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DesignJun 2026 · 4 min read

Designing for a phone in a warehouse, not a desk

The interface works in review because review happens at a desk. The user is standing in a warehouse aisle, in gloves, with one hand on a trolley and sunlight across the screen.

Designing for a phone in a warehouse, not a desk

One hand, one thumb, one glove

Everything critical sits in the lower third of the screen, and hit targets go well past the 44px minimum — a gloved thumb is closer to 60. Gestures that require precision, and anything needing two hands, are removed rather than refined.

A gloved thumb is closer to 60px than 44px, and sunlight turns comfortable contrast into a defect.

Light is a constraint, not a preference

Contrast that reads comfortably in a design review disappears in direct sun. We test on the actual device outdoors, at the brightness the battery policy allows, and treat anything under the threshold as a defect rather than a taste question.

One action per screen

A picker scanning four hundred items a shift needs one obvious next step, not a menu. Screens in this context are deliberately sparse: current item, expected action, confirmation. Everything else lives behind a deliberate tap.

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