In retrospect, there was really only *one* reliable, UX-enhancing use for force touch, and that was to use a relatively strong press as an accelerator for long-press. All the other experiences (peek and pop) added confusion and UX fragility. Besides, there could not be any UX that could *only* be accessed via force touch, because other devices ran the same iOS version that didn’t have the sensor. Additionally, force touch-exclusive experiences would introduce accessibility challenges.
Anyway, it was (not) fun while it lasted. I know hardware planning is hard, and planning cutting-edge products many years in advance is risky. But force-adding (pun intended) a UX affordance *because you have hardware* is the wrong way to design a product.
In fairness, I know of a few cases where production hardware *was* disabled or used in reduced capacity because the UX did not meet the bar to ship.
#apple #iOS #iPhone