The one-handed constraint is the most interesting design decision here - big touch targets and designing around the physical context of use rather than around the content. I hit a cousin of this problem recently: a workout timer that can't require taps because the user's hands are occupied. Curious what one-handed changed most in your layout - did it kill any features you wanted?
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The one-handed constraint is the most interesting design decision here - big touch targets and designing around the physical context of use rather than around the content. I hit a cousin of this problem recently: a workout timer that can't require taps because the user's hands are occupied. Curious what one-handed changed most in your layout - did it kill any features you wanted?