wx report

Touchscreens are terrible and you shouldn't put them in your products

Display screens these days are great. Cheap, full color displays running at hundreds of pixels per inch are everywhere. The laptop I’m typing this on is three thousand pixels across. My phone runs at close to 500 ppi: one has to work very hard to see individual pixels without a magnifying lens. Text is smooth and clear, pictures bright and fully focused, information density can be (and sometimes is) nice and high, and life is good.

Many screens have a layer that responds to your fingers, allowing one to interact with the screen by looking at the images on the screen and touching or swiping the screen itself. A touchscreen!

Done right, the effect feels like magic. It’s as though rubbing your finger on your eyeglasses was enough to manipulate objects in the real world. These touchscreens are the main way one uses a phone, for example; billions of devices with this amazing interaction mode. I’ve owned phones like this for about fifteen years and they’re pretty nice.

Done wrong the effect feels like looking at the world through dirty, smudged glasses after having had a minor stroke. Stuff looks weird and responds unpredictably. There’s no mechanical sympathy to be had.

These things are built such that both the onscreen graphics and the responses to touch input events are done in software. (For sufficiently cheap computers, people like to say “firmware” instead of “software”.) So far so good.

But people who build hardware like to freeze the hardware parts of a manufacturing design as early as possible because it reduces uncertainty in the manufacturing process. Software to operate the touch interface, by contrast, can usually be tweaked right up until (and often after) the device ships. For something like a phone or a tablet, where the touchscreen and the software are pretty much the whole product, this works great because everyone is incentivized to make things work smoothly: otherwise the product is terrible and no one will buy it.

But for everything where the touchscreen display is just another part of the device, this leads to trouble. Suddenly, people who need to build a big thing that’s incidentally supposed to have knobs and buttons on it start thinking, “Hey, a touchscreen and tiny underspecced computer are cheaper and more flexible than a bunch of physical knobs, and we can commit our hardware way earlier and ship sooner,” and everyone goes ahead and removes all the buttons and knobs and replaces them with the screen.

This causes problems for users.

But in very rare circumstances, “touch” is great. The clickwheel iPod was awesome, and Apple’s trackpads are the best input devices I’ve ever used. They’ve even used haptic pseudoclicks for years, invisible and therefore perfect. (How other manufacturers can’t figure out how to make trackpads as good is kind of a mystery; Apple’s been superior for as long as I can remember.)

Most mobile phones, at least as shipped, have incredible touchscreen interfaces including sometimes vibrating just enough to let you know you hit a “button”. The swiping behaviors are nicely dialed in, and pretty much always do what you want. When done correctly you don’t even have to think about it: the swipe works without you even noticing. But always when you’re supposed to be looking directly at the screen anyway. And only when a real button or knob wouldn’t have worked to begin with.

Even the slightest imperfection in the user experience—perceiving lag, questioning whether it will work, or needing to look at the road—make a whole product feel cheap, amateurish, and broken.

Real physical buttons and switches and knobs for me, please. And keys.