diff -r 4816d766a08a -r f345bda72bc4 Symbian3/PDK/Source/GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3.dita --- a/Symbian3/PDK/Source/GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3.dita Tue Mar 30 11:42:04 2010 +0100 +++ b/Symbian3/PDK/Source/GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3.dita Tue Mar 30 11:56:28 2010 +0100 @@ -1,64 +1,66 @@ - - - - - -Touch-enabled -vs. touch-optimized -

Rather than being -touch-enabled, certain applications can be touch-optimized, that is, designed -primarily for touch screen interaction. When developing applications for a -touch interface, the first question you should ask is: which interactions -benefit the most from touch UI? While physical strokes and gestures allow -for more natural interaction with objects, the fact that one can apply them -does not mean they are appropriate for every situation.

There are -a few good tips when designing applications for touch use. First, it is imperative -that design decisions are based on real, considered touch use cases. Secondly, -as touch functions require a fair amount of discovery from the user, it is -good if only very obvious functions are made touch-enabled.

Why -to use touch

    -
  • More flexible: Compared to fixed hardware keys, the interface -can change dynamically. This allows for more flexible configurations depending -on the functionality needs, languages, and so on. Thus a very small screen -can change its buttons as needed. Also, with indirect strokes and gestures, -there are numerous possibilities. No use of physical buttons is required.

    - -
  • -
  • More intuitive: Manipulating objects directly by touching them -is natural and intuitive. Keyboards, mice, trackballs, and other input devices -are not able to convey as much subtlety as touch can. Direct manipulation -can deliver a lot more meaning to controlling a tool.

  • -
  • More fun: One can design a game in which users press a button -and an onscreen avatar swings a tennis racket. But it can be simply more entertaining -to mimic movements physically, and to see the action mirrored on-screen. Strokes -and gestures encourage play and exploration of a system by providing a more -hands-on experience.

  • -
  • More engaging: Through play, users start to engage with the -interface, first by trying it out to see how it works.

  • -

Limitations of touch

    -
  • Heavy data input: A hardware keyboard is faster for most people -to use when entering a large amount of text or numbers, and applications which -involve heavy data input are not necessarily ideal for touch devices. Virtual -keyboards are adequate, for example, for messaging applications. Consider -utilizing adaptive methods - such as options and selections filtered according -to what is available on the screen or in a list - and pre-filled items, when -possible.

  • -
  • Reliance on the visual: While the Symbian OS provides -tactile feedback capability, some applications can rely heavily on visual -feedback to indicate actions. Allow for scalability, larger buttons and text -sizes, for example, for visually impaired users.

  • -
  • Reliance on the physical: Touch interface can be more demanding -on the physical context than mechanical keys. Tapping a touch screen button -while wearing winter gloves, or with long fingernails can be difficult, for -instance. The inverse is also true: the more subtle and small the movement, -the less likely it is that everyone will be able to do it. To overcome this, -the most basic use cases, such as answering an incoming phone call, must utilize -large enough elements and straightforward interaction.

  • -
+ + + + + +Touch-enabled +vs. touch-optimized +

Rather than being +touch-enabled, certain applications can be touch-optimized, that is, designed +primarily for touch screen interaction. When developing applications for a +touch interface, it is important to consider interactions which benefit the +most from touch UI. While physical strokes and gestures allow for more natural +interaction with objects, the fact that one can apply them does not mean they +are appropriate for every situation.

Following are some useful tips +that can be used when designing applications for touch use:

    +
  • It is imperative that design decisions are based on real-time touch +use cases.

  • +
  • Since touch functions require a fair amount of discovery from the user, +it is good if only very obvious functions are made touch-enabled.

  • +

Why to use touch

    +
  • More flexible: Compared to fixed hardware keys, the interface +can change dynamically. This allows for more flexible configurations depending +on the functionality requirements, languages, and so on. Thus a very small +screen can change its buttons as required. Also, with indirect strokes and +gestures, there are numerous possibilities of flexibility. No use of physical +buttons is required.

    + +
  • +
  • More intuitive: Manipulating objects directly by touching them +is natural and intuitive. Keyboards, mice, trackballs, and other input devices +are not able to convey as much subtlety as touch can. Direct manipulation +can deliver a lot more meaning to controlling a tool.

  • +
  • More fun: One can design a game in which users press a button +and an on-screen avatar swings a tennis racket. But it can be simply more +entertaining to mimic movements physically, and to see the action mirrored +on-screen. Strokes and gestures encourage play and exploration of a system +by providing a more hands-on experience.

  • +
  • More engaging: Through play, users start to engage with the +interface, first by trying it out to see how it works.

  • +

Limitations of touch

    +
  • Heavy data input: A hardware keyboard is faster for most people +to use when entering a large amount of text or numbers, and applications which +involve heavy data input are not necessarily ideal for touch devices. Virtual +keyboards are adequate, for example, for messaging applications. Consider +utilizing adaptive methods - such as options and selections filtered according +to what is available on the screen or in a list - and pre-filled items, when +possible.

  • +
  • Reliance on the visual: While the Symbian platform provides +tactile feedback capability, some applications can rely heavily on visual +feedback to indicate actions. Allow for scalability, larger buttons and text +sizes, for example, for visually impaired users.

  • +
  • Reliance on the physical: Touch interface can be more demanding +on the physical context than mechanical keys. Tapping a touch screen button +can be difficult while wearing winter gloves, or with long fingernails. The +inverse is also true: the more subtle and small the movement, the less likely +it is that everyone will be able to do it. To overcome this, the most basic +use cases, such as answering an incoming phone call, must utilize large enough +elements and straightforward interaction.

  • +
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