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 @@
-
-
-
-
-
- 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. 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.