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1 <?xml version="1.0" encoding="utf-8"?> |
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2 <!-- Copyright (c) 2007-2010 Nokia Corporation and/or its subsidiary(-ies) All rights reserved. --> |
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3 <!-- This component and the accompanying materials are made available under the terms of the License |
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4 "Eclipse Public License v1.0" which accompanies this distribution, |
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5 and is available at the URL "http://www.eclipse.org/legal/epl-v10.html". --> |
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6 <!-- Initial Contributors: |
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7 Nokia Corporation - initial contribution. |
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8 Contributors: |
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9 --> |
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10 <!DOCTYPE concept |
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11 PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd"> |
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12 <concept id="GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3" xml:lang="en"><title>Touch-enabled |
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13 vs. touch-optimized</title><prolog><metadata><keywords/></metadata></prolog><conbody> |
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14 <section id="GUID-5A2B0210-EE1A-4B8F-A714-F7CA1EC2B1EA"> <p>Rather than being |
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15 touch-enabled, certain applications can be touch-optimized, that is, designed |
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16 primarily for touch screen interaction. When developing applications for a |
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17 touch interface, the first question you should ask is: which interactions |
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18 benefit the most from touch UI? While physical strokes and gestures allow |
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19 for more natural interaction with objects, the fact that one can apply them |
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20 does not mean they are appropriate for every situation. </p> <p>There are |
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21 a few good tips when designing applications for touch use. First, it is imperative |
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22 that design decisions are based on real, considered touch use cases. Secondly, |
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23 as touch functions require a fair amount of discovery from the user, it is |
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24 good if only very obvious functions are made touch-enabled. </p> <p><b>Why |
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25 to use touch</b></p><ul> |
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26 <li><p><b>More flexible:</b> Compared to fixed hardware keys, the interface |
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27 can change dynamically. This allows for more flexible configurations depending |
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28 on the functionality needs, languages, and so on. Thus a very small screen |
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29 can change its buttons as needed. Also, with indirect strokes and gestures, |
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30 there are numerous possibilities. No use of physical buttons is required.</p><fig id="GUID-63BE4283-7856-4448-9058-99E286C2EA65"> |
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31 <image href="GUID-EC366CB0-AFC8-4501-867C-4FBD2CFE6235_d0e71938_href.png" scale="60" placement="inline"/> |
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32 </fig></li> |
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33 <li><p><b>More intuitive:</b> Manipulating objects directly by touching them |
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34 is natural and intuitive. Keyboards, mice, trackballs, and other input devices |
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35 are not able to convey as much subtlety as touch can. Direct manipulation |
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36 can deliver a lot more meaning to controlling a tool. </p></li> |
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37 <li><p><b>More fun:</b> One can design a game in which users press a button |
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38 and an onscreen avatar swings a tennis racket. But it can be simply more entertaining |
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39 to mimic movements physically, and to see the action mirrored on-screen. Strokes |
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40 and gestures encourage play and exploration of a system by providing a more |
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41 hands-on experience. </p></li> |
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42 <li><p><b>More engaging:</b> Through play, users start to engage with the |
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43 interface, first by trying it out to see how it works. </p></li> |
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44 </ul><p><b>Limitations of touch</b></p><ul> |
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45 <li><p><b>Heavy data input:</b> A hardware keyboard is faster for most people |
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46 to use when entering a large amount of text or numbers, and applications which |
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47 involve heavy data input are not necessarily ideal for touch devices. Virtual |
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48 keyboards are adequate, for example, for messaging applications. Consider |
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49 utilizing adaptive methods - such as options and selections filtered according |
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50 to what is available on the screen or in a list - and pre-filled items, when |
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51 possible.</p></li> |
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52 <li><p><b>Reliance on the visual:</b> While the Symbian OS provides |
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53 tactile feedback capability, some applications can rely heavily on visual |
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54 feedback to indicate actions. Allow for scalability, larger buttons and text |
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55 sizes, for example, for visually impaired users.</p></li> |
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56 <li><p><b>Reliance on the physical: </b>Touch interface can be more demanding |
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57 on the physical context than mechanical keys. Tapping a touch screen button |
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58 while wearing winter gloves, or with long fingernails can be difficult, for |
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59 instance. The inverse is also true: the more subtle and small the movement, |
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60 the less likely it is that everyone will be able to do it. To overcome this, |
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61 the most basic use cases, such as answering an incoming phone call, must utilize |
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62 large enough elements and straightforward interaction.</p></li> |
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63 </ul></section> |
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64 </conbody></concept> |