Jason Sutter//blog
21 Feb 2012—design
More notes on Clear's UI

My hunch was correct… Clear displays a considerable amount of tutorial information on first launch. There are multiple static photos that demonstrate the gestures and explain how the app is organized. Once you've swiped through all of them your initial list is pre-populated with items that re-iterate the various commands.
It's a bit clunky. I definitely feel unsure at times. But not dangerously so. Accidently pulling down the notifications tray has been my biggest miss-gesture. More time with Clear (and with more apps that work this way) would increase my confidence.
I'm not sure it matters though… It's no where near as fun to use as Scorekeeper XL. Certainly some of the difference can be attributed to the content. Lists generally aren't very exciting. Even so, it still feels off.
Pressing buttons is fun. The act of pressing is fun. The cause and effect is fun. Swiping a list item to the left to delete isn't as exciting as pushing a red button. Even a very simple representation that is rendered on a flat touchscreen.
Clear feels too ethereal. Weighty actions happen with a casual flick of a finger. There's not enough representation of place. There's no trace of where you've been. Context exists exclusively in your head.
Arguably, all of this is perfectly fine for an app that makes lists. Especially one that exists in a very crowded market. Personally, I'm not yet sold on a completely button-less and chrome-less mobile UI.
Filed under: ui mobile usability