Your Current Variants (Problems)
All three break the play → time reading flow, confuse primary vs. secondary actions, or give +/− too much visual weight. Here's why each fails:
Problem: − wedged between play and time
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L110 Facts / InvestigationWORA102
Problem: +/− boxes compete with play button
Conference regarding All Hands Crunch Update with Kris Andrews, Vince Huang, Nic...
L110 Facts / InvestigationWORA102
Variant A — Segmented Control
Time and +/− are fused into one input-like component. Play stays separate.
Clear that +/− adjusts the value, not playback. Reads left→right: action, then value.
Conference regarding All Hands Crunch Update with Kris Andrews, Vince Huang, Nic...
L110 Facts / InvestigationWORA102
Variant B — Ghost Buttons (De-emphasized)
+/− are borderless, low-contrast ghost buttons next to time. They're discoverable but clearly secondary.
Keeps the row clean and uncluttered.
Conference regarding All Hands Crunch Update with Kris Andrews, Vince Huang, Nic...
L110 Facts / InvestigationWORA102
Variant C — Stacked Arrows (Stepper)
Small up/down arrows sit beneath the time like a numeric stepper.
This unmistakably reads as "adjust this value" and takes almost no horizontal space.
Conference regarding All Hands Crunch Update with Kris Andrews, Vince Huang, Nic...
L110 Facts / InvestigationWORA102
Variant D — Editable Time (No +/−)
Eliminates +/− entirely. The time is directly clickable/editable (dashed underline hint).
This is the cleanest option — ask yourself if +/− is even the right interaction.
Conference regarding All Hands Crunch Update with Kris Andrews, Vince Huang, Nic...
L110 Facts / InvestigationWORA102
Variant E — Pill with Integrated Steppers
Similar to A but rounded/pill-shaped. The whole thing reads as one cohesive "time input" widget,
clearly separated from the play action. Dividers reinforce the segmented affordance.
Conference regarding All Hands Crunch Update with Kris Andrews, Vince Huang, Nic...
L110 Facts / InvestigationWORA102