Section 1
Start with what the thumb reaches, not what the team prefers
Mobile design is not a reduced version of desktop. Tap targets, element order, and speed of access all change when the screen becomes smaller and the interaction model changes with it.
The first practical principle is to make essential actions easy to reach, and to build hierarchy around actual usage rather than a theoretical content order.
Watching how people actually hold and use a phone quickly explains why some beautiful interfaces still fail. The goal is not only visual order, but comfort and speed during real one-handed use.




