
       | dbg31415 wrote:
       | Seeing a lot of issues here that would also be violations of WCAG
       | guidelines, and thus be something you could bring an ADA
       | accessibility suit against the companies over.
       | 
       | https://medium.com/front-end-weekly/dominos-pizza-and-web-ac...
       | 
       | https://www.cnbc.com/2019/10/07/dominos-supreme-court.html
       | 
       | For all of your web projects...
       | 
       | 90+ score in Lighthouse is a good bar to aim for.
       | 
       | And look for any errors in Wave or Axe -- these should be part of
       | your requirements (starting with requirements to the design team
       | around contrast and colors they can use, as well as requirements
       | to the devs), and part of your QA process. Call out issues you
       | see. Compliance with WCAG (2.1, AA for most businesses
       | https://www.w3.org/TR/WCAG21) is the de facto law of the land.
       | 
       | https://wave.webaim.org/
       | 
       | https://www.deque.com/axe/
        
         | kps wrote:
         | I'm no fan of ADA ambulance chasers, but if they start going
         | after mobile and web 'designers' my schadenfreude will be
         | unermesslich.
        
       | dade_ wrote:
       | For me it was Google Maps on my iPhone SE, but that was several
       | years ago. The great GUI design for the display size is what made
       | the classic iPhone size work. Essentially Apple decided to allow
       | apps to be published that were terrible on smaller devices and I
       | realized those horses weren't going to get back into the barn.
       | 
       | So I switched to a Samsung Flip, and I've learned that a device
       | that has a large display and fits in my pocket is a reasonable
       | compromise. Now they just need to be a reasonable price.
        
       | vertis wrote:
       | I find it strange that these big companies aren't testing across
       | a broad range of devices. I'm a solo freelancer, but the last app
       | I built for a client, I actually went out and bought an iPhone
       | SE, because that was the minimum spec.
       | 
       | Granted I don't load it onto that phone often, but I checked that
       | it worked as expected, and the layout behaved reasonably.
       | 
       | An iPhone SE (not 2020) will set you back less than $100.
       | 
       | Anything that teenagers use (e.g. Spotify) you have to assume
       | it'll be run across all kinds of budget devices.
        
       | cheeaun wrote:
       | For Clubhouse app, it seems deliberate tho'. It looks cut-off on
       | my iPhone 11 Pro too.
        
         | alexlmiller wrote:
         | Yep, this is definitely an intentional design decision, it
         | renders that way on all iPhones
        
       | iamben wrote:
       | We've had this discussion on HN before and I'll make the same
       | point, because this is very similar with responsive websites as
       | well. All too often I see designs that don't think about odd size
       | tablets, or (as here) phones less than 375 or 414, or whatever
       | else.
       | 
       | It absolutely boggles my mind, _especially_ when you can
       | attribute a  "this is how much these users spend" amount to it
       | (an ecom store, for instance). Most of the time it's not _much_
       | extra effort to make it work properly (or even if you remove
       | features, just keep it tidy), and absolutely worth it it real
       | money terms.
        
         | furr wrote:
         | X
        
         | kawsper wrote:
         | > It absolutely boggles my mind, especially when you can
         | attribute a "this is how much these users spend" amount to it
         | (an ecom store, for instance).
         | 
         | It also happens the other way around, they break it for odd-
         | sized devices and then they go look at their numbers: "It's
         | less than 1% of our revenue", WELL OF COURSE IT IS! It's
         | broken!
        
           | mgkimsal wrote:
           | EXACTLY! And for some businesses, you may never get me back
           | to try a redesign. That can also be used as justification -
           | "those people won't come back again anyway".
           | 
           | This was some of the same 'thinking' back in the 'designed
           | for netscape / IE' wars of the late 90s. I would routinely
           | hear that "we get more sales from IE users". And me saying
           | "it's because we didn't test on netscape and the form
           | submission is broken" didn't seem to register with anyone.
           | 
           | I actually worked with one client who 'got it', and they were
           | very particular that we tested with all major browsers of the
           | day - they had multiple millions of dollars riding on orders
           | coming in every month, and even small delays meant big
           | ramifications down the line. It was almost all Netscape/IE,
           | but we had to deal with multiple versions, and test
           | accordingly, which wasn't trivial because they were trying to
           | also add new JS functionality. We had a lot of user-agent
           | testing at that time. :)
        
           | iamben wrote:
           | Yeah, see that loads, very frustrating. "Desktop CVR is
           | double that of a tablet, so we don't bother with tablets..."
        
         | skohan wrote:
         | > Most of the time it's not much extra effort to make it work
         | properly
         | 
         | I strongly disagree - with smaller devices you might be talking
         | about an entirely different layout, and maybe a separate set of
         | assets. More time for designers, more time for developers, and
         | a whole category of tests for QA to verify during regression
         | tests. You're talking about widening the entire development
         | pipeline.
        
           | enlyth wrote:
           | Most people on HN think UIs should be autogenerated from
           | backend code and that peak UI was Windows 95. Anyone worth
           | their salt doing some real UI work knows how difficult it is
           | to accommodate every arbitrary resolution and aspect ratio.
        
             | iamben wrote:
             | To reply to you both - I'm specifically talking about the
             | web. I have no experience building apps, so can't comment
             | there. But for the web, I'm absolutely happy to argue it's
             | not _that_ much more effort.
        
               | ryandrake wrote:
               | Whether it's the web or an "app," it should work sensibly
               | at any reasonable resolution. It doesn't have to look
               | good, or look like the pixel-perfect, happy-path
               | Photoshop mocks the UX designer made, but it should
               | function. Desktop developers have been doing at least an
               | OK job of this for decades.
               | 
               | Yet here we are, where it's a struggle to find an app
               | that even sensibly supports landscape mode, or supports a
               | user-configured font size.
        
               | skohan wrote:
               | Arguably most of the examples given in the post "work
               | sensibly". They have some aesthetic issues but they
               | should function
        
           | greggturkington wrote:
           | Developers that think we should support the iPhone 3 just to
           | be nice have not worked on enterprise-level apps. They
           | underestimate the cost of the things you describe--design,
           | QA, support, etc. It's more than a media query.
        
       | bluedino wrote:
       | Here on HN, the username/score/logout links are triple stacked in
       | the upper right and I've accidentally hit logout more times than
       | I can count. iPhone 12 mini
        
         | iamacyborg wrote:
         | I think that depends on your score. I'm on the 12 mini as well
         | and those links are spread over two lines for me.
        
           | vulcan01 wrote:
           | Problem is, they have one more digit in their karma than
           | you...
        
           | skohan wrote:
           | Unintentional privilege-based UI ergonomics
        
         | kergonath wrote:
         | I always tap the poster's name when up- or down-voting a
         | comment on my iPhone XR. HN's UI in general is not great for
         | phones (though at least it is simple and effective, which is
         | great).
        
       | polyrand wrote:
       | I use an iPhone 8 (more or less the same as the SE 2020) and I
       | don't find this bugs often, but they are definitely there.
       | 
       | Regarding web design, I always set the iPhone 5/SE view as the
       | baseline. I think it's a lot easier to go from there to a bigger
       | device than the other way around. Also, the worst that can happen
       | is that there's some empty spaces on the sides or some card gets
       | wide. However, when you start from a big device and then try to
       | fit the UI to smaller ones it's a lot harder.
       | 
       | Another problem is the rendering engines. I once had to help a
       | friend with a problem that was only happening in my iPhone, but
       | when I used Chrome (in my laptop) with the mobile view it worked
       | ok. I could then reproduce the bug using Safari (in my laptop)
       | with the mobile view active, so I guess it was because of the
       | small size + rendering engine. Those things are also hard to
       | debug and catch.
        
