The most annoying thing about handling my 12 Pro Max one-handed is the weight, with thickness being 2nd, and screen size being a distant 3rd.
I went from someone who had to have the latest phone on pre-order to someone who doesn't bother: this is the first time I'm considering a new phone release in years. I suspect many other people are in the same boat.
I'm just not sure if I'll miss 3 cameras too much.
It's a UI problem not an hardware one imo. Pretty much when iPhone came out UI research flattened and everything seems so standardized now, I only see gimmick stuff like liquid glass. For example, I don't see why a submit button cannot float near the thumb on the right or left side of the bottom of the device(could predict by checking device orientation)
I cannot totally agree. From my experience, if the phone is wider than ~68mm, I cannot hold it firmly in my hand and operate it. The UI comes after that, for how far I can reach.
Same here :). But original Optimus has a screen in each key. This technically similar to a later design https://www.artlebedev.com/optimus/popularis/. Which also had a single big LCD and transparent keys on top of it.
Elgato's Stream Deck is a more mainstream application of the same approach, with a single LCD under all of the keys.
The Stream Deck isn't doing anything particularly exotic with its key mechanism, though (from what I can tell, there's a frame between the LCD and buttons with the actual contacts on it; no Hall-effect sensors or anything like that).
I never knew him but as a daily Arch user, for a decade now, I am deeply saddened by this loss. Makes you think about how much you rely on people you never met.
It is no different from other products. There are people who do subjective reviews, and others who put some science in it.
Although, as far as I understand, headphones are both quite simple in engineering and complex with the task they try to handle.
Every person's audio perception is unique and depends on unique anatomy and unique experience (brain calculations). So it is quite difficult to normalize every data we can measure.
Still, some are trying to do it. E.g.
http://rtings.com/ - authors develop their methodology to take into account all relevant measurements, and explain their function
http://diyaudioheaven.wordpress.com/ - author does a measurement based subjective analysis of overall audio experience. Sometimes directly comparing rivals in relevant aspects.
https://www.reddit.com/r/oratory1990 - based on research from Harman R&D, measure and develops equalisation parameters for popular headphones, as well as, their weighted score (deviation from target)
The research is quite interesting in itself when addressing you statement, because it develops a statistical model of preference for audio reproduction by average human. Of course, it is not a silver bullet equal for all but many agree they enjoy headphones with "target" frequency response more.
Not just inductance, but capacitance between the layers themselves too since you've got to have an insulator between them. All the fun things you get in 2d from nanometer scale devices are now compounded in another degree of freedom. The only thing I don't think you have to work around is quantum tunneling between layers because they'll probably be too far apart still to need that level of work.
In contrast, on early Android 2 phones, I did the opposite -- increasing animation time to 2x. It felt smoother. I'd argue, that animation can cover unresponsiveness of application, and improve perception of performance.
You need very high frame rate to make fast animations feel smooth and natural. I suppose older Android phones had quite low frame rate and required slow animations to feel smooth.
Imagine moving a window 500px over 100ms in 30FPS, that is just 3 frames! It means your window will jump 166px per frame. On average resolution display this translates to a few centimers jump per frame. Not very smooth.