diff -r 4816d766a08a -r f345bda72bc4 Symbian3/PDK/Source/GUID-056165A7-E8A1-4868-8051-9EC58C5A3342.dita --- a/Symbian3/PDK/Source/GUID-056165A7-E8A1-4868-8051-9EC58C5A3342.dita Tue Mar 30 11:42:04 2010 +0100 +++ b/Symbian3/PDK/Source/GUID-056165A7-E8A1-4868-8051-9EC58C5A3342.dita Tue Mar 30 11:56:28 2010 +0100 @@ -1,69 +1,69 @@ - - - - - -Usability -considerations -

All touch and -gestural interfaces have to appear competent and safe. The interface needs -to look as though 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.

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 in Symbian applications, -see the Power Management section at Forum Nokia.

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.

Interaction -design

Use appropriate and simple interaction logic:

    -
  • Navigation and controls should be clear and meaningful to prevent mistakes: -strokes along the touch panel should produce a logical outcome.

  • -
  • 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 -should relate to the action the user is performing.

  • -
  • Meaningful controls are easier to learn and remember.

  • -

Touch UI can employ direct or indirect controls, or a combination -of both:

    -
  • 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 UI -components and Touch -support for common UI components.

  • -
  • Indirect controls use some other means to manipulate an object, for -example, shaking, tilting, flipping, waving and so on. For more information, -see Sensor interaction.

  • -
  • While the Symbian style provides for the use of scroll bars, it is -common to reverse the page scrolling orientation in applications such as browser. -In absence of scroll bars, users will flick or drag the page upwards rather -than pull a scroller down to move the page up, that is, to scroll down. In -this case, scroll bars are used as navigation indicators.

  • -
- -

Direct taps and strokes are far easier for the user to understand -and pick up than abstract, indirect ones. A single view should always employ -only a few indirect strokes, so that the controls do not confuse the user.

Visual -design

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 that theme design alone is not sufficient for indicating touch -functionality: where one theme may indicate touch, another may not.

  • -

See also:

    -
  • Scale and positioning -of controls

  • -
  • Finger vs. stylus

  • -
  • Sensor interaction

  • -
+ + + + + +Usability +considerations +

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.

+

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 Power Management section at the Symbian Foundation.

+

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.

+

Interaction design

+

Use appropriate and simple interaction logic:

+
    +
  • Navigation and controls must be clear and meaningful to prevent mistakes: +strokes along the touch panel must produce a logical outcome.

  • +
  • 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.

  • +
  • Meaningful controls are easier to learn and remember.

  • +
+

Touch UI can employ direct or indirect controls, or a combination of both:

+
    +
  • 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 UI +components and Touch +support for common UI components.

  • +
  • Indirect controls use some other means to manipulate an object, for +example, shaking, tilting, flipping, waving and so on. For more information, +see Sensor interaction.

  • +
  • 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.

  • +
+ + + +

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.

+

Visual design

+

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.Theme design alone +is not sufficient for indicating touch functionality, where one theme may +indicate touch, another may not.

+

See also:

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