Symbian3/PDK/Source/GUID-056165A7-E8A1-4868-8051-9EC58C5A3342.dita
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    10 <!DOCTYPE concept
    10 <!DOCTYPE concept
    11   PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd">
    11   PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd">
    12 <concept id="GUID-056165A7-E8A1-4868-8051-9EC58C5A3342" xml:lang="en"><title>Usability
    12 <concept id="GUID-056165A7-E8A1-4868-8051-9EC58C5A3342" xml:lang="en"><title>Usability
    13 considerations</title><prolog><metadata><keywords/></metadata></prolog><conbody>
    13 considerations</title><prolog><metadata><keywords/></metadata></prolog><conbody>
    14 <section id="GUID-E4B60228-49E7-415D-AFF1-9E9B622D2197"> <p>All touch and
    14 <p>All touch and gestural interfaces have to appear competent and safe. The
    15 gestural interfaces have to appear competent and safe. The interface needs
    15 interface must appear such that it is not going to misuse users' personal
    16 to look as though it is not going to misuse users' personal data or break
    16 data or break down. Optimizing system performance is critical here. Low screen
    17 down. Optimizing system performance is critical here. Low screen refresh rate
    17 refresh rate and latent images do not give the impression of a trustworthy
    18 and latent images do not give the impression of a trustworthy touch UI. The
    18 touch UI. The use of touch screen and sensors may also increase battery consumption
    19 use of touch screen and sensors may also increase battery consumption of mobile
    19 of mobile devices.</p>
    20 devices.</p><note><p>Touch screens consume most power during touch operations,
    20 <note><p>Touch screens consume most power during touch operations, and reducing
    21 and reducing unnecessary user interaction can help increase power efficiency.
    21 unnecessary user interaction can help increase power efficiency. Specifically
    22 Specifically with resistive touch screens, avoiding excessively long touch
    22 with resistive touch screens, avoiding excessively long touch and drag user
    23 and drag user actions is recommended. The continuous touch event flow keeps
    23 actions is recommended. The continuous touch event flow keeps the CPU busy.
    24 the CPU busy. The screen lock turns off the touch completely. To learn more
    24 The screen lock turns off the touch completely. To learn more about both optimizing
    25 about both optimizing system performance and battery life in Symbian applications,
    25 system performance and battery life, see the <xref href="http://developer.symbian.org/wiki/index.php/Power_Management" scope="external">Power Management</xref> section at the Symbian Foundation.</p></note>
    26 see the <xref href="http://www.forum.nokia.com/main/resources/user_experience/power_management/" scope="external">Power Management</xref> section at Forum Nokia.</p></note><p>The
    26 <p>The best products predict the needs of their users and then fulfill those
    27 best products predict the needs of their users and then fulfill those needs
    27 needs in unexpectedly pleasing ways. Adaptive targets are one way to do this.
    28 in unexpectedly pleasing ways. Adaptive targets are one way to do this.  Controls
    28  Controls that match the users actions well are another way devices can be
    29 that match the users actions well are another way devices can be clever.</p> <p><b>Interaction
    29 clever.</p>
    30 design</b></p><p>Use appropriate and simple interaction logic:</p><ul>
    30 <p><b>Interaction design</b></p>
    31 <li><p>Navigation and controls should be clear and meaningful to prevent mistakes:
    31 <p>Use appropriate and simple interaction logic:</p>
    32 strokes along the touch panel should produce a logical outcome. </p></li>
    32 <ul>
       
    33 <li><p>Navigation and controls must be clear and meaningful to prevent mistakes:
       
    34 strokes along the touch panel must produce a logical outcome. </p></li>
    33 <li><p>The coolest interaction in the world is empty unless it has clear meaning
    35 <li><p>The coolest interaction in the world is empty unless it has clear meaning
    34 for the person performing it. When using indirect controls, the UI response
    36 for the person performing it. When using indirect controls, the UI response
    35 should relate to the action the user is performing. </p></li>
    37 must relate to the action the user is performing. </p></li>
    36 <li><p>Meaningful controls are easier to learn and remember. </p></li>
    38 <li><p>Meaningful controls are easier to learn and remember. </p></li>
    37 </ul> <p>Touch UI can employ direct or indirect controls, or a combination
    39 </ul>
    38 of both:</p><ul>
    40 <p>Touch UI can employ direct or indirect controls, or a combination of both:</p>
       
