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Week 2 Session: Translating the Push

What a physical button gives you for free — resistance, travel, a click, a physical return to its resting position — and what a digital button has to fake or simply do without.

1 March 2027

Press a doorbell and your finger feels it push back. There’s resistance before the contact closes, a short distance of travel, often an audible click at the moment of contact, and when you let go, a spring returns the button to where it started. None of that is decoration. It’s how you know, without looking, that the press registered.

A rectangle on a screen has none of it. There’s no resistance, because there’s nothing to push against — your finger is on glass, not a switch. There’s no travel, because the rectangle doesn’t move. There’s no click, unless the software fakes one. There’s no physical return, because there was no physical departure. Every one of those cues has to be simulated in some other channel — a colour change, a sound file, a vibration — or the interface does without it and hopes the user trusts the tap anyway.

Translating one button from Week 1

Take one button from your Week 1 log — one you know well enough to describe from memory. Build the smallest possible digital version of it: one clickable element, one visible response. It doesn’t need a backend. It needs to stand in convincingly for the physical button you chose.

While you build it, keep a running list of every physical cue the original button gave you that your digital version had to either simulate or drop:

The list

Submit your digital button alongside the cue list. For each cue you dropped rather than simulated, say what you think was lost by dropping it — not in general, for your specific button. Dropping tactile confirmation is a different kind of loss on a panic button than it is on a doorbell.

The spec

What you bring to the session. Written so a reader can tell whether it has been met without asking you.

Teaching team