       | forgotmypw17 wrote:
       | I bet some developers do, the ones who care about quality and
       | user experience.
       | 
       | It's so counter-intuitive and ironic that the biggest
       | applications with the biggest headcounts in their small
       | percentage userbases spend the least amount of effort trying to
       | accomodate them.
        
       | solarkraft wrote:
       | > Also, I don't care if the statistics for small devices is less
       | than 1%, it's just pure respect for those users.
       | 
       | Thanks. This attutude of _respect_ on the UI side is why I 'm
       | tempted by the Apple platform. Unfortunately it looks like it's
       | not as perfect as hoped initially and there's a lot of disrespect
       | on other ends.
        
         | formerly_proven wrote:
         | Apple devices are full of dark patterns (to get you to enable
         | "upload everything always to iCloud") and bad UX. Even super
         | basic stuff like the alarm clock ("bedtime") has become a Rube
         | Goldberg-esque nightmare, and good UX elements have been
         | replaced with garbage in other places as well. For example,
         | setting the time of an alarm requires you to drag in a 5x5 mm
         | area for hour and minute, respectively. Not only is that a way
         | too small area for a touch interface, but you are also not
         | seeing what you are setting it to. Utter garbage.
        
           | bambataa wrote:
           | Yes, alarms are really fiddly.
           | 
           | My favourite bit of alarm related UX is that the "dismiss"
           | button for alarms and timers are in opposite places.
        
           | tinus_hn wrote:
           | Boo hoo. If it bothers you you can just type in the time, the
           | large control got replaced by an enormous keyboard.
        
             | ludwigschubert wrote:
             | Come on, that's neither helpful nor kind. The controls were
             | larger in previous OSes, and now look like they violate
             | Apple's own 44pt minimum size target.
        
               | tinus_hn wrote:
               | The large control you are talking about was replaced by a
               | keyboard. The small control is completely optional.
        
               | aikinai wrote:
               | Based on the downvotes flying around here, it looks like
               | there are a lot of people who somehow haven't noticed the
               | keyboard.
               | 
               | Maybe Apple should have actually made the new tiny time
               | display not scrollable so people would be forced to see
               | the keyboard?
        
               | wruza wrote:
               | I am SO happy they did that. Choosing 4 digits by
               | scrolling two pairs was a nice looking stupidest idea
               | from the beginning. The fact that you had to wait for
               | animation to complete didn't help. And if you didn't wait
               | and hit "save", it silently used a former value. I was
               | late at least once because of that. I also had few
               | predefined alarms to not deal with that crap too often.
               | 
               | I know many ways to improve an old control, and I believe
               | Apple has a pile of folks smarter than me who did the
               | same, but someone stubbornly retained that and that is a
               | win that they finally gave up.
        
               | gh-throw wrote:
               | Not only that, the screen's super-ugly. It looks like
               | part of some "kitchen sink" demo of UI elements.
               | 
               | Glad it's not just me annoyed every time I open that and
               | am reminded how crap it is now.
        
           | kall wrote:
           | The worst thing is they have a great wakeup time picker (not
           | a generic time picker) for the "Bedtime/Wake Up" feature.
           | That this feature, a completely separate alarm clock logic,
           | even exists is insane.
        
             | spaetzleesser wrote:
             | I use it but it's really weird that there are two
             | disconnected alarm clocks.
        
               | e_proxus wrote:
               | And the input for timers is yet another custom UI where
               | you _can't_ enter the time with a numpad.
        
           | aikinai wrote:
           | > For example, setting the time of an alarm requires you to
           | drag in a 5x5 mm area for hour and minute, respectively.
           | 
           | The numeric keypad taking up the entire bottom half of the
           | screen is what they're expecting you to use. Providing that
           | is why they switched to the new design. Dragging in the time
           | box is just for some backward consistency; it's not the
           | intended interaction.
        
             | canuckintime wrote:
             | Oh, I didn't even notice the UI change because for years
             | I've been exclusively setting all my alarms with (Type to)
             | Siri. If I add the Alarm shortcut to Control Center, would
             | this numeric keyboard be faster? I wager it'd be more
             | reliably/accurate than Siri
        
           | [deleted]
        
           | tannhaeuser wrote:
           | Wow, just looked at the new alarm clock in 14.3; it's insane.
           | 
           | But even before that it had UI issues. While I had no
           | problems with it, a friend of mine, a seasoned UI and web
           | specialist and Apple fanboy no less, couldn't for the life of
           | him figure out how to set a basic alarm until I hinted "you
           | need to press 'edit alarm' at the top"; he just didn't notice
           | that option being there.
        
         | skohan wrote:
         | What's the cutoff? If you have a single user who's running iOS
         | 7 and you have to slow down feature development 50% to support
         | them, do you have to do that out of respect?
        
           | layer8 wrote:
           | You should at least support what the latest devices support,
           | e.g. iPhone 12 mini with Display Zoom turned on and large
           | fonts. Incidentally, that will also mostly take care of the
           | iPhone 5/5S/SE1 screen size.
           | 
           | https://hacknicity.medium.com/how-ios-apps-adapt-to-the-
           | vari...
        
         | iagovar wrote:
         | I am by myself, I have no money backing my sites, how much time
         | spent catering to outliers do you think is reasonable?
        
           | [deleted]
        
       | Davidbrcz wrote:
       | Now you can imagine my pain as someone who is visually impaired
       | and who had to increase all the sizes to the max to be able to
       | read anything....
        
       | chrismorgan wrote:
       | On the web, people came up with the concept of "mobile-first",
       | meaning that you should first of all make sure everything can
       | work with the smallest size, and then add whatever adjustments,
       | improvements, extra functionality due to size, _& c._ for larger
       | screens after that.
       | 
       | (Of course, in practice people made a hash of it (as they always
       | do) and it often became mobile- _only_ design, with users of
       | larger screens getting a comically bad experience that was
       | manifestly designed for tiny screens; but that's not the idea of
       | mobile-first.)
       | 
       | I'd say it's generally a sound philosophy, even though at larger
       | sizes you may desire to recompose the UI quite substantially.
       | It's generally easier and/or safer to design for small screens
       | and reformat or add extras for larger screens, rather than to
       | design for large screens and reformat or remove for smaller
       | screens.
       | 
       | But people definitely regularly don't go small enough in their
       | idea of "mobile". I decided some years ago that I would target
       | 300px as my baseline width, and I feel that's served me well.
       | (And if convenient, I make it work past 260px.) 300px is a bit
       | smaller than _anything_ mainstream, and is thus pretty safe. (I
       | haven't often done much that needs a baseline _height_ , but I'd
       | use 300px and/or 450px there, considering both portrait and
       | landscape usage as necessary or applicable.)
        
         | frosted-flakes wrote:
         | Something that I do that most people seem to miss is disable
         | sticky headers below a certain height. It's super easy to do
         | with a simple media query.
         | 
         | I used to use a square-screened BlackBerry 10 device, and the
         | number of websites that didn't do this was infuriating, and I
         | made frequent use of a "Kill Sticky" bookmarklet. But
         | _everyone_ runs into this issue at some point just by turning
         | their phone to landscape mode, which most web developers
         | evidently don 't test with.
        
           | germ wrote:
           | I came here to bring this up, I use a Key2 daily and have
           | used a UniHertz Titan for a time. Many applications don't
           | handle odd screen aspects very gracefully. (Like Instagram
           | opting for zooming stories instead of lettering).
           | 
           | But sticky headers are the bane of my existence.
        
