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 <section id="GUID-E4B60228-49E7-415D-AFF1-9E9B622D2197"> <p>All touch and
       
    15 gestural interfaces have to appear competent and safe. The interface needs
       
    16 to look as though it is not going to misuse users' personal data or break
       
    17 down. Optimizing system performance is critical here. Low screen refresh rate
       
    18 and latent images do not give the impression of a trustworthy touch UI. The
       
    19 use of touch screen and sensors may also increase battery consumption of mobile
       
    20 devices.</p><note><p>Touch screens consume most power during touch operations,
       
    21 and reducing unnecessary user interaction can help increase power efficiency.
       
    22 Specifically with resistive touch screens, avoiding excessively long touch
       
    23 and drag user actions is recommended. The continuous touch event flow keeps
       
    24 the CPU busy. The screen lock turns off the touch completely. To learn more
       
    25 about both optimizing system performance and battery life in Symbian applications,
       
    26 see the <xref href="http://www.forum.nokia.com/main/resources/user_experience/power_management/" scope="external">Power Management</xref> section at Forum Nokia.</p></note><p>The
       
    27 best products predict the needs of their users and then fulfill those needs
       
    28 in unexpectedly pleasing ways. Adaptive targets are one way to do this.  Controls
       
    29 that match the users actions well are another way devices can be clever.</p> <p><b>Interaction
       
    30 design</b></p><p>Use appropriate and simple interaction logic:</p><ul>
       
    31 <li><p>Navigation and controls should be clear and meaningful to prevent mistakes:
       
    32 strokes along the touch panel should produce a logical outcome. </p></li>
       
    33 <li><p>The coolest interaction in the world is empty unless it has clear meaning
       
    34 for the person performing it. When using indirect controls, the UI response
       
    35 should relate to the action the user is performing. </p></li>
       
    36 <li><p>Meaningful controls are easier to learn and remember. </p></li>
       
    37 </ul> <p>Touch UI can employ direct or indirect controls, or a combination
       
    38 of both:</p><ul>
       
    39 <li><p>Direct controls allow users to simply tap the item they want to manipulate
       
    40 right on the screen itself, move it, make it bigger, scroll it, and so on.
       
    41 For more information, see <xref href="GUID-CCE6DC36-625C-487C-9AD8-F1BF8E36080A.dita">UI
       
    42 components</xref> and <xref href="GUID-BB8B3A11-0BBC-4759-A7F4-A28C9E70573F.dita">Touch
       
    43 support for common UI components</xref>. </p></li>
       
    44 <li><p>Indirect controls use some other means to manipulate an object, for
       
    45 example, shaking, tilting, flipping, waving and so on. For more information,
       
    46 see <xref href="GUID-AE979B97-5610-42F3-99A7-5A3D66D3C2E6.dita">Sensor interaction</xref>.</p></li>
       
    47 <li><p>While the Symbian style provides for the use of scroll bars, it is
       
    48 common to reverse the page scrolling orientation in applications such as browser.
       
    49 In absence of scroll bars, users will flick or drag the page upwards rather
       
    50 than pull a scroller down to move the page up, that is, to scroll down. In
       
    51 this case, scroll bars are used as navigation indicators.</p></li>
       
    52 </ul><fig id="GUID-604A80CE-CB23-45A9-BC29-A01395CD6A2F">
       
    53 <image href="GUID-EE5937B6-9103-4711-B13B-06A62D56AF79_d0e47077_href.png" scale="60" placement="inline"/>
       
    54 </fig><p>Direct taps and strokes are far easier for the user to understand
       
    55 and pick up than abstract, indirect ones. A single view should always employ
       
    56 only a few indirect strokes, so that the controls do not confuse the user. </p><p><b>Visual
       
    57 design</b></p><p>On touch screens, it is important to make a clear distinction
       
    58 between touchable areas, and non-touchable areas, such as text. </p><ul>
       
    59 <li><p>Borders, glow effects, or other indicators can be used to highlight
       
    60 the interaction. </p></li>
       
    61 <li><p>Note that theme design alone is not sufficient for indicating touch
       
    62 functionality: where one theme may indicate touch, another may not.</p></li>
       
    63 </ul><p>See also:</p><ul>
       
    64 <li><p><xref href="GUID-5486EFD3-4660-4C19-A007-286DE48F6EEF.dita">Scale and positioning
       
    65 of controls</xref></p></li>
       
    66 <li><p><xref href="GUID-3CA039D8-A74D-4C9E-B4F5-6E153C7F65A1.dita">Finger vs. stylus</xref></p></li>
       
    67 <li><p><xref href="GUID-7BFEEDF7-3DB8-42FF-9D7A-F98E536F7686.dita">Sensor interaction</xref></p></li>
       
    68 </ul> </section>
       
    69 </conbody></concept>