Symbian3/PDK/Source/GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3.dita
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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>Rather than being
    15 touch-enabled, certain applications can be touch-optimized, that is, designed
    15 touch-enabled, certain applications can be touch-optimized, that is, designed
    16 primarily for touch screen interaction. When developing applications for a
    16 primarily for touch screen interaction. When developing applications for a
    17 touch interface, the first question you should ask is: which interactions
    17 touch interface, it is important to consider interactions which benefit the
    18 benefit the most from touch UI? While physical strokes and gestures allow
    18 most from touch UI. While physical strokes and gestures allow for more natural
    19 for more natural interaction with objects, the fact that one can apply them
    19 interaction with objects, the fact that one can apply them does not mean they
    20 does not mean they are appropriate for every situation. </p> <p>There are
    20 are appropriate for every situation. </p><p>Following are some useful tips
    21 a few good tips when designing applications for touch use. First, it is imperative
    21 that can be used when designing applications for touch use: <ul>
    22 that design decisions are based on real, considered touch use cases. Secondly,
    22 <li><p>It is imperative that design decisions are based on real-time touch
    23 as touch functions require a fair amount of discovery from the user, it is
    23 use cases.</p></li>
    24 good if only very obvious functions are made touch-enabled. </p> <p><b>Why
    24 <li><p>Since touch functions require a fair amount of discovery from the user,
    25 to use touch</b></p><ul>
    25 it is good if only very obvious functions are made touch-enabled. </p></li>
       
    26 </ul></p><p><b>Why to use touch</b></p><ul>
    26 <li><p><b>More flexible:</b> Compared to fixed hardware keys, the interface
    27 <li><p><b>More flexible:</b> Compared to fixed hardware keys, the interface
    27 can change dynamically. This allows for more flexible configurations depending
    28 can change dynamically. This allows for more flexible configurations depending
    28 on the functionality needs, languages, and so on. Thus a very small screen
    29 on the functionality requirements, languages, and so on. Thus a very small
    29 can change its buttons as needed. Also, with indirect strokes and gestures,
    30 screen can change its buttons as required. Also, with indirect strokes and
    30 there are numerous possibilities. No use of physical buttons is required.</p><fig id="GUID-63BE4283-7856-4448-9058-99E286C2EA65">
    31 gestures, there are numerous possibilities of flexibility. No use of physical
    31 <image href="GUID-EC366CB0-AFC8-4501-867C-4FBD2CFE6235_d0e71938_href.png" scale="60" placement="inline"/>
    32 buttons is required.</p><fig id="GUID-30369880-1F00-440E-A12C-2C75511FDEE8">
       
    33 <image href="GUID-785160B9-A6BC-47FA-957E-5BB87E79B4E7_d0e102714_href.png" placement="inline"/>
    32 </fig></li>
    34 </fig></li>
    33 <li><p><b>More intuitive:</b> Manipulating objects directly by touching them
    35 <li><p><b>More intuitive:</b> Manipulating objects directly by touching them
    34 is natural and intuitive. Keyboards, mice, trackballs, and other input devices
    36 is natural and intuitive. Keyboards, mice, trackballs, and other input devices
    35 are not able to convey as much subtlety as touch can. Direct manipulation
    37 are not able to convey as much subtlety as touch can. Direct manipulation
    36 can deliver a lot more meaning to controlling a tool. </p></li>
    38 can deliver a lot more meaning to controlling a tool. </p></li>
    37 <li><p><b>More fun:</b> One can design a game in which users press a button
    39 <li><p><b>More fun:</b> One can design a game in which users press a button
    38 and an onscreen avatar swings a tennis racket. But it can be simply more entertaining
    40 and an on-screen avatar swings a tennis racket. But it can be simply more
    39 to mimic movements physically, and to see the action mirrored on-screen. Strokes
    41 entertaining to mimic movements physically, and to see the action mirrored
    40 and gestures encourage play and exploration of a system by providing a more
    42 on-screen. Strokes and gestures encourage play and exploration of a system
    41 hands-on experience. </p></li>
    43 by providing a more hands-on experience. </p></li>
    42 <li><p><b>More engaging:</b> Through play, users start to engage with the
    44 <li><p><b>More engaging:</b> Through play, users start to engage with the
    43 interface, first by trying it out to see how it works. </p></li>
    45 interface, first by trying it out to see how it works. </p></li>
    44 </ul><p><b>Limitations of touch</b></p><ul>
    46 </ul><p><b>Limitations of touch</b></p><ul>
    45 <li><p><b>Heavy data input:</b> A hardware keyboard is faster for most people
    47 <li><p><b>Heavy data input:</b> A hardware keyboard is faster for most people
    46 to use when entering a large amount of text or numbers, and applications which
    48 to use when entering a large amount of text or numbers, and applications which
    47 involve heavy data input are not necessarily ideal for touch devices. Virtual
    49 involve heavy data input are not necessarily ideal for touch devices. Virtual
    48 keyboards are adequate, for example, for messaging applications. Consider
    50 keyboards are adequate, for example, for messaging applications. Consider
    49 utilizing adaptive methods - such as options and selections filtered according
    51 utilizing adaptive methods - such as options and selections filtered according
    50 to what is available on the screen or in a list - and pre-filled items, when
    52 to what is available on the screen or in a list - and pre-filled items, when
    51 possible.</p></li>
    53 possible.</p></li>
    52 <li><p><b>Reliance on the visual:</b> While the Symbian OS provides
    54 <li><p><b>Reliance on the visual:</b> While the Symbian platform provides
    53 tactile feedback capability, some applications can rely heavily on visual
    55 tactile feedback capability, some applications can rely heavily on visual
    54 feedback to indicate actions. Allow for scalability, larger buttons and text
    56 feedback to indicate actions. Allow for scalability, larger buttons and text
    55 sizes, for example, for visually impaired users.</p></li>
    57 sizes, for example, for visually impaired users.</p></li>
    56 <li><p><b>Reliance on the physical: </b>Touch interface can be more demanding
    58 <li><p><b>Reliance on the physical: </b>Touch interface can be more demanding
    57 on the physical context than mechanical keys. Tapping a touch screen button
    59 on the physical context than mechanical keys. Tapping a touch screen button
    58 while wearing winter gloves, or with long fingernails can be difficult, for
    60 can be difficult while wearing winter gloves, or with long fingernails. The
    59 instance. The inverse is also true: the more subtle and small the movement,
    61 inverse is also true: the more subtle and small the movement, the less likely
    60 the less likely it is that everyone will be able to do it. To overcome this,
    62 it is that everyone will be able to do it. To overcome this, the most basic
    61 the most basic use cases, such as answering an incoming phone call, must utilize
    63 use cases, such as answering an incoming phone call, must utilize large enough
    62 large enough elements and straightforward interaction.</p></li>
    64 elements and straightforward interaction.</p></li>
    63 </ul></section>
    65 </ul></section>
    64 </conbody></concept>
    66 </conbody></concept>