mobile-principles
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ChineseMobile Principles
移动端设计原则
Touch-first UX context. Loaded when mobile is detected (web mobile, iOS, Android). Concise rules here. Deep-dive in.references/
以触摸优先的UX设计场景。检测到移动端(移动网页、iOS、Android)时加载。 此处为精简规则,详细内容见目录。references/
Touch Targets
触摸目标
| Platform | Minimum | Recommended | Spec |
|---|---|---|---|
| Apple iOS | 44pt | 44pt + 8pt spacing | Apple HIG |
| Android | 48dp | 48dp + 8dp spacing | Material Design |
| Web mobile | 44px | 44px + 8px spacing | WCAG 2.5.5 |
Rule of thumb: any tap target smaller than the platform minimum is a usability bug, period.
The hit area can extend beyond the visible glyph (use padding, , or a transparent inner spacer), but the interactive surface must reach the minimum. Spacing matters as much as size: two 44pt buttons touching edges are still mistappable.
hitSlop| 平台 | 最小值 | 推荐值 | 规范来源 |
|---|---|---|---|
| Apple iOS | 44pt | 44pt + 8pt 间距 | Apple HIG |
| Android | 48dp | 48dp + 8dp 间距 | Material Design |
| 移动网页 | 44px | 44px + 8px 间距 | WCAG 2.5.5 |
**经验法则:**任何小于平台最小值的点击目标都是可用性缺陷,没有例外。
点击热区可以超出可见图标范围(使用内边距、或透明内部间隔元素),但交互区域必须达到最小值。间距和尺寸同样重要:两个边缘紧贴的44pt按钮仍然容易误触。
hitSlopNo-Hover Doctrine
无悬停准则
:hoverCSS - gate hover styles behind a media query:
css
.card { opacity: 1; transform: translateY(0); }
@media (hover: hover) and (pointer: fine) {
.card { opacity: 0.85; }
.card:hover { opacity: 1; transform: translateY(-2px); }
}SwiftUI - tap and long-press, no pseudo-hover:
swift
Image(systemName: "heart")
.onTapGesture { toggleLike() }
.contextMenu {
Button("Share", systemImage: "square.and.arrow.up", action: share)
Button("Report", systemImage: "flag", role: .destructive, action: report)
}Compose - combinedClickable for tap + long-press:
kotlin
Box(
modifier = Modifier
.combinedClickable(
onClick = { toggleLike() },
onLongClick = { showContextMenu() },
)
) {
Icon(Icons.Default.Favorite, contentDescription = "Like")
}:hoverCSS - 通过媒体查询控制悬停样式:
css
.card { opacity: 1; transform: translateY(0); }
@media (hover: hover) and (pointer: fine) {
.card { opacity: 0.85; }
.card:hover { opacity: 1; transform: translateY(-2px); }
}SwiftUI - 使用点击和长按,避免伪悬停:
swift
Image(systemName: "heart")
.onTapGesture { toggleLike() }
.contextMenu {
Button("Share", systemImage: "square.and.arrow.up", action: share)
Button("Report", systemImage: "flag", role: .destructive, action: report)
}Compose - 使用combinedClickable实现点击+长按:
kotlin
Box(
modifier = Modifier
.combinedClickable(
onClick = { toggleLike() },
onLongClick = { showContextMenu() },
)
) {
Icon(Icons.Default.Favorite, contentDescription = "Like")
}Thumb Zones (Hoober)
拇指操作区域(Hoober研究)
Steven Hoober's research shows portrait phone use is overwhelmingly one-handed or cradled, with the thumb pivoting from the bottom corner. The screen splits into reachable zones:
+------+----+------+
| HARD | OK | HARD | <- top: stretch, two-handed only
+------+----+------+
| OK | OK | OK | <- middle: comfortable
+------+----+------+
| EASY |EASY| EASY | <- bottom: natural thumb arc
+------+----+------+- Bottom third (EASY): primary CTA, send, confirm, FAB, tab bar.
- Middle (OK): content, secondary actions.
- Top (HARD): back, close, search, profile - things the user expects to reach for, not hit by reflex.
Rule: primary CTA goes in the bottom half. Secondary, less-frequent or destructive actions go in the top. Never put a "Pay" button in the top-right corner of a phone screen.
