Symbian3/SDK/Source/GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3.dita
changeset 7 51a74ef9ed63
child 8 ae94777fff8f
equal deleted inserted replaced
6:43e37759235e 7:51a74ef9ed63
       
     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-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3" xml:lang="en"><title>Touch-enabled
       
    13 vs. touch-optimized</title><prolog><metadata><keywords/></metadata></prolog><conbody>
       
    14 <section id="GUID-5A2B0210-EE1A-4B8F-A714-F7CA1EC2B1EA"> <p>Rather than being
       
    15 touch-enabled, certain applications can be touch-optimized, that is, designed
       
    16 primarily for touch screen interaction. When developing applications for a
       
    17 touch interface, it is important to consider interactions which benefit the
       
    18 most from touch UI. While physical strokes and gestures allow for more natural
       
    19 interaction with objects, the fact that one can apply them does not mean they
       
    20 are appropriate for every situation. </p><p>Following are some useful tips
       
    21 that can be used when designing applications for touch use: <ul>
       
    22 <li><p>It is imperative that design decisions are based on real-time touch
       
    23 use cases.</p></li>
       
    24 <li><p>Since touch functions require a fair amount of discovery from the user,
       
    25 it is good if only very obvious functions are made touch-enabled. </p></li>
       
    26 </ul></p><p><b>Why to use touch</b></p><ul>
       
    27 <li><p><b>More flexible:</b> Compared to fixed hardware keys, the interface
       
    28 can change dynamically. This allows for more flexible configurations depending
       
    29 on the functionality requirements, languages, and so on. Thus a very small
       
    30 screen can change its buttons as required. Also, with indirect strokes and
       
    31 gestures, there are numerous possibilities of flexibility. No use of physical
       
    32 buttons is required.</p><fig id="GUID-30369880-1F00-440E-A12C-2C75511FDEE8">
       
    33 <image href="GUID-785160B9-A6BC-47FA-957E-5BB87E79B4E7_d0e74811_href.png" placement="inline"/>
       
    34 </fig></li>
       
    35 <li><p><b>More intuitive:</b> Manipulating objects directly by touching them
       
    36 is natural and intuitive. Keyboards, mice, trackballs, and other input devices
       
    37 are not able to convey as much subtlety as touch can. Direct manipulation
       
    38 can deliver a lot more meaning to controlling a tool. </p></li>
       
    39 <li><p><b>More fun:</b> One can design a game in which users press a button
       
    40 and an on-screen avatar swings a tennis racket. But it can be simply more
       
    41 entertaining to mimic movements physically, and to see the action mirrored
       
    42 on-screen. Strokes and gestures encourage play and exploration of a system
       
    43 by providing a more hands-on experience. </p></li>
       
    44 <li><p><b>More engaging:</b> Through play, users start to engage with the
       
    45 interface, first by trying it out to see how it works. </p></li>
       
    46 </ul><p><b>Limitations of touch</b></p><ul>
       
    47 <li><p><b>Heavy data input:</b> A hardware keyboard is faster for most people
       
    48 to use when entering a large amount of text or numbers, and applications which
       
    49 involve heavy data input are not necessarily ideal for touch devices. Virtual
       
    50 keyboards are adequate, for example, for messaging applications. Consider
       
    51 utilizing adaptive methods - such as options and selections filtered according
       
    52 to what is available on the screen or in a list - and pre-filled items, when
       
    53 possible.</p></li>
       
    54 <li><p><b>Reliance on the visual:</b> While the Symbian platform provides
       
    55 tactile feedback capability, some applications can rely heavily on visual
       
    56 feedback to indicate actions. Allow for scalability, larger buttons and text
       
    57 sizes, for example, for visually impaired users.</p></li>
       
    58 <li><p><b>Reliance on the physical: </b>Touch interface can be more demanding
       
    59 on the physical context than mechanical keys. Tapping a touch screen button
       
    60 can be difficult while wearing winter gloves, or with long fingernails. The
       
    61 inverse is also true: the more subtle and small the movement, the less likely
       
    62 it is that everyone will be able to do it. To overcome this, the most basic
       
    63 use cases, such as answering an incoming phone call, must utilize large enough
       
    64 elements and straightforward interaction.</p></li>
       
    65 </ul></section>
       
    66 </conbody></concept>