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12 <concept id="GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3" xml:lang="en"><title>Touch-enabled |
12 <concept id="GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3" xml:lang="en"><title>Touch-enabled |
13 vs. touch-optimized</title><prolog><metadata><keywords/></metadata></prolog><conbody> |
13 vs. touch-optimized</title><prolog><metadata><keywords/></metadata></prolog><conbody> |
14 <section id="GUID-5A2B0210-EE1A-4B8F-A714-F7CA1EC2B1EA"> <p>Rather than being |
14 <section id="GUID-5A2B0210-EE1A-4B8F-A714-F7CA1EC2B1EA"> <p>Applications can |
15 touch-enabled, certain applications can be touch-optimized, that is, designed |
15 be designed primarily for touch screen interaction (touch-optimized) instead |
16 primarily for touch screen interaction. When developing applications for a |
16 of being touch-enabled. While developing applications for a touch interface, |
17 touch interface, it is important to consider interactions which benefit the |
17 the design considerations must be based on interactions that benefit the most |
18 most from touch UI. While physical strokes and gestures allow for more natural |
18 from touch UI. Physical strokes and gestures allows natural interaction with |
19 interaction with objects, the fact that one can apply them does not mean they |
19 objects but must be used appropriately. </p><p>Following are few useful tips |
20 are appropriate for every situation. </p><p>Following are some useful tips |
20 that can be used when designing applications for touch interface: <ul> |
21 that can be used when designing applications for touch use: <ul> |
21 <li><p>Design decisions must be based on real-time touch use cases.</p></li> |
22 <li><p>It is imperative that design decisions are based on real-time touch |
22 <li><p>Only obvious functions can be made touch-enabled. </p></li> |
23 use cases.</p></li> |
23 </ul></p><p>Following are the important features of touch:</p><ul> |
24 <li><p>Since touch functions require a fair amount of discovery from the user, |
24 <li><p><b>Flexibility</b> - Virtual keyboard provides more flexibility than |
25 it is good if only very obvious functions are made touch-enabled. </p></li> |
25 fixed hardware keys. The dynamically changing interface allows for flexible |
26 </ul></p><p><b>Why to use touch</b></p><ul> |
26 configurations depending on the functionality requirements, languages, and |
27 <li><p><b>More flexible:</b> Compared to fixed hardware keys, the interface |
27 so on. Also, indirect strokes and gestures provide flexibility reducing the |
28 can change dynamically. This allows for more flexible configurations depending |
28 need for physical buttons.</p><fig id="GUID-30369880-1F00-440E-A12C-2C75511FDEE8"> |
29 on the functionality requirements, languages, and so on. Thus a very small |
29 <image href="GUID-785160B9-A6BC-47FA-957E-5BB87E79B4E7_d0e69648_href.png" placement="inline"/> |
30 screen can change its buttons as required. Also, with indirect strokes and |
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31 gestures, there are numerous possibilities of flexibility. No use of physical |
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32 buttons is required.</p><fig id="GUID-30369880-1F00-440E-A12C-2C75511FDEE8"> |
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33 <image href="GUID-785160B9-A6BC-47FA-957E-5BB87E79B4E7_d0e74811_href.png" placement="inline"/> |
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34 </fig></li> |
30 </fig></li> |
35 <li><p><b>More intuitive:</b> Manipulating objects directly by touching them |
31 <li><p><b>Intuitive</b> - Manipulating objects directly by touching them is |
36 is natural and intuitive. Keyboards, mice, trackballs, and other input devices |
32 natural and intuitive. Touch interface allows better real-time experience |
37 are not able to convey as much subtlety as touch can. Direct manipulation |
33 for end users. Strokes and gestures encourage play and exploration of a system |
38 can deliver a lot more meaning to controlling a tool. </p></li> |
34 by providing a more hands-on experience.</p></li> |
39 <li><p><b>More fun:</b> One can design a game in which users press a button |
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40 and an on-screen avatar swings a tennis racket. But it can be simply more |
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41 entertaining to mimic movements physically, and to see the action mirrored |
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42 on-screen. Strokes and gestures encourage play and exploration of a system |
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43 by providing a more hands-on experience. </p></li> |
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44 <li><p><b>More engaging:</b> Through play, users start to engage with the |
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45 interface, first by trying it out to see how it works. </p></li> |
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46 </ul><p><b>Limitations of touch</b></p><ul> |
35 </ul><p><b>Limitations of touch</b></p><ul> |
47 <li><p><b>Heavy data input:</b> A hardware keyboard is faster for most people |
36 <li><p><b>Data input</b> - touch devices are not ideal for applications involving |
48 to use when entering a large amount of text or numbers, and applications which |
37 huge data entry. Virtual keyboards are adequate, for example, for messaging |
49 involve heavy data input are not necessarily ideal for touch devices. Virtual |
38 applications. Consider utilizing adaptive methods such as options and selections |
50 keyboards are adequate, for example, for messaging applications. Consider |
39 filtered according to what is available on the screen or in a list - and pre-filled |
51 utilizing adaptive methods - such as options and selections filtered according |
40 items, when possible.</p></li> |
52 to what is available on the screen or in a list - and pre-filled items, when |
41 <li><p><b>Reliance on the visual</b> - Although the Symbian platform provides |
53 possible.</p></li> |
42 tactile feedback capability, some applications rely more on visual feedback |
54 <li><p><b>Reliance on the visual:</b> While the Symbian platform provides |
43 to indicate actions. Allow for scalability, larger buttons and text sizes, |
55 tactile feedback capability, some applications can rely heavily on visual |
44 for example, for visually impaired users.</p></li> |
56 feedback to indicate actions. Allow for scalability, larger buttons and text |
45 <li><p><b>Reliance on the physical</b> - Touch interface can be more demanding |
57 sizes, for example, for visually impaired users.</p></li> |
46 on the physical context than mechanical keys. Subtle and small movements are |
58 <li><p><b>Reliance on the physical: </b>Touch interface can be more demanding |
47 less likely to be achieved. For example, tapping a touch screen |
59 on the physical context than mechanical keys. Tapping a touch screen button |
48 button while wearing winter gloves or with long fingernails can be difficult. |
60 can be difficult while wearing winter gloves, or with long fingernails. The |
49 To overcome this limitation, the basic use cases, such as answering an incoming |
61 inverse is also true: the more subtle and small the movement, the less likely |
50 phone call, must utilize large elements and simple interaction.</p></li> |
62 it is that everyone will be able to do it. To overcome this, the most basic |
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63 use cases, such as answering an incoming phone call, must utilize large enough |
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64 elements and straightforward interaction.</p></li> |
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65 </ul></section> |
51 </ul></section> |
66 </conbody></concept> |
52 </conbody></concept> |