Steven Hoober的研究表明,竖屏手机的使用场景绝大多数是单手握持或托握,拇指从底部角落转动操作。屏幕可划分为不同的可触及区域:
+------+----+------+
| 难触及 | 可触及 | 难触及 | <- 顶部:需伸展手指,仅适合双手操作
+------+----+------+
| 可触及 | 可触及 | 可触及 | <- 中部:操作舒适
+------+----+------+
| 易触及 | 易触及 | 易触及 | <- 底部:拇指自然活动范围
+------+----+------+- **底部三分之一(易触及):**主要CTA、发送、确认、FAB、标签栏。
- **中部(可触及):**内容区域、次要操作。
- **顶部(难触及):**返回、关闭、搜索、个人资料——用户预期需要主动伸手操作的功能,而非下意识点击的按钮。
**规则:**主要CTA应放在屏幕下半部分。次要、低频率或破坏性操作放在顶部。绝不要将“支付”按钮放在手机屏幕的右上角。
Safe Areas
安全区域
| Platform | API | Insets respected |
|---|---|---|
| Web | `env(safe-area-inset-top | right |
| SwiftUI | | nav bar, tab bar, notch, home |
| Compose | | system bars, IME, cutouts |
Web:
html
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">css
.fab {
position: fixed;
bottom: calc(env(safe-area-inset-bottom) + 16px);
right: calc(env(safe-area-inset-right) + 16px);
}SwiftUI:
swift
ScrollView { content }
.safeAreaInset(edge: .bottom) {
PrimaryCTA().padding()
}Compose:
kotlin
Column(
modifier = Modifier
.fillMaxSize()
.windowInsetsPadding(WindowInsets.safeDrawing)
) { /* content */ }| 平台 | API | 需适配的内边距 |
|---|---|---|
| 网页 | `env(safe-area-inset-top | right |
| SwiftUI | | 导航栏、标签栏、刘海屏、Home指示器 |
| Compose | | 系统状态栏、输入法、屏幕切口 |
网页端:
html
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">css
.fab {
position: fixed;
bottom: calc(env(safe-area-inset-bottom) + 16px);
right: calc(env(safe-area-inset-right) + 16px);
}SwiftUI:
swift
ScrollView { content }
.safeAreaInset(edge: .bottom) {
PrimaryCTA().padding()
}Compose:
kotlin
Column(
modifier = Modifier
.fillMaxSize()
.windowInsetsPadding(WindowInsets.safeDrawing)
) { /* content */ }Reduced Motion (cross-platform unified)
减少动效(跨平台统一实现)
| Platform | API |
|---|---|
| Web CSS | |
| Web JS | |
| SwiftUI | |
| UIKit | |
| Compose | Custom helper using |
SwiftUI:
swift
struct Hero: View {
@Environment(\.accessibilityReduceMotion) var reduceMotion
@State private var shown = false
var body: some View {
Text("Welcome")
.opacity(shown ? 1 : 0)
.offset(y: shown ? 0 : (reduceMotion ? 0 : 20))
.animation(reduceMotion ? .none : .easeOut(duration: 0.3), value: shown)
.onAppear { shown = true }
}
}UIKit:
swift
let duration = UIAccessibility.isReduceMotionEnabled ? 0 : 0.3
UIView.animate(withDuration: duration) {
view.alpha = 1
view.transform = .identity
}Compose (helper pattern):
kotlin
@Composable
fun rememberReduceMotion(): Boolean {
val context = LocalContext.current
return remember {
Settings.Global.getFloat(
context.contentResolver,
Settings.Global.ANIMATOR_DURATION_SCALE,
1f,
) == 0f
}
}
val reduceMotion = rememberReduceMotion()
val spec = if (reduceMotion) snap() else tween<Float>(durationMillis = 300)Note: prefer(API 26+) - it returnsValueAnimator.areAnimatorsEnabled()when the animator duration scale is 0, which the developer-options "Animation off" toggle, Battery Saver, and the user-facing "Remove animations" (Settings -> Accessibility) toggle all set. Deep dive infalse.references/accessibility-mobile.md
| 平台 | API |
|---|---|
| 网页CSS | |
| 网页JS | |
| SwiftUI | |
| UIKit | |
| Compose | 自定义工具类,使用 |
SwiftUI:
swift
struct Hero: View {
@Environment(\.accessibilityReduceMotion) var reduceMotion
@State private var shown = false
var body: some View {
Text("Welcome")
.opacity(shown ? 1 : 0)
.offset(y: shown ? 0 : (reduceMotion ? 0 : 20))
.animation(reduceMotion ? .none : .easeOut(duration: 0.3), value: shown)
.onAppear { shown = true }
}
}UIKit:
swift
let duration = UIAccessibility.isReduceMotionEnabled ? 0 : 0.3
UIView.animate(withDuration: duration) {
view.alpha = 1
view.transform = .identity
}Compose(工具类模式):
kotlin
@Composable
fun rememberReduceMotion(): Boolean {
val context = LocalContext.current
return remember {
Settings.Global.getFloat(
context.contentResolver,
Settings.Global.ANIMATOR_DURATION_SCALE,
1f,
) == 0f
}
}
val reduceMotion = rememberReduceMotion()
val spec = if (reduceMotion) snap() else tween<Float>(durationMillis = 300)注意:优先使用(API 26+)——当动画时长比例设为0时,它会返回ValueAnimator.areAnimatorsEnabled(),开发者选项中的“关闭动画”开关、省电模式以及用户可见的“移除动画”(设置 -> 无障碍)开关都会触发这个状态。详细内容见false。references/accessibility-mobile.md
Mobile Gestures (canonical patterns)
移动端手势(标准模式)
The five gestures users already know. Reusing them is free UX; reinventing them is friction.
