author | Dominic Pinkman <Dominic.Pinkman@Nokia.com> |
Wed, 31 Mar 2010 11:11:55 +0100 | |
changeset 7 | 51a74ef9ed63 |
child 8 | ae94777fff8f |
permissions | -rw-r--r-- |
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<?xml version="1.0" encoding="utf-8"?> |
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<!-- Copyright (c) 2007-2010 Nokia Corporation and/or its subsidiary(-ies) All rights reserved. --> |
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<!-- This component and the accompanying materials are made available under the terms of the License |
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"Eclipse Public License v1.0" which accompanies this distribution, |
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and is available at the URL "http://www.eclipse.org/legal/epl-v10.html". --> |
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<!-- Initial Contributors: |
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Nokia Corporation - initial contribution. |
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Contributors: |
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--> |
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<!DOCTYPE concept |
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PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd"> |
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<concept id="GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3" xml:lang="en"><title>Touch-enabled |
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vs. touch-optimized</title><prolog><metadata><keywords/></metadata></prolog><conbody> |
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<section id="GUID-5A2B0210-EE1A-4B8F-A714-F7CA1EC2B1EA"> <p>Rather than being |
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touch-enabled, certain applications can be touch-optimized, that is, designed |
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primarily for touch screen interaction. When developing applications for a |
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touch interface, it is important to consider interactions which benefit the |
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most from touch UI. While physical strokes and gestures allow for more natural |
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interaction with objects, the fact that one can apply them does not mean they |
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are appropriate for every situation. </p><p>Following are some useful tips |
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that can be used when designing applications for touch use: <ul> |
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<li><p>It is imperative that design decisions are based on real-time touch |
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use cases.</p></li> |
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<li><p>Since touch functions require a fair amount of discovery from the user, |
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it is good if only very obvious functions are made touch-enabled. </p></li> |
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</ul></p><p><b>Why to use touch</b></p><ul> |
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<li><p><b>More flexible:</b> Compared to fixed hardware keys, the interface |
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can change dynamically. This allows for more flexible configurations depending |
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on the functionality requirements, languages, and so on. Thus a very small |
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screen can change its buttons as required. Also, with indirect strokes and |
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gestures, there are numerous possibilities of flexibility. No use of physical |
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buttons is required.</p><fig id="GUID-30369880-1F00-440E-A12C-2C75511FDEE8"> |
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<image href="GUID-785160B9-A6BC-47FA-957E-5BB87E79B4E7_d0e74811_href.png" placement="inline"/> |
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</fig></li> |
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<li><p><b>More intuitive:</b> Manipulating objects directly by touching them |
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is natural and intuitive. Keyboards, mice, trackballs, and other input devices |
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are not able to convey as much subtlety as touch can. Direct manipulation |
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can deliver a lot more meaning to controlling a tool. </p></li> |
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<li><p><b>More fun:</b> One can design a game in which users press a button |
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and an on-screen avatar swings a tennis racket. But it can be simply more |
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entertaining to mimic movements physically, and to see the action mirrored |
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on-screen. Strokes and gestures encourage play and exploration of a system |
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by providing a more hands-on experience. </p></li> |
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<li><p><b>More engaging:</b> Through play, users start to engage with the |
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interface, first by trying it out to see how it works. </p></li> |
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</ul><p><b>Limitations of touch</b></p><ul> |
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<li><p><b>Heavy data input:</b> A hardware keyboard is faster for most people |
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to use when entering a large amount of text or numbers, and applications which |
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involve heavy data input are not necessarily ideal for touch devices. Virtual |
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keyboards are adequate, for example, for messaging applications. Consider |
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utilizing adaptive methods - such as options and selections filtered according |
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to what is available on the screen or in a list - and pre-filled items, when |
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possible.</p></li> |
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<li><p><b>Reliance on the visual:</b> While the Symbian platform provides |
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tactile feedback capability, some applications can rely heavily on visual |
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feedback to indicate actions. Allow for scalability, larger buttons and text |
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sizes, for example, for visually impaired users.</p></li> |
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<li><p><b>Reliance on the physical: </b>Touch interface can be more demanding |
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on the physical context than mechanical keys. Tapping a touch screen button |
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can be difficult while wearing winter gloves, or with long fingernails. The |
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inverse is also true: the more subtle and small the movement, the less likely |
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it is that everyone will be able to do it. To overcome this, the most basic |
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use cases, such as answering an incoming phone call, must utilize large enough |
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elements and straightforward interaction.</p></li> |
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</ul></section> |
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</conbody></concept> |