       | kawsper wrote:
       | I have an original iPhone SE and I very rarely hit this, mostly
       | by more amateurish applications, but it is still very frustrating
       | when it happens.
       | 
       | For an example there's an application I use to put money on my
       | washing card, and also book washing machines in my building, and
       | that doesn't work on my iPhone SE, even though that application
       | is mostly a webview.
       | 
       | It could be nice if Apple could detect these issues in the review
       | process.
        
         | RikNieu wrote:
         | It's weird that they don't. Every time I push to the istore
         | they review it will multiple devices.
        
         | irae wrote:
         | I held on to my original SE for as long as I could. I have
         | dozens of screenshots similar to the ones on the article, and I
         | was getting tired of reporting unusable or hard to use apps on
         | small screens.
         | 
         | This was one of the key factors for me to switch to the iPhone
         | 12 Mini. And even though some apps still have issues, they just
         | don't test bellow the regular 12 size.
         | 
         | The worst recurring bug across apps that still happen on the
         | mini is not having enough UI spacing to accommodate scrolling
         | bellow the keyboard. I very often have apps that won't show the
         | "submit" or whatever button to confirm a form.
        
           | mgkimsal wrote:
           | Similar here - I _just_ went up to a 12 mini because the SE I
           | had was... well - still worked, but I wanted to  'forward
           | proof' myself a bit. I suspect it may not go past iOS 14 (I
           | just upgraded - was on 12 for a long time). For things like
           | banking, etc, I wanted to know my device will work for the
           | next few years, and this is the smallest I can get that still
           | is in the ios/apple world.
           | 
           | I somewhat regret this, as I miss the Touch ID. Rumors are
           | the 13 models will have a Touch ID under the screen, which
           | will be great, but, I don't know they'll have a 'mini'
           | version either. Apparently the 12 mini is being discontinued?
           | I can't tell if that rumor is true, or production is just
           | being reduced in favor of the larger models. Either way, the
           | "small form factor" just seems to be an afterthought.
           | 
           | Was reading a few viewpoints on this (perhaps it was even on
           | HN?) some time ago, and ... one of the attractions of 'big
           | screens' is that, for most people, that phone may be their
           | only or primary internet access device. For me, I'm on
           | laptops and large screens all day - I want small and conven
           | ient and mobility in a phone, not large screens. If I want a
           | large screen... I go to a large screen. I don't try to
           | wrestle with getting a 7" device in to pockets to carry
           | around with me. But people wanting 5" phones are apparently
           | in a minority.
        
             | lh7777 wrote:
             | > But people wanting 5" phones are apparently in a
             | minority.
             | 
             | Let alone 4" phones! I'm still happy with my original SE,
             | but the nuisances are starting to add up. I really prefer
             | TouchID to FaceID and still use my headphone jack, so
             | there's nothing in Apple's current lineup for me.
             | 
             | Fingers crossed that the rumors are right about the return
             | of TouchID and the rumors are wrong about the mini being
             | discontinued. If they finally dump Lightning in favor of
             | USB-C, that'd solve my headphone jack dilemma as I could
             | just use USB-C headphones on all devices. I'm not
             | optimistic that all of this will come together before Apple
             | discontinues support of the original SE, though.
        
               | mgkimsal wrote:
               | the headphone jack is a nuisance, certainly. I've
               | migrated to AirPods for a lot of stuff, but miss the jack
               | and wired headphones. I _did_ just learn about this
               | 'reachability' thing in iOS, where you can pull down the
               | top half of the screen to the bottom. this makes up for
               | some of the stretching I was needing to do, but yeah, in
               | so many ways the SE was such a good combination of
               | qualities - size, features, etc.
        
       | mro_name wrote:
       | I do.
       | 
       | Habit shapes creation.
       | 
       | I use an SE and naturally design & build for it. (Plug:
       | https://mro.name/ShaarliOS)
       | 
       | But when a former 500K ipa (objc) becomes a ~70MB upload (swift)
       | that makes >300MB traffic submitting, you clearly know the
       | culture behind it is not sustainable and has no future.
       | 
       | Apple doesn't care about the low end. Not in developer tools, not
       | in OS (weekly big sur updates in the GBs) and so that's what
       | designers get used to. Apple sells hardware. Software and
       | services is the bait.
       | 
       | Those who do care are a few opinionated geeks. Not the
       | mainstream, not where the money is.
        
         | DaiPlusPlus wrote:
         | > you clearly know the culture behind it is not sustainable and
         | has no future.
         | 
         | It's not a culture shift, it's a technology shift. Systemwide
         | shared-libraries are going away because they involve all-manner
         | of versioning difficulties (DLL-Hell, etc). Simultaneously,
         | computers have enough physical memory such that processes don't
         | need to share libraries in-memory to keep usage low, and the
         | security advantages of single-upgrades to shared libraries are
         | wiped-out by programs breaking due to unexpected changes in
         | their dependencies, and writing software is now accepted as a
         | treadmill: ship regular updates (monthly? weekly?) where the
         | only change is updating to the latest dependencies and ensuring
         | tests pass - these 3 things combined lead to portable, self-
         | contained software that can run on minimal platforms. Other
         | examples include Go's single-executable statically-linked
         | compilation. And so on.
         | 
         | But this is progress. I do expect eventually we'll have
         | entirely dependency-free software where every redistributable
         | is effectively its own self-contained computer system
         | (basically, a VM): that has tremendous implications for long-
         | term application support. Apple (rightfully) gets a LOT of
         | stick for their lack of backwards-compatibility support, but if
         | all software for Apple's platforms eventually becomes more like
         | a VM image then we'll be able to run those VM images on Apple's
         | future phones - and even non-Apple phones - and non-phones,
         | decades from now - which is a refreshing change from where we
         | are today where we can't even run games from only 2-3 years
         | ago.
        
           | mro_name wrote:
           | I'm a big fan of static builds. But cannot understand how a
           | 15MB test IPA becomes a 70MB production IPA and takes 300MB
           | to upload.
           | 
           | That's IMO software explosion and bloat as Niklaus Wirth
           | ranted on decades ago.
        
             | DaiPlusPlus wrote:
             | I'm guessing you're using SwiftUI? When you do that, it
             | bundles the entire Swift UI library, including all the
             | parts you're not using, in your package - I think that's
             | because they support runtime-defined UIs which means your
             | app _might_ use currently-unused Swift UI components in
             | future...
             | 
             | I assume you've also seen this article? https://developer.a
             | pple.com/documentation/xcode/reducing_you...
        
               | mro_name wrote:
               | No SwiftUI, backwards compatible to iOS 9.0, check the
               | source if interested https://github.com/mro/ShaarliOS
               | 
               | Thanks for the link, I doubt it applies.
        
       | ruph123 wrote:
       | One thing that really annoyed me who always preferred the smaller
       | iPhones like the SE: When Apple updated their Music app to make
       | everything super big and bloated it basically got unusable.
       | Especially for classical music where you could not see past the
       | long name of the symphony to see which movement it was. And even
       | while playing you had to wait for the running text to reach the
       | important part.
       | 
       | And all this was just blown up, they did not have to cram in a
       | lot of infos they just increased the size of every UI element,
       | made fonts bigger and bolt. It was really poor design, it felt
       | like a phone for the elderly. Also one feature was gone that the
       | old Music app had which would've helped here: hold down on a song
       | to get the overlay of the whole name...
       | 
       | In general classical music is really poorly supported by many
       | music services and apps but this was such a huge annoyance that I
       | had to switch to a third party app and delete that shitty Music
       | app.
        
         | bouke wrote:
         | Yeah that's what bothering me as well. Seems to be happening
         | everywhere though, reduced information density and increased
         | whitespace and fonts. So as we're all buying something with
         | bigger screens, we still keep loosing real estate.
        