- Swipe-back: iOS edge-swipe from the left to pop the navigation stack. Never override; mirror it on Android via predictive back (Android 14+).
- Pull-to-refresh: downward drag at the top of a scroll surface to refetch. Standard on feeds, mail, lists.
- Drag-to-dismiss: modal sheets and image viewers close when dragged downward past a threshold (typically 100-150pt).
- Pinch-to-zoom: two-finger spread/pinch on images, maps, and zoomable canvases. Respect minimum/maximum scale.
- Swipe actions on rows: horizontal swipe on a list row to reveal contextual actions (delete, archive, mark read). Leading vs trailing swipe = different action sets.
用户已经熟知的五种手势。复用这些手势能获得天然的UX体验;重新发明手势则会增加操作摩擦。
- **侧滑返回:**iOS从左侧边缘滑动返回上一页。绝不要重写此功能;在Android 14+上通过预测性返回实现类似效果。
- **下拉刷新:**在滚动区域顶部向下拖动以重新加载内容。在信息流、邮件、列表中是标准操作。
- **拖动关闭:**模态弹窗和图片查看器向下拖动超过阈值(通常为100-150pt)时关闭。
- **双指缩放:**在图片、地图和可缩放画布上双指张开/捏合实现缩放。需遵循最小/最大缩放比例。
- **列表行滑动操作:**在列表行上横向滑动以显示上下文操作(删除、归档、标记已读)。左滑和右滑对应不同的操作集合。
Mobile Performance Budgets
移动端性能预算
- Cold start: <2s on mid-range devices. Baselines: Android Pixel 4a, iPhone SE (2nd gen). If your app takes 4s on a Pixel 4a, it takes 8s on a low-end device users actually own.
- Frame budget: 16.67ms per frame at 60fps, 8.33ms at 120fps (ProMotion / high-refresh Android). Anything synchronous on the main thread above that = jank.
- Binary size: target <30MB APK and <50MB IPA before adding heavy media libs. Lottie/Rive add 500KB to 2MB. Watch your asset folders; PNGs over WebP / vector are the usual culprit.
- Battery: no continuous CPU activity in the background. Coalesce work, use platform schedulers (on Android,
WorkManageron iOS), avoid wake-locks unless the user explicitly asked for foreground media.BGTaskScheduler - Network: respect connection hints. Web: request header and
Save-Data. iOS:navigator.connection.saveDataandURLSessionConfiguration.allowsCellularAccessfor cellular vs Wi-Fi. Android:NWPathMonitor+ConnectivityManagerto detect metered networks.NetworkCapabilities
- **冷启动:**中端设备上耗时<2秒。基准设备:Android Pixel 4a、iPhone SE(第二代)。如果你的应用在Pixel 4a上启动需要4秒,那么在用户实际使用的低端设备上会需要8秒。
- **帧预算:**60fps下每帧耗时<16.67毫秒,120fps(ProMotion / 高刷新率Android)下每帧耗时<8.33毫秒。主线程上任何超过此时间的同步操作都会导致卡顿。
- **安装包大小:**在添加重型媒体库前,目标APK<30MB,IPA<50MB。Lottie/Rive会增加500KB到2MB的体积。注意资源文件夹;PNG格式比WebP/矢量图更占体积是常见问题。
- **电池消耗:**后台不要持续占用CPU。合并任务,使用平台调度器(Android的、iOS的
WorkManager),除非用户明确要求前台媒体播放,否则避免使用唤醒锁。BGTaskScheduler - **网络适配:**遵循网络连接提示。网页端:请求头和
Save-Data。iOS:navigator.connection.saveData和URLSessionConfiguration.allowsCellularAccess区分蜂窝网络与Wi-Fi。Android:NWPathMonitor+ConnectivityManager检测计量网络。NetworkCapabilities
Anti-Patterns (BAD / GOOD)
反模式(错误示例 / 正确示例)
1. Hover as the only reveal
1. 仅通过悬停显示操作按钮
css
/* BAD - on mobile the action button literally never appears */
.card .actions { opacity: 0; }
.card:hover .actions { opacity: 1; }css
/* GOOD - visible by default, hover is a desktop enhancement */
.card .actions { opacity: 1; }
@media (hover: hover) and (pointer: fine) {
