--- a/Symbian3/SDK/Source/GUID-056165A7-E8A1-4868-8051-9EC58C5A3342.dita Wed Mar 31 11:11:55 2010 +0100
+++ b/Symbian3/SDK/Source/GUID-056165A7-E8A1-4868-8051-9EC58C5A3342.dita Fri Jun 11 12:39:03 2010 +0100
@@ -1,69 +1,69 @@
-<?xml version="1.0" encoding="utf-8"?>
-<!-- Copyright (c) 2007-2010 Nokia Corporation and/or its subsidiary(-ies) All rights reserved. -->
-<!-- This component and the accompanying materials are made available under the terms of the License
-"Eclipse Public License v1.0" which accompanies this distribution,
-and is available at the URL "http://www.eclipse.org/legal/epl-v10.html". -->
-<!-- Initial Contributors:
- Nokia Corporation - initial contribution.
-Contributors:
--->
-<!DOCTYPE concept
- PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd">
-<concept id="GUID-056165A7-E8A1-4868-8051-9EC58C5A3342" xml:lang="en"><title>Usability
-considerations</title><prolog><metadata><keywords/></metadata></prolog><conbody>
-<p>All touch and gestural interfaces have to appear competent and safe. The
-interface must appear such that it is not going to misuse users' personal
-data or break down. Optimizing system performance is critical here. Low screen
-refresh rate and latent images do not give the impression of a trustworthy
-touch UI. The use of touch screen and sensors may also increase battery consumption
-of mobile devices.</p>
-<note><p>Touch screens consume most power during touch operations, and reducing
-unnecessary user interaction can help increase power efficiency. Specifically
-with resistive touch screens, avoiding excessively long touch and drag user
-actions is recommended. The continuous touch event flow keeps the CPU busy.
-The screen lock turns off the touch completely. To learn more about both optimizing
-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>
-<p>The best products predict the needs of their users and then fulfill those
-needs in unexpectedly pleasing ways. Adaptive targets are one way to do this.
- Controls that match the users actions well are another way devices can be
-clever.</p>
-<p><b>Interaction design</b></p>
-<p>Use appropriate and simple interaction logic:</p>
-<ul>
-<li><p>Navigation and controls must be clear and meaningful to prevent mistakes:
-strokes along the touch panel must produce a logical outcome. </p></li>
-<li><p>The coolest interaction in the world is empty unless it has clear meaning
-for the person performing it. When using indirect controls, the UI response
-must relate to the action the user is performing. </p></li>
-<li><p>Meaningful controls are easier to learn and remember. </p></li>
-</ul>
-<p>Touch UI can employ direct or indirect controls, or a combination of both:</p>
-<ul>
-<li><p>Direct controls allow users to simply tap the item they want to manipulate
-right on the screen itself, move it, make it bigger, scroll it, and so on.
-For more information, see <xref href="GUID-CCE6DC36-625C-487C-9AD8-F1BF8E36080A.dita">UI
-components</xref> and <xref href="GUID-BB8B3A11-0BBC-4759-A7F4-A28C9E70573F.dita">Touch
-support for common UI components</xref>. </p></li>
-<li><p>Indirect controls use some other means to manipulate an object, for
-example, shaking, tilting, flipping, waving and so on. For more information,
-see <xref href="GUID-AE979B97-5610-42F3-99A7-5A3D66D3C2E6.dita">Sensor interaction</xref>.</p></li>
-<li><p>Although Symbian platform allows the use of scrollbars, it is common
-to reverse the page scrolling orientation in applications such as browser.
-In absence of scrollbars, users will flick or drag the page upwards rather
-than pull a scrollbar down to move the page up, that is, to scroll down. In
-this case, scrollbars are used as navigation indicators.</p></li>
-</ul>
-<fig id="GUID-604A80CE-CB23-45A9-BC29-A01395CD6A2F">
-<image href="GUID-EE5937B6-9103-4711-B13B-06A62D56AF79_d0e74928_href.png" scale="60" placement="inline"/>
-</fig>
-<p>Direct taps and strokes are far easier for the user to understand and pick
-up than abstract, indirect ones. A single view must always employ only a few
-indirect strokes, so that the controls do not confuse the user. </p>
-<p><b>Visual design</b></p>
-<p>On touch screens, it is important to make a clear distinction between touchable
-areas, and non-touchable areas, such as text. Borders, glow effects, or other
-indicators can be used to highlight the interaction.<note>Theme design alone
-is not sufficient for indicating touch functionality, where one theme may
-indicate touch, another may not.</note></p>
-<p>See also:</p>
+<?xml version="1.0" encoding="utf-8"?>
+<!-- Copyright (c) 2007-2010 Nokia Corporation and/or its subsidiary(-ies) All rights reserved. -->
+<!-- This component and the accompanying materials are made available under the terms of the License
+"Eclipse Public License v1.0" which accompanies this distribution,
+and is available at the URL "http://www.eclipse.org/legal/epl-v10.html". -->
+<!-- Initial Contributors:
+ Nokia Corporation - initial contribution.
