iPhone 6s and iPhone 6s Plus Handson Review
While the iPhone 6s and 6s Plus are relatively the same phone on the surface compared to the iPhone 6 and 6 Plus, in just about half an hour of hands-on time I actually discovered there’s quite a bit different that wasn’t even mentioned in the announcement, in addition to discovering the value of various aspects of what was discussed in the announcement.
The first, and probably most important change to the iPhone 6s from a user experience perspective this generation is going to be 3D Touch. After using it, I’m sure this will be widely adopted throughout the smartphone industry in about 18-24 months after the iPhone 6s. One of the major user experience problems I have with smartphones that isn’t necessarily obvious to most people is that there are a lot of actions that just break the flow of fluid user interaction. This may seem like a petty complaint, but a long press is probably the single most frustrating aspect of a smartphone user experience today. On Android, the standard for a long-press is usually around 500ms. This doesn’t seem like a long time, but if done repeatedly or if under time pressure half a second can start to feel like an eternity.
Another kind of flow-breaking that exists in smartphone user experience today is what I’d call ping-ponging. In short, this is the kind of user interaction in which you’re constantly opening one app to view one small thing before switching back to the application your focus is on. This is actually objectively bad for user focus, because humans are fundamentally not capable of true multitasking. Instead of doing multiple things at the same time, we’re just rapidly switching back and forth between tasks. Each context switch entails overhead, much like how making a CPU core switch processes invokes an overhead as state is saved and loaded.
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