
A player is a focused, tactile screen — the artwork sets the mood, and the controls have to be instantly reachable. I gave the album art room to breathe and made the primary transport controls the clear centre of gravity.
The craft was in rhythm and touch targets: a big, confident play/pause, secondary controls that stay out of the way, and a progress bar that feels good to drag.
In a media UI, the content is the interface — everything else should defer to it.
This was day 9 of a 14-day daily UI challenge. You can browse every screen in the full challenge gallery →
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