+Contributors:
+-->
+<!DOCTYPE concept
+ PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd">
+<concept id="GUID-056165A7-E8A1-4868-8051-9EC58C5A3342" xml:lang="en"><title>Usability
+considerations</title><prolog><metadata><keywords/></metadata></prolog><conbody>
+<p>All touch and gestural interfaces have to appear competent and safe. The
+interface must appear such that it is not going to misuse users' personal
+data or break down. Optimizing system performance is critical here. Low screen
+refresh rate and latent images do not give the impression of a trustworthy
+touch UI. The use of touch screen and sensors may also increase battery consumption
+of mobile devices.</p>
+<note><p>Touch screens consume most power during touch operations, and reducing
+unnecessary user interaction can help increase power efficiency. Specifically
+with resistive touch screens, avoiding excessively long touch and drag user
+actions is recommended. The continuous touch event flow keeps the CPU busy.
+The screen lock turns off the touch completely. To learn more about both optimizing
+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>
+<p>The best products predict the needs of their users and then fulfill those
+needs in unexpectedly pleasing ways. Adaptive targets are one way to do this.
+ Controls that match the users actions well are another way devices can be
+clever.</p>
+<p><b>Interaction design</b></p>
+<p>Use appropriate and simple interaction logic:</p>
+<ul>
+<li><p>Navigation and controls must be clear and meaningful to prevent mistakes:
+strokes along the touch panel must produce a logical outcome. </p></li>
+<li><p>The coolest interaction in the world is empty unless it has clear meaning
+for the person performing it. When using indirect controls, the UI response
+must relate to the action the user is performing. </p></li>
+<li><p>Meaningful controls are easier to learn and remember. </p></li>
+</ul>
+<p>Touch UI can employ direct or indirect controls, or a combination of both:</p>
+<ul>
+<li><p>Direct controls allow users to simply tap the item they want to manipulate
+right on the screen itself, move it, make it bigger, scroll it, and so on.
+For more information, see <xref href="GUID-CCE6DC36-625C-487C-9AD8-F1BF8E36080A.dita">UI
+components</xref> and <xref href="GUID-BB8B3A11-0BBC-4759-A7F4-A28C9E70573F.dita">Touch
+support for common UI components</xref>. </p></li>
+<li><p>Indirect controls use some other means to manipulate an object, for
+example, shaking, tilting, flipping, waving and so on. For more information,
+see <xref href="GUID-AE979B97-5610-42F3-99A7-5A3D66D3C2E6.dita">Sensor interaction</xref>.</p></li>
+<li><p>Although Symbian platform allows the use of scrollbars, it is common
+to reverse the page scrolling orientation in applications such as browser.
+In absence of scrollbars, users will flick or drag the page upwards rather
+than pull a scrollbar down to move the page up, that is, to scroll down. In
+this case, scrollbars are used as navigation indicators.</p></li>
+</ul>
+<fig id="GUID-604A80CE-CB23-45A9-BC29-A01395CD6A2F">
+<image href="GUID-EE5937B6-9103-4711-B13B-06A62D56AF79_d0e69754_href.png" scale="60" placement="inline"/>
+</fig>
+<p>Direct taps and strokes are far easier for the user to understand and pick
+up than abstract, indirect ones. A single view must always employ only a few
+indirect strokes, so that the controls do not confuse the user. </p>
+<p><b>Visual design</b></p>
+<p>On touch screens, it is important to make a clear distinction between touchable
+areas, and non-touchable areas, such as text. Borders, glow effects, or other
+indicators can be used to highlight the interaction.<note>Theme design alone
+is not sufficient for indicating touch functionality, where one theme may
+indicate touch, another may not.</note></p>
+<p>See also:</p>
</conbody></concept>
\ No newline at end of file