       | furr wrote:
       | No one designs for IE6 anymore either. If it costs a lot more to
       | support a platform that doesn't bring in money, it would be a
       | terrible business decision.
       | 
       | "This is losing is a LOT of money, but it would be a nice thing
       | to do" is not realistic.
        
         | hawos wrote:
         | The iPhone SE 2020 is hardly comparable to IE6.
        
           | Nailgun wrote:
           | With all of the annoyances that Safari ios provides, I
           | genuinely consider it the spiritual successor to IE.
        
       | dreamer7 wrote:
       | This is not true. We still use my iPhone SE with a 4" screen as
       | the primary testing device for our iOS app -
       | https://apps.apple.com/gb/app/vendi-buy-sell-verified-phones...
       | 
       | There are many advantages to it. If it looks good on the SE, we
       | can be reasonably sure it will look good on everything else
       | (though this was affected by the introduction of the notch).
       | Also, flagship iPhones can easily handle badly designed apps but
       | my phone will show lag and artifacts while scrolling through an
       | infinite scrolling screen.
        
         | mgkimsal wrote:
         | Just upgraded from SE to 12 mini, but was hitting issues with
         | testing a web app on my SE. I'd also kept it on ios 12, and all
         | new 'large' devices were auto upgraded to iOS 14... hilarity
         | ensued. We hit weird bugs that only showed up on iOS 14.
         | 
         | But... in general, yeah, the size/space/perf issues are more
         | easily spotted on a device like an SE. I re-optimized some JS -
         | reduced memory, speed improvements - was far more noticeable on
         | the SE than the newer flagship devices.
        
         | jiofih wrote:
         | Not true for you, true in general - "nobody" being just
         | hyperbole.
        
       | sebastien_b wrote:
       | My favorite so far is my banking app asking a security question,
       | with it being in a single-line field that truncates right at
       | where it asks what information to provide.
       | 
       | In fact, I think I'll upload it somewhere for this author to add
       | to the list.
        
       | rojcyk wrote:
       | Wow, lots of assumptions or designer blaming in this thread. Not
       | that it is unexpected, but it still hurts since it is not as
       | black and white as people here draw it to be. Let me give you my
       | perspective as a designer who spent quite a lot of time on this
       | topic.
       | 
       | 1. The fact that some designers ignore other devices than their
       | own is definitely true. That is why I created a Figma plugin to
       | broaden the perspective.
       | https://www.figma.com/community/plugin/732240841094697441/Vi...
       | But developers do the very same thing and as often as designers.
       | Just further down the pipeline.
       | 
       | 2. Not supporting the smallest possible devices like the original
       | SE is a reasonable business decision. It is not even making it
       | into the charts at all the products I'm currently working on. It
       | is simply not worth the effort (since the effort is not as
       | insignificant as people here say).
       | 
       | 3. Supporting the smallest devices is definitely not free. And it
       | has a real monetary, technological and UX cost. It costs a lot of
       | money to properly test, report, design, and implement every
       | possible edge case for every possible viewports. Developers HATE
       | creating special layouts or cases for specific devices (speaking
       | about native mobile development) and if I recall correctly, Apple
       | might even prohibit it. And lastly, design is about making the
       | best possible solution, for the biggest amount of people. Quite
       | often you will find yourself in a situation where you have to
       | decide whether you will vastly improve the experience for the 99%
       | of people and make the experience not ideal for the 1% or vice
       | versa. Which is the better call?
       | 
       | 4. Blaming it all on designers is just too harsh. Yes, not
       | everyone is perfect, and designers often miss it, but more often
       | than not it is a simple business decisions. Designers can decide
       | to ditch a certain viewport because it can benefit the majority,
       | the same way developers decide to drop certain OS support.
        
         | brundolf wrote:
         | Not supporting people jumping to bad conclusions or being
         | toxic, but it's worth pointing out the author said this is the
         | _2020_ SE. Which is to say the body of an iPhone 8, not a 5.
         | Which is to say roughly the same size as all iPhones before the
         | X (and larger than the brand-new Mini!). That 's not <1% of
         | iPhone users, especially considering how long iPhones last. My
         | parents are still doing fine with their 6Ses.
         | 
         | Edit: I was wrong about the mini being smaller; it's somewhat
         | larger than the 8/SE
        
           | rojcyk wrote:
           | I know that the author is speaking about SE 2020, but the
           | issues listed in the article (at least some of them) to me
           | seemed like bugs rather then deliberate design decisions.
           | 
           | But I completely agree that the iPhone 6. 7, 8, SE viewport
           | should serve as the baseline for most, since the market share
           | is quite significant (it takes the third spot worldwide).
        
           | derefr wrote:
           | > Which is to say roughly the same size as all iPhones before
           | the X (and larger than the brand-new Mini!)
           | 
           | This isn't about physical size, though; it's about screen
           | resolution and aspect ratio.
           | 
           | > iPhone 12 mini: 2340x1080 @ 476dpi
           | 
           | > iPhone SE 2020: 1334x750 @ 326dpi
           | 
           | Yes, the 12 mini's screen is 5.4" while the SE's screen is
           | 4.7", but if the SE had the 12 mini's DPI, it'd have a
           | workable, modern-ish resolution. (Note how the OP never
           | complained about how these apps look on the 12 mini. They
           | look fine on the 12 mini.) The SE 2020 only ended up at the
           | "outdated" resolution of 750p because its _pixel density_
           | didn't keep up with the times; not because it's small per se.
        
             | brundolf wrote:
             | My mistake; I made the assumption the Mini would be smaller
             | 
             | Still, the point remains that lots of people are rocking an
             | iPhone older than the XS (the 9 came out at the same time
             | as the X) and would have these same problems
        
               | derefr wrote:
               | You're correct; I myself still have an iPhone 8. But I
               | tend to think of problems I experience on my iPhone 8 as
               | "being gradually left behind by an ecosystem that has
               | moved on", rather than as "not being supported." (Like
               | how it feels to try to use Windows 8.1 in 2021. It's not
               | _technically_ End-of-Life'd... but do third-party devs
               | even mention it on download-page compatibility lists any
               | more?)
               | 
               | With an iPhone 8, I know I'm the one "at fault" at this
               | point for sticking with this device, stuck on the wrong
               | side of an inflection point in screen size/resolution
               | from the introduction of "edge" displays all across the
               | ecosystem. I might expect Apple themselves to tune their
               | first-party apps for my device for as long as they claim
               | to support it; but I don't expect App Store devs to do
               | so. They're shipping cross-platform designs on a tight
               | schedule, for screens that are almost-exclusively twice
               | as large and high-resolution as mine.
               | 
               | The iPhone SE case is more concerning, because it's still
               | for sale at the Apple Store. This means Apple is claiming
               | it's fit-for-purpose for at least some use-cases. (Maybe
               | that claim doesn't extend to "running apps from the App
               | Store", though.)
               | 
               | I feel like, at this point, the SE is almost the same as
               | the iPod Touch--it's not a thing you get to take
               | advantage of the Apple app ecosystem; it's more a thing
               | you get to either use Apple's first-party apps for basic
               | use-cases, or because it's a very cheap automated
               | development smoke-test deploy target (roughly the iOS
               | equivalent of a Mac Mini.)
        
