ATNS Adaptive Thumb Navigation System

Reimagining mobile navigation around the hand that's actually holding the phone

Role

Product Designer & Developer (solo, self-initiated)

Type

UX Concept / Interaction Prototype

Tools

Figma, JavaScript, CSS, Vite

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Project Overview

ATNS is an idea I had to rethink the way we do navigation on devices. Of having a navigation bar that is always at the bottom of the screen I made a draggable navigation capsule that can move to the bottom left or right edge of the screen. It follows the thumb so the user does not have to stretch or adjust their grip to reach it.


I started this project because I was wondering why every app assumes that people hold their phones the way. I designed, prototyped and coded the interaction to see if it could work in a browser on a real phone.

Problem Statement

Phones are getting taller. Thumbs are not getting longer. People hold their phones in ways and each way creates a different comfort zone for the thumb.. Most apps put their navigation at the bottom of the screen which can be hard to reach.

I wanted to answer the question: what if the interface adjusted to the hand of the hand adjusting to the interface?

Research & Discovery



- 49% of people hold their phone in one hand


- 36% hold it in one hand and tap with the other


- 15% use two hands


This means that 85% of users are holding their phone in a way that makes it hard to reach the navigation.

I also looked at how this works on devices:

Device

Screen Height

Bottom Nav

Thumb Reach

Result

iPhone SE

667px

~617px

~480px

Stretch

iPhone 14

844px

~794px

~480px

Painful

iPhone 14 Pro Max

932px

~882px

Unreachable

Unreachable

Large Android

900px+

850px+

~480px

Unreachable

"The interface should adapt to the human"

The Solution: ATNS

ATNS is a navigation capsule that behaves less like a fixed UI element and more like a physical object the user can pick up and place.


  • Starts familiar — docked at the bottom, so there's no learning curve on first use

  • Activates on a long press — holding the capsule triggers "drag mode"

  • Follows the thumb with spring motion — movement has weight and lag, so it feels physical rather than mechanical

  • Snaps to ergonomic zones — releases magnetically into the left, right, or bottom dock

  • Remembers the preferred side — once a user settles into a grip, the system respects it


The goal was for the interaction to feel less like "using a feature" and more like the interface simply behaving the way the user expected it to.

Ideation

Fixed Bottom Nav

Floating Nav

Draggable Capsule

Adaptive Docking

ATNS

User Flow

Launch

Bottom Navigation

Long Press

Drag Mode

Detect Position

Snap Left / Right / Bottom

Save Preference

Wireframing

Design Decisions

300ms Hold

Prevents accidental dragging while remaining responsive.


Spring Motion

Adds physicality and makes movement feel natural.


Magnetic Docking

Predicts user intent instead of requiring pixel-perfect dragging.


Contextual Side Switch

Only appears when needed to reduce interface clutter.

Final Design

Try It Yourself

Action

How

Switch tabs

Tap any icon

Activate drag mode

Hold the capsule for 300ms — watch it morph

Drag to dock

Drag left or right — it snaps magnetically

Mirror side

Tap the arrow that appears below the capsule

Impact

What this project demonstrates

✓ Interaction Design

✓ Motion Design

✓ Front-end Prototyping

✓ UX Research

✓ Ergonomic Thinking

✓ Product Thinking

Lessons Learned

  • A 40-year-old ergonomic idea (thumb zones) can still be a fresh design opportunity if nobody has bothered to act on it


  • Physics-based motion is a cheap, high-impact way to make an interface feel considered, without needing AI or heavy engineering


  • Prototyping in real code — not just Figma — was essential here, because the entire value proposition is a feeling, and feelings like weight, lag, and snap don't survive in a static mockup


  • Being explicit about what a concept project is not builds more credibility than overstating its validation status

Next Steps

What I'd Do Next, If This Became a Product

  • Persistence — remember dock position across sessions.


  • Haptic feedback — subtle vibration on long-press activation and on snap.


  • Gesture velocity — a fast flick should dock immediately, without waiting on the 300ms hold.


  • Safe-zone awareness — avoid conflicting with system gesture areas like the iOS bottom swipe zone.


  • Multi-nav support — extend the same physics engine to tab bars, floating action buttons, and tool palettes.


  • Accessibility — full keyboard navigation and screen reader announcements when the dock changes.


  • A native port — the same spring physics rebuilt for React Native, for a true native feel on iOS and Android.

This project was designed, prototyped, and built independently by Prasād Borade. Code and full documentation available on GitHub.

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Hello, visitor.

I'm Prasad

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