Symbian3/SDK/Source/GUID-056165A7-E8A1-4868-8051-9EC58C5A3342.dita
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     1 <?xml version="1.0" encoding="utf-8"?>
       
     2 <!-- Copyright (c) 2007-2010 Nokia Corporation and/or its subsidiary(-ies) All rights reserved. -->
       
     3 <!-- This component and the accompanying materials are made available under the terms of the License 
       
     4 "Eclipse Public License v1.0" which accompanies this distribution, 
       
     5 and is available at the URL "http://www.eclipse.org/legal/epl-v10.html". -->
       
     6 <!-- Initial Contributors:
       
     7     Nokia Corporation - initial contribution.
       
     8 Contributors: 
       
     9 -->
       
    10 <!DOCTYPE concept
       
    11   PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd">
       
    12 <concept id="GUID-056165A7-E8A1-4868-8051-9EC58C5A3342" xml:lang="en"><title>Usability
       
    13 considerations</title><prolog><metadata><keywords/></metadata></prolog><conbody>
       
    14 <p>All touch and gestural interfaces have to appear competent and safe. The
       
    15 interface must appear such that it is not going to misuse users' personal
       
    16 data or break down. Optimizing system performance is critical here. Low screen
       
    17 refresh rate and latent images do not give the impression of a trustworthy
       
    18 touch UI. The use of touch screen and sensors may also increase battery consumption
       
    19 of mobile devices.</p>
       
    20 <note><p>Touch screens consume most power during touch operations, and reducing
       
    21 unnecessary user interaction can help increase power efficiency. Specifically
       
    22 with resistive touch screens, avoiding excessively long touch and drag user
       
    23 actions is recommended. The continuous touch event flow keeps the CPU busy.
       
    24 The screen lock turns off the touch completely. To learn more about both optimizing
       
    25 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>
       
    26 <p>The best products predict the needs of their users and then fulfill those
       
    27 needs in unexpectedly pleasing ways. Adaptive targets are one way to do this.
       
    28  Controls that match the users actions well are another way devices can be
       
    29 clever.</p>
       
    30 <p><b>Interaction design</b></p>
       
    31 <p>Use appropriate and simple interaction logic:</p>
       
    32 <ul>
       
    33 <li><p>Navigation and controls must be clear and meaningful to prevent mistakes:
       
    34 strokes along the touch panel must produce a logical outcome. </p></li>
       
    35 <li><p>The coolest interaction in the world is empty unless it has clear meaning
       
    36 for the person performing it. When using indirect controls, the UI response
       
    37 must relate to the action the user is performing. </p></li>
       
    38 <li><p>Meaningful controls are easier to learn and remember. </p></li>
       
    39 </ul>
       
    40 <p>Touch UI can employ direct or indirect controls, or a combination of both:</p>
       
    41 <ul>
       
    42 <li><p>Direct controls allow users to simply tap the item they want to manipulate
       
    43 right on the screen itself, move it, make it bigger, scroll it, and so on.
       
    44 For more information, see <xref href="GUID-CCE6DC36-625C-487C-9AD8-F1BF8E36080A.dita">UI
       
    45 components</xref> and <xref href="GUID-BB8B3A11-0BBC-4759-A7F4-A28C9E70573F.dita">Touch
       
    46 support for common UI components</xref>. </p></li>
       
    47 <li><p>Indirect controls use some other means to manipulate an object, for
       
    48 example, shaking, tilting, flipping, waving and so on. For more information,
       
    49 see <xref href="GUID-AE979B97-5610-42F3-99A7-5A3D66D3C2E6.dita">Sensor interaction</xref>.</p></li>
       
    50 <li><p>Although Symbian platform allows the use of scrollbars, it is common
       
    51 to reverse the page scrolling orientation in applications such as browser.
       
    52 In absence of scrollbars, users will flick or drag the page upwards rather
       
    53 than pull a scrollbar down to move the page up, that is, to scroll down. In
       
    54 this case, scrollbars are used as navigation indicators.</p></li>
       
    55 </ul>
       
    56 <fig id="GUID-604A80CE-CB23-45A9-BC29-A01395CD6A2F">
       
    57 <image href="GUID-EE5937B6-9103-4711-B13B-06A62D56AF79_d0e74928_href.png" scale="60" placement="inline"/>
       
    58 </fig>
       
    59 <p>Direct taps and strokes are far easier for the user to understand and pick
       
    60 up than abstract, indirect ones. A single view must always employ only a few
       
    61 indirect strokes, so that the controls do not confuse the user. </p>
       
    62 <p><b>Visual design</b></p>
       
    63 <p>On touch screens, it is important to make a clear distinction between touchable
       
    64 areas, and non-touchable areas, such as text. Borders, glow effects, or other
       
    65 indicators can be used to highlight the interaction.<note>Theme design alone
       
    66 is not sufficient for indicating touch functionality, where one theme may
       
    67 indicate touch, another may not.</note></p>
       
    68 <p>See also:</p>
       
    69 </conbody></concept>