Week 28 contribution of SDK documentation content. See release notes for details. Fixes bugs Bug 1897 and Bug 1522.
<?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>Usabilityconsiderations</title><prolog><metadata><keywords/></metadata></prolog><conbody><p>All touch and gestural interfaces have to appear competent and safe. Theinterface must appear such that it is not going to misuse users' personaldata or break down. Optimizing system performance is critical here. Low screenrefresh rate and latent images do not give the impression of a trustworthytouch UI. The use of touch screen and sensors may also increase battery consumptionof mobile devices.</p><note><p>Touch screens consume most power during touch operations, and reducingunnecessary user interaction can help increase power efficiency. Specificallywith resistive touch screens, avoiding excessively long touch and drag useractions is recommended. The continuous touch event flow keeps the CPU busy.The screen lock turns off the touch completely. To learn more about both optimizingsystem 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 thoseneeds in unexpectedly pleasing ways. Adaptive targets are one way to do this. Controls that match the users actions well are another way devices can beclever.</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 meaningfor the person performing it. When using indirect controls, the UI responsemust 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 manipulateright 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">UIcomponents</xref> and <xref href="GUID-BB8B3A11-0BBC-4759-A7F4-A28C9E70573F.dita">Touchsupport for common UI components</xref>. </p></li><li><p>Indirect controls use some other means to manipulate an object, forexample, 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 commonto reverse the page scrolling orientation in applications such as browser.In absence of scrollbars, users will flick or drag the page upwards ratherthan pull a scrollbar down to move the page up, that is, to scroll down. Inthis 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_d0e102012_href.png" scale="60" placement="inline"/></fig><p>Direct taps and strokes are far easier for the user to understand and pickup than abstract, indirect ones. A single view must always employ only a fewindirect 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 touchableareas, and non-touchable areas, such as text. Borders, glow effects, or otherindicators can be used to highlight the interaction.<note>Theme design aloneis not sufficient for indicating touch functionality, where one theme mayindicate touch, another may not.</note></p><p>See also:</p></conbody></concept>