               | Kwpolska wrote:
               | The iPhone SE 2020 and the iPhone 8 have the exact same
               | screens. So it's not your fault, it's the lazy
               | developers' who can't be bothered to sit down with the
               | Simulator, click through the app, and fix at least the
               | most basic glitches.
               | 
               | > The iPhone SE case is more concerning, because it's
               | still for sale at the Apple Store. This means Apple is
               | claiming it's fit-for-purpose for at least some use-
               | cases. (Maybe that claim doesn't extend to "running apps
               | from the App Store", though.)
               | 
               | Nah, Apple's marketing copy [0] says:
               | 
               | > We put the brains of iPhone 11 Pro in the body of
               | iPhone SE. Our A13 Bionic chip is built for speed. So
               | everything feels fluid, whether you're launching apps,
               | playing the latest games, or exploring new ways to work
               | and play with augmented reality.
               | 
               | (Also, a smartphone without third-party apps is quite
               | useless for most users.)
               | 
               | [0]: https://www.apple.com/iphone-se/
        
             | Kwpolska wrote:
             | It's not really useful to talk about DPI/PPI of the screen
             | in an iPhone. The 12 mini uses 3x scaling, the new SE uses
             | 2x. According to [0], the logical resolution is 360 x 780
             | for the 12 mini and 375 x 667 for the SE. Sometimes, Apple
             | used tricks such as running the OS at 3x and then
             | downscaling it a little [1]. That said, since the SE is
             | meant to be a hardware upgrade with the old size/form
             | factor, some users would not be happy seeing smaller text
             | on the new phone (compared to their old iPhone 6/7/8).
             | 
             | [0] https://iosref.com/res [1]
             | https://www.paintcodeapp.com/news/iphone-6-screens-
             | demystifi...
        
       | geniium wrote:
       | Some are clearly mistakes from the builders, others are features.
       | Come on stop bitching around and pick up some real apps.
        
       | bondolo wrote:
       | The same problem exists on Android. I chose one size larger
       | system font because I like to be able to read the screen with my
       | glasses off and _safely_ read the screen while I am driving.
       | 
       | The result is UI regularly covered by the keyboard. Text clipping
       | and text overflows. The tiny map problem mentioned in the
       | article.
       | 
       | As much as I want a smaller phone I fear that it would be
       | unusable with the default UI and certainly if I chose to use
       | increased text size.
        
       | some1else wrote:
       | Switching the language to German also has interesting effects.
        
       | FractalHQ wrote:
       | I blame the CSS spec for not giving us responsive text sizes.
       | It's 2021, the Internet was literally built on text, and we still
       | can't have text that automatically grows and shrinks based on the
       | size of its parent. We can go to Mars, but we can't have
       | responsive text. Blows my mind.
        
       | dep_b wrote:
       | I used an iPhone SE 2016 until recently and I never really ran
       | into situations where an app was unusable because of this. Also a
       | lot of these design mistakes could be described as "reinventing
       | UINavigationBar or UITabBar, crappy".
       | 
       | One thing that really annoyed me was doing an accidental shake
       | gesture while typing something. The blocking Undo dialog's
       | buttons are covered by the keyboard and you cannot do anything
       | but restart the app.
        
       | fortran77 wrote:
       | I can understand Clubhouse. They don't care about people with old
       | small phones--they're not influencers.
       | 
       | But banks, drug stores, and things like Spotify should be paying
       | attention to these things. Many businesses may out-source app
       | development to people who just don't care about anything but
       | "meeting the spec" but Spotify should know better.
        
       | williesleg wrote:
       | Fuck you, I do, I have tiny hands. This post is sizeist, you are
       | hate speech against tiny hands
        
       | brundolf wrote:
       | Wait this is the _2020_ SE? I.e. an iPhone 8, not even the older
       | one? I 'm even more surprised because the Mini exists now as a
       | first-class citizen. Apple has historically been good about
       | making sure all approved apps provide a good experience on all
       | the devices that they should; I wonder why they've dropped the
       | ball on this one
        
       | HumblyTossed wrote:
       | How do these apps get by Apple's highly regarded, industry
       | leading, 30% worthy, approval process?
        
       | PaulHoule wrote:
       | The more I study UI systems the more I like Win95.
        
       | tinus_hn wrote:
       | A big part of the problem is people just not following the
       | guidelines. If you have a toolbar with buttons that have labels,
       | it's not going to fit. But if you're following the guidelines,
       | you don't have labels and it fits.
       | 
       | If you have a list with a refresh button on the bottom you have
       | to scroll to see that button on a small screen. But if you use
       | the standard pull to refresh control, you don't even need the
       | button.
       | 
       | If you use these smart hamburger menu overlay or scroll controls,
       | they look bad on untested devices. Don't use hamburger menus.
       | 
       | Most of the screenshots in this article are from iOS apps that
       | show Google Material Design. It's not too surprising this doesn't
       | work properly on Apple devices, the design doesn't fit and you
       | can't implement it using the toolkit Apple designed, built and
       | tested to work on all their devices.
       | 
       | Edit:
       | 
       | By the way you don't even need to get a tiny phone to test this
       | because most of the problems also show up when you increase the
       | operating system font size which you're also supposed to test.
        
         | simias wrote:
         | You make good points but IMO that's an Apple problem first and
         | foremost, not an application designer problem. If an
         | application doesn't follow the guidelines and breaks on some of
         | the phones supported by the app store, then Apple should tell
         | the application makers to fix it lest the app be removed.
         | 
         | Last week I defended the move by Apple to remove that "crab
         | house" app because they're the custodians of their walled
         | garden and get to enforce arbitrary standards of quality and
         | safety on the behalf of their customers who bought into the
         | ecosystem. With this same mindset I can only blame Apple here
         | for failing to maintain the quality standard on some of their
         | phone lineup.
         | 
         | So basically I'd frame this as "Apple failing to enforce the
         | guidelines" instead.
        
           | tinus_hn wrote:
           | There's a point there but it is a difficult balancing act.
           | Some of the largest third party apps, like Google Maps,
           | feature the Google Material Design that is alien on iOS.
           | There is no way to force Google to use an iOS design. Would
           | it be a smart move from Apple to ban Google Maps from the
           | iPhone?
        
           | httpsterio wrote:
           | Why? What if you're developing some app where you want to
           | divert from the guidelines, you should be able to do that.
           | Guidelines are just that, they're not rules.
           | 
           | Apps should follow some basic accessibility rules and be
           | functional, but yij can in earnest say that you think that
           | all games for example should follow the Apple design
           | guidelines, can you?
        
             | simias wrote:
             | If not following the guidelines makes your app hard to use
             | or glitchy on some of Apple's lineup, I don't see why you
             | wouldn't expect Apple to reject the app. This reflect
             | poorly on Apple because it makes it look that some of their
             | devices are 2nd class citizens within their ecosystem.
             | 
             | They should follow the guidelines when not doing so causes
             | usability issues. If your games is usable on all devices
             | then obviously there's no problem.
        
           | dmckeon wrote:
           | Alternately, Apple could choose a different and non-binary
           | way of curating apps. An app store with 4 or 5 scales of 0 to
           | 9 scores: UX, privacy, cost/benefit, user reviews, etc. would
           | be a lot more useful to me than a store with x00,000 apps all
           | in an undifferentiated pile.
           | 
           | Even trying to find specific app from a specific vendor,
           | while being sure to not get some lookalike evil clone from J.
           | Random Hacker can be challenging.
        
         | faitswulff wrote:
         | I would find this a more compelling argument if some of the
         | apps in question weren't from Apple themselves (Apple
         | Shortcuts, Apple TV). If Apple can't get it right, then how can
         | we expect anyone else to?
        