    41 <ul>
    39 <li><p>Direct controls allow users to simply tap the item they want to manipulate
    42 <li><p>Direct controls allow users to simply tap the item they want to manipulate
    40 right on the screen itself, move it, make it bigger, scroll it, and so on.
    43 right on the screen itself, move it, make it bigger, scroll it, and so on.
    41 For more information, see <xref href="GUID-CCE6DC36-625C-487C-9AD8-F1BF8E36080A.dita">UI
    44 For more information, see <xref href="GUID-CCE6DC36-625C-487C-9AD8-F1BF8E36080A.dita">UI
    42 components</xref> and <xref href="GUID-BB8B3A11-0BBC-4759-A7F4-A28C9E70573F.dita">Touch
    45 components</xref> and <xref href="GUID-BB8B3A11-0BBC-4759-A7F4-A28C9E70573F.dita">Touch
    43 support for common UI components</xref>. </p></li>
    46 support for common UI components</xref>. </p></li>
    44 <li><p>Indirect controls use some other means to manipulate an object, for
    47 <li><p>Indirect controls use some other means to manipulate an object, for
    45 example, shaking, tilting, flipping, waving and so on. For more information,
    48 example, shaking, tilting, flipping, waving and so on. For more information,
    46 see <xref href="GUID-AE979B97-5610-42F3-99A7-5A3D66D3C2E6.dita">Sensor interaction</xref>.</p></li>
    49 see <xref href="GUID-AE979B97-5610-42F3-99A7-5A3D66D3C2E6.dita">Sensor interaction</xref>.</p></li>
    47 <li><p>While the Symbian style provides for the use of scroll bars, it is
    50 <li><p>Although Symbian platform allows the use of scrollbars, it is common
    48 common to reverse the page scrolling orientation in applications such as browser.
    51 to reverse the page scrolling orientation in applications such as browser.
    49 In absence of scroll bars, users will flick or drag the page upwards rather
    52 In absence of scrollbars, users will flick or drag the page upwards rather
    50 than pull a scroller down to move the page up, that is, to scroll down. In
    53 than pull a scrollbar down to move the page up, that is, to scroll down. In
    51 this case, scroll bars are used as navigation indicators.</p></li>
    54 this case, scrollbars are used as navigation indicators.</p></li>
    52 </ul><fig id="GUID-604A80CE-CB23-45A9-BC29-A01395CD6A2F">
    55 </ul>
    53 <image href="GUID-EE5937B6-9103-4711-B13B-06A62D56AF79_d0e72052_href.png" scale="60" placement="inline"/>
    56 <fig id="GUID-604A80CE-CB23-45A9-BC29-A01395CD6A2F">
    54 </fig><p>Direct taps and strokes are far easier for the user to understand
    57 <image href="GUID-EE5937B6-9103-4711-B13B-06A62D56AF79_d0e102831_href.png" scale="60" placement="inline"/>
    55 and pick up than abstract, indirect ones. A single view should always employ
    58 </fig>
    56 only a few indirect strokes, so that the controls do not confuse the user. </p><p><b>Visual
    59 <p>Direct taps and strokes are far easier for the user to understand and pick
    57 design</b></p><p>On touch screens, it is important to make a clear distinction
    60 up than abstract, indirect ones. A single view must always employ only a few
    58 between touchable areas, and non-touchable areas, such as text. </p><ul>
    61 indirect strokes, so that the controls do not confuse the user. </p>
    59 <li><p>Borders, glow effects, or other indicators can be used to highlight
    62 <p><b>Visual design</b></p>
    60 the interaction. </p></li>
    63 <p>On touch screens, it is important to make a clear distinction between touchable
    61 <li><p>Note that theme design alone is not sufficient for indicating touch
    64 areas, and non-touchable areas, such as text. Borders, glow effects, or other
    62 functionality: where one theme may indicate touch, another may not.</p></li>
    65 indicators can be used to highlight the interaction.<note>Theme design alone
    63 </ul><p>See also:</p><ul>
    66 is not sufficient for indicating touch functionality, where one theme may
    64 <li><p><xref href="GUID-5486EFD3-4660-4C19-A007-286DE48F6EEF.dita">Scale and positioning
    67 indicate touch, another may not.</note></p>
    65 of controls</xref></p></li>
    68 <p>See also:</p>
    66 <li><p><xref href="GUID-3CA039D8-A74D-4C9E-B4F5-6E153C7F65A1.dita">Finger vs. stylus</xref></p></li>
       
    67 <li><p><xref href="GUID-7BFEEDF7-3DB8-42FF-9D7A-F98E536F7686.dita">Sensor interaction</xref></p></li>
       
    68 </ul> </section>
       
    69 </conbody></concept>
    69 </conbody></concept>