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> |