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Creating Responsive
HTML5 Touch
Interfaces
Stephen Woods
Stephen Woods
Front End Engineer
       Flickr
On the desktop we
worry about browsers
-moz-transform:rotate(-270deg);
-moz-transform-origin: bottom left;
-webkit-transform: rotate(-270deg);
-webkit-transform-origin: bottom left;
-o-transform: rotate(-270deg);
-o-transform-origin: bottom left;
filter:progid:DXImageTransform.Microsoft
.BasicImage(rotation=1);
On mobile we worry
about devices.
Screen
Sizes
Media Queries,
Break points,
liquid layouts




http://www.alistapart.com/articles/responsive-web-design/
iPhone 3GS
 256mb RAM
Geekbench: 271
iPhone 3GS
 256mb RAM
Geekbench: 271



      ==
Modern mobile
devices are crappy
  computers with
decent video cards.
Perceived
Performance
On the desktop it’s
easy...



  Throw up a spinner.
Touch interfaces are
tactile.
Touch interfaces are
tactile.


   Feedback must be
        continuous.
When the interface
  stops moving
during a gesture it
 feels like it died
Respect Convention
Mobile has
conventions
too
Mobile has
conventions
too
TouchEvent

• touchstart - fires once
• touchmove - fires continuously
• touchend - fires once
The touches Array

• You only get one on Android
• You get up to 11 on iOS
• Each touch gives you position
  information, and sometimes scale
iOS Gesture Events

• gesturestart
• gesturechange
• gestureend
iOS Developer
      Library

http://bit.ly/iOS-guide
Making Gestures Work

 • Prioritize user feedback
 • Use hardware acceleration
 • Manage your memory
Prioritize User-feedback



• Don’t do any loading during gestures
• Treat the DOM as write-only (do your
  own math)

• When at all possible, use css
  transitions
Write-Only DOM

• DOM touches are really expensive
• You know where everything is
• Use matrix transforms to queue up
  positions
Swipe Basics
distance = e.touches[0].pageX - startX;

'translate3d('+distance+'px,0px,0px)'
Snap back/snap
      forward
• Keep track of last position, use
  transitions with easing to snap back

• Pick a swipe distance threshold, use
  that to snap forward (ontouchend)

• If the user is gesturing, the element
  must be moving
A Word about scrolling

• Use native if at all possible:
• -webkit-overflow-scrolling:      touch;

• If not, use a library to simulate
  momentum scroll (iScroll 4,
  Scrollability)
Image © Brian Lalor
Used with permission




   Pinch to Zoom
   (there will be math)
Why you can’t use
 native Pinch to
      Zoom
First:
Use Matrix Transforms
Minimize DOM touches, make your transforms
simpler in the long run
http://xkcd.com/184/
It’s Not That Hard!

transform:          Translate
matrix(1, 0, 0, 1, 10, 10);

         Scale
With Hardware
Acceleration... (matrix3d)


            [
                [1,0,0,0],
                [0,1,0,0],
                [0,0,1,0],
                [tx,ty,tz,1]
            ]
Transforms keep
  complex state
without DOM reads
What is happening?

• Determine Center of the touch points
• Determine the scale factor
  (touch.scale)

• Scale the element by the scale
  factor, with the center of the touch
  points as the scale center
The Naive Example
The Naive Example
The Naive Example
The Right Example
The Right Example
The Right Example
Breakdown
Breakdown
Breakdown
Breakdown
translateX =
scalePointX * (newWidth - oldWidth)
            newWidth;
Pro Tips

• Beware the virtual pixels
• Moving the transform-origin won’t
  really work

• Remember to snap back
The Flickr Touch
   Light Box
Untitled
By protohiro
Untitled
By protohiro
Untitled
By protohiro
Untitled
By protohiro
Swiping Process

• Event Listener on top level for touch
  events

• Only visible nodes move via
  translate3d

• Rebuild next/previous happens when
  movement stops.
Performance Tricks

• Aggressive Pruning
• Clean off css transforms/transitions
• Write-only DOM.
• Do as little as possible during swipes
Frustrating
         Limitations
• Retina screen is huge, device
  memory is small

• Hardware acceleration is a crash
  festival

• Fighting automatic optimization
http://bit.ly/apple-image-size-restrictions
Stephen Woods
                                  @ysaw



Image Credits (http://flic.kr/y/kQ5cLh)
http://www.flickr.com/photos/wafer/5533140316/
http://www.flickr.com/photos/latca/2265637876/
http://www.flickr.com/photos/spine/1471217194/
http://www.flickr.com/photos/williamhook/3656233025/
http://www.flickr.com/photos/isriya/4656385586/
http://www.flickr.com/photos/yandle/3076451873/
http://www.flickr.com/photos/uberculture/6632437677/
http://www.flickr.com/photos/blalor/4934146981/
http://www.flickr.com/photos/torek/3280152297/
http://www.flickr.com/photos/nilsrinaldi/5157809941/

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Creating Responsive HTML5 Touch Interfaces