.card .actions { opacity: 0; transition: opacity 0.15s ease-out; }
.card:hover .actions { opacity: 1; }
}css
/* 错误示例 - 在移动端操作按钮完全不会显示 */
.card .actions { opacity: 0; }
.card:hover .actions { opacity: 1; }css
/* 正确示例 - 默认可见,悬停仅作为桌面端增强效果 */
.card .actions { opacity: 1; }
@media (hover: hover) and (pointer: fine) {
.card .actions { opacity: 0; transition: opacity 0.15s ease-out; }
.card:hover .actions { opacity: 1; }
}2. Sub-minimum touch targets
2. 小于最小值的触摸目标
kotlin
// BAD - 32dp icon button, mistappable, fails Material guideline
IconButton(
onClick = onDelete,
modifier = Modifier.size(32.dp),
) { Icon(Icons.Default.Delete, contentDescription = "Delete") }kotlin
// GOOD - 48dp minimum even when the visible icon is 24dp
IconButton(
onClick = onDelete,
modifier = Modifier.size(48.dp),
) {
Icon(
Icons.Default.Delete,
contentDescription = "Delete",
modifier = Modifier.size(24.dp),
)
}kotlin
// 错误示例 - 32dp的图标按钮,容易误触,不符合Material Design规范
IconButton(
onClick = onDelete,
modifier = Modifier.size(32.dp),
) { Icon(Icons.Default.Delete, contentDescription = "Delete") }kotlin
// 正确示例 - 即使可见图标是24dp,也要保证48dp的最小触摸区域
IconButton(
onClick = onDelete,
modifier = Modifier.size(48.dp),
) {
Icon(
Icons.Default.Delete,
contentDescription = "Delete",
modifier = Modifier.size(24.dp),
)
}3. Ignoring safe area insets
3. 忽略安全区域内边距
swift
// BAD - the CTA sits under the home indicator on every modern iPhone
VStack {
Spacer()
Button("Continue", action: next)
.frame(maxWidth: .infinity)
.padding()
}swift
// GOOD - safeAreaInset keeps the button reachable and visible
ScrollView { content }
.safeAreaInset(edge: .bottom) {
Button("Continue", action: next)
.frame(maxWidth: .infinity)
.padding()
}swift
// 错误示例 - CTA按钮会被所有现代iPhone的Home指示器遮挡
VStack {
Spacer()
Button("Continue", action: next)
.frame(maxWidth: .infinity)
.padding()
}swift
// 正确示例 - safeAreaInset确保按钮可触及且可见
ScrollView { content }
.safeAreaInset(edge: .bottom) {
Button("Continue", action: next)
.frame(maxWidth: .infinity)
.padding()
}Quick Reference: Loading sub-skills
快速参考:加载子技能
| Need | Load |
|---|---|
| Gesture deep-dive | |
| Mobile a11y deep-dive | |
| Compose-specific anim | |
| SwiftUI-specific anim | |
| 需求 | 加载路径 |
|---|---|
| 手势详细指南 | |
| 移动端无障碍详细指南 | |
| Compose专属动效 | |
| SwiftUI专属动效 | |
Sources
参考来源
- Steven Hoober, "Designing for Touch" (mobile thumb zones research)
- Apple Human Interface Guidelines (iOS): https://developer.apple.com/design/human-interface-guidelines/
- Material Design (Android): https://m3.material.io/foundations/layout/canonical-layouts/overview
- WCAG 2.5.5 Target Size: https://www.w3.org/WAI/WCAG21/Understanding/target-size.html
- Steven Hoober,《Designing for Touch》(移动端拇指操作区域研究)
- Apple人机界面指南(iOS):https://developer.apple.com/design/human-interface-guidelines/
- Material Design(Android):https://m3.material.io/foundations/layout/canonical-layouts/overview
- WCAG 2.5.5 目标尺寸:https://www.w3.org/WAI/WCAG21/Understanding/target-size.html