About

Kevin Arthur does user experience research and design. This blog is a personal project and the opinions here are strictly my own.

Search
Usability Books
  • Cost-Justifying Usability, Second Edition: An Update for the Internet Age, Second Edition (Interactive Technologies)
    Cost-Justifying Usability, Second Edition: An Update for the Internet Age, Second Edition (Interactive Technologies)
    Morgan Kaufmann
  • Designing for the Digital Age: How to Create Human-Centered Products and Services
    Designing for the Digital Age: How to Create Human-Centered Products and Services
    by Kim Goodwin
  • Designing Gestural Interfaces
    Designing Gestural Interfaces
    by Dan Saffer
  • Designing Interactions
    Designing Interactions
    by Bill Moggridge
  • The Design of Design: Essays from a Computer Scientist
    The Design of Design: Essays from a Computer Scientist
    by Frederick P. Brooks
  • The Design of Everyday Things
    The Design of Everyday Things
    by Donald A. Norman
  • The Design of Future Things: Author of The Design of Everyday Things
    The Design of Future Things: Author of The Design of Everyday Things
    by Donald A. Norman
  • Designing the iPhone User Experience: A User-Centered Approach to Sketching and Prototyping iPhone Apps
    Designing the iPhone User Experience: A User-Centered Approach to Sketching and Prototyping iPhone Apps
    by Suzanne Ginsburg
  • Designing the Mobile User Experience
    Designing the Mobile User Experience
    by Barbara Ballard
  • Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules
    Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules
    by Jeff Johnson
  • Emotional Design: Why We Love (or Hate) Everyday Things
    Emotional Design: Why We Love (or Hate) Everyday Things
    by Donald A. Norman
  • Handbook of Usability Testing: Howto Plan, Design, and Conduct Effective Tests
    Handbook of Usability Testing: Howto Plan, Design, and Conduct Effective Tests
    by Jeffrey Rubin, Dana Chisnell
  • The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications, Second Edition (Human Factors and Ergonomics)
    The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications, Second Edition (Human Factors and Ergonomics)
    CRC Press
  • The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity
    The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity
    by Alan Cooper
  • Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics (Interactive Technologies)
    Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics (Interactive Technologies)
    by Thomas Tullis, William Albert
  • Moderating Usability Tests: Principles and Practices for Interacting (Interactive Technologies)
    Moderating Usability Tests: Principles and Practices for Interacting (Interactive Technologies)
    by Joseph S. Dumas, Beth A. Loring
  • Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems
    Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems
    by Steve Krug
  • Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies)
    Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies)
    by Bill Buxton
  • Tapworthy: Designing Great iPhone Apps
    Tapworthy: Designing Great iPhone Apps
    by Josh Clark
  • Text Entry Systems: Mobility, Accessibility, Universality (Morgan Kaufmann Series in Interactive Technologies)
    Text Entry Systems: Mobility, Accessibility, Universality (Morgan Kaufmann Series in Interactive Technologies)
    by I. Scott MacKenzie, Kumiko Tanaka-Ishii
  • The Trouble with Computers: Usefulness, Usability, and Productivity
    The Trouble with Computers: Usefulness, Usability, and Productivity
    by Thomas K. Landauer
  • Usability Engineering
    Usability Engineering
    by Jakob Nielsen
  • The Usability Engineering Lifecycle: A Practitioner's Handbook for User Interface Design (Interactive Technologies)
    The Usability Engineering Lifecycle: A Practitioner's Handbook for User Interface Design (Interactive Technologies)
    by Deborah J. Mayhew
  • User-Centered Design Stories: Real-World UCD Case Studies (Interactive Technologies)
    User-Centered Design Stories: Real-World UCD Case Studies (Interactive Technologies)
    by Carol Righi, Janice James
  • Usability Testing Essentials: Ready, Set...Test!
    Usability Testing Essentials: Ready, Set...Test!
    by Carol M. Barnum
« Rubik's TouchCube... Why? | Main | The Onion on Sony's New Stupid Unusable Product »
Sunday
Feb152009

Hexagonal button grids

Hexbuttons
Spy shots have been floating around the web of a new honeycomb-style launch screen in Windows Mobile 6.5 (Engadget, PocketNow).

I haven't read anything official about why they chose this design, but I think it's a neat idea. Packing touch regions together in a hexagonal grid is more efficient (space-wise) than a rectangular grid, and it also makes the cells closer to circles, which means they're a better fit for our (roughly circular) fingers. Some of the descriptions I've seen call the honeycomb "finger-friendly," apparently for this reason.

Whether this benefit is provable, I don't know, but it would be interesting to test it experimentally. It probably doesn't make much difference when the regions are large like on this launch screen.

It might make a difference on a soft keyboard -- if you offset the rows you could expand the touch targets to hexagons and thus they'd be a better fit for fingers (to clarify a bit more technically: the Voronoi regions formed by a diamond grid like this are hexagons, ignoring the sides).

The iPhone keyboard offsets the rows (at least the first two), but the BlackBerry Storm doesn't.

Iphone_kbd

Storm

Keyboards may be a bad example, though, because they have so many other constraints and features. And both Apple and RIM have more sophisticated algorithms going on behind the scenes for prediction, etc. (Apple has said that they actively change the size of the touch targets as you type -- see this video. The targets are shown as rectangles in this video, but that may or may not be how the software works.)

In general, though, if you ever have to pack a big array of touchscreen buttons together then the best pattern might be a hexagonal grid.

p.s. Here is an image of what I mean by a keyboard with hexagonal touch targets (created with this nifty graph paper generator and Skitch).

HexKeyboard-1

Reader Comments (2)

Great article. I particularly like your honeycomb keyboard. Good stuff. :)
February 16, 2009 | Unregistered CommenterDan Wiersema
The honeycomb grid looks really interesting from an interface standpoint; for example the blackberry keeps a very rigid grid system that forces your mind to read in rows and columns. Using a hexagonal design however breaks this and allows the user to see new groupings and patterns in diagonals. It would be very interesting to see how navigation might be improved by going with more organic patterns. It's kind of interesting looking back at old typewriters and seeing how many of them incorporated circular keys which, as you noted, fit the finger better ( http://site.xavier.edu/polt/typewriters/underwood5small.jpg ). I wonder why keys have progressed to be square from then? Hexagonal seems the logical move from circles because they pack tighter into a grid while still remaining roughly circular.
February 23, 2009 | Unregistered CommenterJackson

PostPost a New Comment

Enter your information below to add a new comment.

My response is on my own website »
Author Email (optional):
Author URL (optional):
Post:
 
Some HTML allowed: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <code> <em> <i> <strike> <strong>