           | tinus_hn wrote:
           | The Apple TV example looks a bit disingenuous, the huge black
           | space normally holds an image promoting one of the shows.
           | That's why it has so much space. I don't know why in his
           | situation the header is empty but that has nothing to do with
           | layout on small screens. You could complain the promotional
           | image is too large but it's really obvious you can scroll
           | down to reveal the rest of the content and I don't think
           | anyone is contesting the conclusion that yes, a small screen
           | fits less content without scrolling.
           | 
           | The Apple Shortcuts (which by the way is an acquired app that
           | was not originally designed by Apple) problem indeed is a bug
           | in the way the sheet works, probably because of the custom
           | keyboard like icon picker at the bottom, which is really
           | poorly designed anyway. If you have an iOS device, here's a
           | riddle:
           | 
           | If your device has a larger screen than the one in the
           | article and you try to recreate it (on 'My shortcuts'
           | navigate back, then tap the add folder button), you can
           | choose from a larger set of icons. Someone with an even
           | larger device than yours would see a palette with even more
           | icons. But on your device you can get to these icons as well,
           | try to find out how!
        
             | djrogers wrote:
             | > But on your device you can get to these icons as well,
             | try to find out how!
             | 
             | Uhh, I scrolled just like the emoji keyboard (which every
             | iPhone user has figure out) and it worked? There are also
             | partial icons at the edge hinting of more to the right.
             | This wasn't/isn't exactly hidden.
        
               | tinus_hn wrote:
               | To me it was completely non obvious; I know that there
               | are much more emoji than shown in the first view, there's
               | category buttons that suggest there are more and the
               | icons are layed out in such a way that most of the time
               | you see half of an icon on the right, which suggests
               | there's more to find.
               | 
               | For this folder design where for the icon choice (which
               | appears rather superfluous by the way) I have no idea how
               | much icons there are supposed to be in the grab bag the
               | developers provided, there's no categories and they are
               | layed out as a vertically scrolling list with icons
               | neatly arranged flush against the right edge.
        
               | e_proxus wrote:
               | Completely agree. If you change the category it doesn't
               | even scroll to the new icons, it just instantly replaces
               | the existing ones making it appear as if those are the
               | only ones existing. It's only if you actually drag your
               | finger over the icons that you get any indication there's
               | more.
               | 
               | It's even worse, tapping a category brings you to the
               | first icons in that category. There's no way to find the
               | default set (which seems to be somewhere in the middle of
               | "objects" because that's where the folder icon is).
               | 
               | And there's a bug too (at least on my 12 Pro). When you
               | scroll past the category border the category button jumps
               | back and forth between the two categories as if it can't
               | decide which category you're viewing right now.
               | 
               | The whole icon picker is very non-standard and feels very
               | un-Apple.
        
           | throw0101a wrote:
           | > _If Apple can't get it right, then how can we expect anyone
           | else to?_
           | 
           | Just because a doctor smokes does not mean that them telling
           | you that " _smoking is bad and that you should stop_ " is
           | incorrect advice:
           | 
           | * https://yourlogicalfallacyis.com/tu-quoque
           | 
           | * https://en.wikipedia.org/wiki/Tu_quoque
        
         | baxtr wrote:
         | That's the core problem. Is there a specialized service you can
         | submit your app to to test for guideline adherence?
        
         | tyfon wrote:
         | The custom buttons without labels are a pet peeve of mine
         | actually. I can never guess what the buttons do when they only
         | have pictures and each app use their own icon set.
         | 
         | There are some apps that use standard buttons that I recognize
         | but far too many want to be fancy and roll their own making the
         | app practically unusable unless you guess correct or press all
         | buttons to see what they do.
         | 
         | But you are correct in that if everyone followed the
         | guidelines, used the standard UI elements and images etc it
         | would be much better. I could even forgo button labels if that
         | happens :)
        
           | tinus_hn wrote:
           | But if you consider the app in the example, the 'Globe'
           | carrier app, you'll almost immediately see that the problem
           | is that it is a confusing navigational spaghetti that is
           | designed to force users to explore an app littered with
           | 'promotional offers'.
           | 
           | Why else would you need a special 'discover these precious
           | diamonds' button in the toolbar, with the useful paths hidden
           | in the hamburger menu and then patched over with parallel
           | navigation from the 'quick action' buttons on the 'dashboard'
           | (of which half is dedicated to 'Offers & Promos' and
           | 'Lifestyle')
           | 
           | It's almost as if the app has a fixed position ad that floats
           | over half the screen and the article is complaining the
           | useful information is so hard to see because they didn't test
           | on small iPhones.
        
             | Nextgrid wrote:
             | The main problem here isn't that apps/services don't follow
             | the guidelines per-se but that more and more software is
             | designed _not_ to solve a particular problem efficiently
             | and get paid honest money for that effort but to waste as
             | much of the user's time as possible showing them "offers".
             | The industry calls this "engagement" and a large chunk of
             | people's salaries and careers (including mine at the
             | beginning) is based on that.
        
               | tinus_hn wrote:
               | This is kind of kicking an open door but the guideline
               | explicitly is to design your app 'to solve a particular
               | problem efficiently'
        
           | mnahkies wrote:
           | For software that you only occasionally use custom icons with
           | no labeling is a real productivity killer.
           | 
           | It's so much worse on mobile without tooltips as well, maybe
           | we need to standardise a long press giving a description or
           | something similar
        
             | frosted-flakes wrote:
             | Android already has that standard. Long press almost always
             | brings up a tooltip.
        
               | mnahkies wrote:
               | I guess much like aria attributes it varies based on the
               | quality of the product/motivation of the business.
               | 
               | I just tried one of my banking apps and a Reddit client
               | and found neither provided tooltips - perhaps they
               | thought those particular icons are too self explanatory
               | or perhaps they didn't bother/used a cross platform tech
               | that didn't make it easy.
               | 
               | Actually even on Google maps I don't seem to get tooltips
               | for the fab icons for center map / directions.
               | 
               | I do remember this being a thing but it feels like it's
               | fallen out of fashion.
               | 
               | Pixel 3a / android 11
        
               | bartvk wrote:
               | You say "even Google Maps", and something surprised me
               | when I explored their SDK. So I don't know about Android,
               | but the Google Maps SDK on iOS does not use the iOS
               | widgets. They draw everything themselves. Integrating
               | Google Maps is a pain, because standard layout techniques
               | don't work (for example for labels on markers). The whole
               | thing felt really ancient.
               | 
               | It doesn't surprise me in the least that it didn't work
               | as expected.
        
           | chrismorgan wrote:
           | On Android, by convention you can long-press icon-only
           | toolbar buttons and the label will show as a tooltip. Non-
           | native apps (fuzzy definition) lack this far too often, but
           | it's always worth trying. Not sure if iOS has something like
           | this.
        
             | tinus_hn wrote:
             | What is the advantage of this? If you can long press a
             | toolbar button to get a label that states what the button
             | is for, it's easier to just tap the button and see what it
             | is for.
        
               | jkaplowitz wrote:
               | What if you're not sure if you want to trigger the effect
               | of the button?
        
               | e_proxus wrote:
               | Unless I'm missing something we're talking about a tab
               | bar? The worst thing that can happen is that you switch
               | to that tab. Switching tabs should never be destructive.
        
               | chrismorgan wrote:
               | Toolbar, not tab bar. You will regularly get mutating
               | actions there, though any mutating actions _should_
               | either prompt or be undoable.
        
             | tyfon wrote:
             | Yeah I used to be on android, I had less issues there. This
             | is my first iPhone (version 11) and I'm not sure if I will
             | keep with apple. The tracking of google is bothering me big
             | time though so I might just accept a worse user experience
             | to avoid that.
        
           | thegeomaster wrote:
           | I have to pile on the rant - OK, maybe the screen real estate
           | is precious and you don't have space for buttons - but allow
           | me to somehow discover what they do!
           | 
           | In desktop applications, you can over over a toolbar button
           | and you get the label underneath. Why can't I long press a
           | button in a mobile app and get a toast that says what it
           | does? (I see the sibling says this should work, but I don't
           | remember the last time I wasn't disappointed by trying this
           | and failing.) You're making me miss the useless-90%-of-the-
           | time question mark button at the top of every window in
           | Windows!
        
