Under The Bridge Under The Bridge

Tag: 3D Touch
3D Touch Is Dead – Long Live Haptic Touch

So no doubt you noticed all the angst this summer about Apple possibly removing 3D Touch from iPhones, as indeed it did with the iPhone XR, if not catch up with the discussion here:

Possible Removal of 3D Touch With 2018 iPhones

… and once it actually happened, the seven usual stages of grief pretty much got dropped by most people and they headed straight to acceptance:

The iPhone XR shows how unnecessary 3D Touch has always been

Why does Apple’s 3D Touch fail miserably?

Personally, we figure the only problem with 3D Touch was discoverability, and a pretty much perfect fix was laid out here:

How Apple can fix 3D Touch

… Now that we know what the problem is, here is my solution. Like we did with the link texts years ago on the web, we should visually distinguish 3D Touchable buttons. Look at this same screen and see if you can tell which toggles accept 3D Touch … My solution is adding a line on bottom-right of things that can be 3D Touched. Let’s call them Force Decorators (with reference to Force Touch). 3D Touch is missing the most obvious thing to be mainstream. Visual cues. I think this is the answer.

Simple, elegant, and almost certainly correct; if you do support 3D Touch, consider adopting that!

However, given the lack of wrath from the buying public over the XR missing it, and the continuing Haptic Touch additions, seems like a pretty safe bet that we can consider 3D Touch a dead technology going forward … or at the very least should have parallel implementations. Which brings us to a pair of recent articles to recommend:

How to apply iOS 3D Touch to any UIView as a UIGestureRecognizer

….recently I needed to have an UIGestureRecognizer to apply to any UIView that intercepts 3D Touch as you can do with tap, drag, etc, but nothing similar is available in system libraries.
As result of my study about this implementation, I’ve written a UIGestureRecognizer subclass that can fit my needs…

Improve iOS apps user experience using Haptic Feedbacks and Taptic Engine using UIFeedbackGenerator

In my last post I wrote about introducing 3D Touch as common UIGestureRecognizer in any UIView to improve the interaction with your app, now I want to explore the haptic feedback which is giving us a new physical way to give control to the user of what is happening on his iPhone.
Until haptic feedback through taptic engine, play sounds were the only way to provide users a feedback about an action in the app, but sounds are annoying and sometimes creepy.

UIKit is providing us a clean and elegant way for that: a standard and safe interface for haptic feedbacks plug and play implementation, UIFeedbackGenerator…

If you haven’t checked out UIFeedbackGenerator before, here’s a good quick intro:

Creating an Immersive User Experience with Haptic Feedback in iOS

So, before designing your power user gesture interfaces going forward, check out those technology comparisons … and especially the 3D touch design/usability postmortems. Nothing worse than wasting time writing features that nobody actually uses!

UPDATES:

Remember back when we first collected articles on 3D touch, and digital scale apps were a nifty thing? Guess that’s going to go by the wayside as 3D Touch falls off as well. If you do have one of those apps, maybe you want to migrate to Android — check out the state of their art in 5 Best Real Digital Scale Apps for Android!

Haptico – “easy to use haptic feedback generator with pattern-play support” 

Improve iOS apps user experience using Haptic Feedbacks and Taptic Engine using UIFeedbackGenerator