Editor's Notes

  1. \n
  2. I built the mobile lightbox (on a great backbone from the flickr FE team)\n
  3. The flickr mobile lightbox. Swiping, zooming, pretty smooth, very natural for the device.\nI’m going to talk about how we made it, but I am going to talk a lot of concepts that came out of the work first\n
  4. \n
  5. They all run webkit, they all have css3, transforms, etc.\nYou’ll have to do a lot of testing on screen sizes of course...but..\n
  6. People have covered this topic very well elsewhere\n
  7. \n
  8. \n
  9. \n
  10. but this is going to change...\n
  11. An awesome experience is possible.\n
  12. \n
  13. \n
  14. Remember the teleporter control in stng? It had a control like in the original series, but touch\nIt needs to feel right, that means immediate feedback is continuous, rather than momentary.\n
  15. The rational for snap back and momentum scroll (always give feedback)\n\n
  16. We all know the conventions of desktop software\nMost people respect it when building interfaces\n
  17. Slide to unlock, swipe to go forward and back, pinch to zoom, tap and hold\ni) don't break what users expect: swipes & Pinches\nexample: user reaction to m.flickr lack of pinch zoom\n
  18. \n
  19. Ice cream sandwich caveat noted.\nI don’t know what the eleventh touch point is for\n
  20. Considered harmful, Don’t waste your time with this crap, just do the math, its way easier than forking\n
  21. Best reference in the universe for this\n
  22. \n
  23. DOM reads aren’t free, most JS-dom stuff is blocking\nMinimize writes as well of course, but that is obvious when you just do the math your self\n
  24. Don’t be insecure, math is math, no need to keep checking positions\nMore on matrices later. Remember reads aren’t free, don’t do them\n
  25. use average of multiple touches if you want it to be multi-finger swipe\nYou probably shouldn’t override os gestures\nprioritize user feedback! When the user is swiping you are doing nothing else\nsnapback, snap forward. Just keep track of the place to snap back to and go there\n
  26. (native uses physics, generally unecessary)\n\n
  27. limitation of -webkit-overflow-scrolling: it bounces the whole page!\n
  28. \n
  29. You have ZERO control. Your interface elements are going to slide all over and resize\nYou could try position:fixed, but what about touch points? Font size? \nOk, you can work around all that, but that is going to be a hassle, especially when you consider\nthat pinch zoom isn’t that complex\n
  30. If you have multiple transforms to apply, you can apply them to the matrix and combine the changes into one DOM write\nNot as scary as it looks\n
  31. The cartoon everyone uses for this\nMatrix is a transformation applied to the vector representing the position\nYeah, you don’t really need to understand that for anything I’m talking about here, because we aren’t rotating, shearing, anything like that\n\n
  32. This is the 2d\n
  33. The 1s are the scale, the ts are translation. For pinch zoom (without rotation)\nTHIS IS ALL WE NEED TO KEEP TRACK OF STATE\n
  34. \n
  35. \n
  36. Just apply the scale property to the scale transform of the element\nBreaks the convention. \nIt should feel like the user is stretching the image, not turning a dial\n
  37. Just apply the scale property to the scale transform of the element\nBreaks the convention. \nIt should feel like the user is stretching the image, not turning a dial\n
  38. Just apply the scale property to the scale transform of the element\nBreaks the convention. \nIt should feel like the user is stretching the image, not turning a dial\n
  39. Just apply the scale property to the scale transform of the element\nBreaks the convention. \nIt should feel like the user is stretching the image, not turning a dial\n
  40. Just apply the scale property to the scale transform of the element\nBreaks the convention. \nIt should feel like the user is stretching the image, not turning a dial\n
  41. Just apply the scale property to the scale transform of the element\nBreaks the convention. \nIt should feel like the user is stretching the image, not turning a dial\n
  42. Just apply the scale property to the scale transform of the element\nBreaks the convention. \nIt should feel like the user is stretching the image, not turning a dial\n
  43. The touch center point is the point from which the object scales\n
  44. The touch center point is the point from which the object scales\n
  45. The touch center point is the point from which the object scales\n
  46. The touch center point is the point from which the object scales\n
  47. The touch center point is the point from which the object scales\n
  48. The touch center point is the point from which the object scales\n
  49. The touch center point is the point from which the object scales\n
  50. The touch center point is the point from which the object scales\n
  51. The touch center point is the point from which the object scales\nWith the magic of matrix transforms we can apply both at the same time\n
  52. The touch center point is the point from which the object scales\nWith the magic of matrix transforms we can apply both at the same time\n
  53. The touch center point is the point from which the object scales\nWith the magic of matrix transforms we can apply both at the same time\n
  54. The touch center point is the point from which the object scales\nWith the magic of matrix transforms we can apply both at the same time\n
  55. The touch center point is the point from which the object scales\nWith the magic of matrix transforms we can apply both at the same time\n
  56. The touch center point is the point from which the object scales\nWith the magic of matrix transforms we can apply both at the same time\n
  57. The touch center point is the point from which the object scales\nWith the magic of matrix transforms we can apply both at the same time\n
  58. The touch center point is the point from which the object scales\nWith the magic of matrix transforms we can apply both at the same time\n
  59. Scale point x is relative to object left, not page\n
  60. transform origin will suffer from rounding errors caused by hiDPI virtual pixels\n
  61. \n
  62. \n
  63. \n
  64. DOM Layout is very simple. When the lightbox first opens we create three nodes (in addition to the interface, which is also simple) The DOM is also blanked to clear up memory space.\nImages are DIVs\n
  65. \n
  66. Remember the 256mb of memory!\nNo loading, no calculations during swipes. And no fancy business between event handler and transform,\n that is a critical performance point\n
  67. You can’t use a big enough image to really benefit from pinch/zoom (subsampling of large images means they get scaled down)\nHardware accelerated stuff does not seem to manage memory very gracefully\n
  68. \n