             | gregoriol wrote:
             | Hover is quick and natural on desktop, but why would you
             | want to long press a tab bar button on mobile? That's long
             | and unnatural. Just press it (quick and natural) and see
             | what it does!
        
               | spaetzleesser wrote:
               | "Just press it (quick and natural) and see what it does!"
               | 
               | And if it deletes something you wanted to keep you have
               | learned a valuable and lasting lesson :)
        
               | gregoriol wrote:
               | If a button does that kind of critical action, it better
               | have a better and much more visible explanation +
               | confirmation than just a hidden hover tooltip
        
               | tinus_hn wrote:
               | At least it's supposed to be red
        
               | mnahkies wrote:
               | Hmm I wonder if this button sells all my shares at a
               | steep loss, guess there's only one way to find out
        
           | m-p-3 wrote:
           | Some Android Material Design guidelines (which are often not
           | followed..) specifies that you should be able to press-hold a
           | button and have a popup label shows up to describe its
           | function.
           | 
           | I don't remember exactly where I've seen it, but for example
           | in Android you can press-hold some buttons without labels and
           | you see a toaster-style popup indicating its function.
        
           | homero wrote:
           | Ob Android, long holding a button usually tells you what it
           | does
        
         | hanniabu wrote:
         | > If you use these smart hamburger menu overlay or scroll
         | controls, they look bad on untested devices. Don't use
         | hamburger menus.
         | 
         | What is a good alternative to a hamburger menu? I can't think
         | of anything that wouldn't have the similar issues.
        
           | tinus_hn wrote:
           | The alternative to hamburger menus is to design your app
           | navigation so you don't need them.
           | 
           | Use the settings app for settings, so they don't clutter your
           | app. Have the user tap an 'account' control to do account
           | related things like logout or change passwords.
           | 
           | The problem is (oversimplified) these developers start with
           | 20 things they want to show, and then they pick 4 things they
           | can cram in the toolbar and the rest is tucked away in the
           | hamburger menu. It's a lot easier of course but it also looks
           | like the lazy alternative to thoughtful design.
        
             | atomicUpdate wrote:
             | > Use the settings app for settings, so they don't clutter
             | your app.
             | 
             | I'm glad most app don't do this, except for where they have
             | to for notifications, etc. It's really unintuitive to go to
             | another app to adjust settings for an app you're already
             | in.
        
               | SiVal wrote:
               | Exactly. Oh, you want to do something right here? Well,
               | we could give you a menu right here of all the things
               | that are relevant to this exact context--which was, you
               | recall, the original "discoverability" advantage that was
               | claimed to make a GUI better than a CLI. But, no, that
               | would mean a hamburger menu, which "they say" is bad.
               | 
               | Instead, superior designers will show very little and
               | explain nothing so the screen can look fabulous. If Apple
               | has taught us anything, it is that fashionable appearance
               | matters most. Users will just have to figure out that
               | they need to leave this app, go open another app,
               | navigate a few screens into it, see if there is an entry
               | for this app, enter it, and scroll around hoping to see
               | something in the master list that looks like it might be
               | relevant to what you needed in the context that other app
               | was in.
        
               | e_proxus wrote:
               | You can actually hotlink directly to the Settings page
               | for your app (e.g. Slack does this in their settings).
        
             | [deleted]
        
         | snarkyturtle wrote:
         | Icons with labels are best practice for accessibility.
        
           | tinus_hn wrote:
           | No, for accessibility icons have titles that are not on
           | screen yet are read out by the screen reader.
        
             | frosted-flakes wrote:
             | Accessibility is not just for people who use screen
             | readers. It's for everyone, including you and me.
        
         | silvestrov wrote:
         | > you [...] have labels, it's not going to fit
         | 
         | or you have to localize in German.
         | 
         | Words don't translate 1:1 into another language. Sometimes
         | labels are much longer in other languages.
        
         | brundolf wrote:
         | With how stringent Apple's review process and focus on user
         | experience are, I'm surprised these apps got approved for the
         | App Store at all in this state
        
         | SebastianKra wrote:
         | Out of those apps, only 2-3 use Material Design. MD seems to
         | attract a lot of poor copies, misunderstandings and projects
         | that pay lip service to it, but have only superficial
         | similarities.
        
         | sangnoir wrote:
         | > Most of the screenshots in this article are from iOS apps
         | that show Google Material Design. It's not too surprising this
         | doesn't work properly on Apple devices[...]
         | 
         | I can't help but feel a bit of schadenfreude after visiting
         | many websites clearly designed on - and for - Apple devices.
         | Those gossamer-thin font weights are unreadable on anything
         | else.
         | 
         | Also unrelated, amazing how the tables turn: I remember back in
         | the day when small iPhones where considered to be "the ideal
         | phone size" but the technorati, there even was a doctored
         | graphic to go with it that showed how a thumb would reach the
         | very top of an iPhone screen. It was doctored because the
         | phones were not to scale, in favor of the iPhone - and this was
         | before Apple had a larger phone.
        
         | valuearb wrote:
         | Let's not get me started on tiny tap areas. Virtually every
         | graphic designer I have ever worked with is ignorant of Apples
         | 44 by 44 point recommendation.
         | 
         | They just want their designs to look good, but give no though
         | to how they feel, especially when trying to use them one handed
         | or with disabilities.
        
           | bartvk wrote:
           | What's funny is that Apple themselves are not helping.
           | 
           | If I use the following SwiftUI code, I get a button that's
           | 24.5 x 22.5.                   Button(action: {}, label: {
           | Image(systemName: "magnifyingglass")
           | .imageScale(.large)         })
           | 
           | The .imageScale modifier is set to the largest! That button
           | is abysmally small. You can use padding of course, and that's
           | what I do. I suspect I'm missing something, but I can't see a
           | reason why .large gives me an unusably small image.
        
           | ryandrake wrote:
           | Yep, too many UX professionals spend 95% of their energy on
           | the look and maybe 5% on the feel.
        
             | closeparen wrote:
             | In my experience, designers work in Figma. Then they play
             | with and give feedback on what the mobile engineers
             | actually built, same as the rest of us. Their critiques
             | become backlog items and it is ultimately up to the PM
             | which of them to prioritize and whether they are launch
             | blockers. They may very well be fanatical about feel, but
             | at the end of the day there is a long line of people who
             | want mobile engineers to change things and they will not
             | always be able to skip to the front. With visuals, on the
             | other hand, they provide the engineers with detailed
             | layouts and assets, so their intentions are almost always
             | carried out precisely.
        
             | notSupplied wrote:
             | I agree with this. I think design has a serious principle-
             | agent problem.
             | 
             | A beautiful design will live forever on your personal
             | portfolio, but no one can directly experience usability
             | there. So designers are fighting competing incentives to do
             | what's right for this product, and what's right for their
             | professional image. I think this is partly the cause for
             | trend toward stylish-but-less-useable.
        
               | ghaff wrote:
               | Furthermore, many designers--at least those developing
               | mobile apps etc.--are young people with good eyesight.
               | There's also a general fashion element but I suspect this
               | is one factor in the popularity of thin, small fonts
               | today. (TBF, there's also a general trend towards simpler
               | logos and the like which render well on mobile.)
        
               | valuearb wrote:
               | Don't get me started on font sizes. I'm older now and
               | theee designs hurt my eyes.
               | 
               | And on iOS if you use the system font and standard
               | styles, text automatically adjusts to accessibility
               | settings. So I always suggest that but every designer
               | wants to "make their mark" with custom fonts that either
               | font work with accessibility or require a bunch of extra
               | coding that the product owner never gives time for.
        
