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