         | bajsejohannes wrote:
         | I'm curious if even Apple follow the guidelines. It has been
         | way too long since I read them, but I remember the minimum
         | button size being quite large. A while ago, the pull up menu
         | (with camera/light/volume/airplane mode/etc) was redesigned. As
         | part of that the play/pause/skip buttons became so small that
         | my iPhone SE frequently does something other than my intention.
        
       | jonas21 wrote:
       | In the first example (Clubhouse), it's a deliberate design
       | decision to show the edge of the cards on the left as an
       | affordance that you can swipe to get back to the main content.
       | 
       | The Google Maps example is probably because most people want to
       | see the list of results when you search for a category of
       | businesses - the map is secondary. If you do want to see more
       | map, you can just pull down on that handle at the top of the list
       | or press the "View Larger Map" button.
       | 
       | Many of the other examples seem somewhat nitpicky, so I don't
       | really think this supports the argument that nobody is designing
       | for small devices.
        
       | riantogo wrote:
       | I'm humbled by the effort required to create good UI that works
       | well everywhere. That is why I decided to use stock bootstrap
       | with minimal changes. The designer tried to customize it (causing
       | flaws on certain screen sizes). I had them roll it all back to
       | strict use of bootstrap classes. I'm okay with the limitations
       | imposed. Atleast it is functional everywhere.
        
       | tannhaeuser wrote:
       | Unfortunately, that includes Apple's own apps on 6s/7/8 iPhones.
       | For example, the new [double-swipes right] "app library" or "app
       | mediathek" or what it's called in your language overflows into
       | the bottom. Or in iMessage, the context menu on a photo.
        
       | Black101 wrote:
       | I was using my computer on a ~50in TV and sites were showing me
       | their mobile version... there's a lot broken (it was not that low
       | of a resolution).
       | 
       | Maybe the real question should be, why is software broken so
       | badly?
        
       | jariel wrote:
       | The author made the wrong conclusion.
       | 
       | Most of these are either by design or just UI bugs or poor
       | design.
        
       | bambataa wrote:
       | I get frustrated on my iPhone SE by apps that have me fill in a
       | field but then no "done" button to close the keyboard. Between
       | the keyboard and the app's overly large heading, there's barely
       | any space to click anything else to close the keyboard without
       | triggering something else. Cronometer is bad for this.
        
       | aaronbrethorst wrote:
       | I do all of my iOS development on an iPhone SE simulator. No, not
       | the iPhone SE 2020, the _original_ one.
       | 
       | Scaling designs up to an X class device is much easier than
       | trying to scale down.
        
       | jbverschoor wrote:
       | Apple isn't checking apps anymore. They used to be pretty anal
       | about many things. Unfortunately, even their own apps aren't
       | checked completely anymore
        
       | nottorp wrote:
       | ... and i don't view the second iphone se as small even.
       | 
       | I have people in my family rocking the original iphone se because
       | THAT is small enough for them.
        
       | jdmoreira wrote:
       | I'm an iOS developer. The problem is multifaceted. Designers have
       | completely disregarded these devices. They design for the latest
       | and greatest in Figma and when we implement their design and
       | eventually run it on an iPhone SE of course everything is super
       | crammed, labels overflow into each other, you can't see some
       | text, things just generally look bad, etc... etc...
       | 
       | Our UI code has multiple ifs at this point where we have handle
       | smaller screens explicitly.
       | 
       | As iOS developers stuck into this position we have grown to
       | despise having to deal with smaller screens. It just feels like
       | we can't win.
        
         | ryandrake wrote:
         | This is not a mobile device problem or an iOS problem. This is
         | a competence problem with your designers. The role of a UX
         | designer is not to produce a portrait-only, default-font-size-
         | only pixel-perfect picture on three popular phone screen sizes,
         | and throw it over the fence for developers to develop and not
         | ask questions. Designers must ask, what if the user prefers
         | landscape mode? What if their fonts need to be larger for
         | accessibility reasons? What if they are on an odd sized phone,
         | or even one we haven't even seen yet?
        
           | daniellarusso wrote:
           | Exactly.
           | 
           | It is just mediocre design.
        
       | tonetheman wrote:
       | To take the opposite tack.
       | 
       | If it is really only 1% of the people with iphones that you are
       | messing up... that is a gamble I would take.
       | 
       | This app will look good for 99% of the wallets who own this
       | phone, the other 1% of the wallets have the cheap phone. By
       | having the smaller device it implies (no matter if this is true
       | or not) your spend will/could be less.
       | 
       | To me IOS is such a closed inbred ecosystem apps SHOULD look good
       | on all of the devices.
        
       | mucholove wrote:
       | My font size is set to a fairly large size.
       | 
       | For many apps, I have no idea what to click on because no one
       | follows the autolayout.
       | 
       | Some (see Evernote) are so bad that I can't even click the sign
       | in button because the touch target seems to be on the text and
       | the button only shows 2 letters.
       | 
       | ?Should I be outraged? So it goes...
        
         | prox wrote:
         | A peeve of mine is the constant need to throw popups when
         | you've just installed an app. "Want notifications? Please like
         | us! Follow us on X" and the list goes on... Whatever happened
         | to "don't stop the proceedings" for user friendliness? If your
         | app behaves like it has attachment issues, I don't want it.
        
         | ectopod wrote:
         | This isn't new. Back in 1992 you had two choices for DPI in
         | Windows 3.1 but many applications couldn't cope with the larger
         | setting.
         | 
         | I used it anyway because 1024x768 on a 14" CRT was unreadable
         | with regular fonts.
        
         | alisonkisk wrote:
         | iPhone and Android. So many apps have text they don't fit
         | within their colored backgrounds, and overflow or get cut off.
        
       | jbverschoor wrote:
       | It's not just small screens. If you enable "Zoom", the aspect
       | ratio changes, and most apps don't handle that properly. Same
       | with following the global text-size settings
        
       | StrangeOrange wrote:
       | That Clubhouse UI is the way it is generally. It is that way on
       | my iPhone 8+ anyway.
       | 
       | Best to check your hypotheses before writing them down as facts.
        
       | mabedan wrote:
       | Try using apps with iPhone SE in German language. It's rare
       | occasion to be able to see a label fully displayed in the ui
        
       | brianzelip wrote:
       | I start design at iPhone 5 (320px wide in portrait orientation).
       | However, it will often work down to 300px or less.
        
       | evolveyourmind wrote:
       | The real problem is that designers usually focus on a single
       | device without considering any other screen size
        
         | BelleOfTheBall wrote:
         | This is in part because it's assumed that everyone will get the
         | cool new model once it's out and, in particular with iPhones,
         | there's a marketing push to acquire newer models, lest yours
         | feels outdated or stops being supported by the company.
        
       | Xenoamorphous wrote:
       | It's particularly painful in the EU and with a 2016 iPhone SE
       | like me. I've come across too many GDPR dialogs where it's
       | impossible to click any of the buttons.
        
       | mouzogu wrote:
       | There's too many devices and screens/orientations to handle. It's
       | a hassle.
       | 
       | Mobile-first was an approach to fix this but pragmatism usually
       | dictates otherwise.
        
       | ArkanExplorer wrote:
       | iPhone 7, iPhone 8, iPhone SE 2020 all share the same screen size
       | and resolution - so isn't this a problem on those other devices
       | as well?
       | 
       | And for that matter so do iPhone 6 and 6S, which are still
       | current as of iOS 14.
       | 
       | iPhone 7 and up are still going to support iOS 15, so these
       | devices will be with us for a while.
        
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       (page generated 2021-03-20 23:01 UTC)