Symbian3/SDK/Source/GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3.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-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, the first question you should ask is: which interactions
       
    18 benefit the most from touch UI? While physical strokes and gestures allow
       
    19 for more natural interaction with objects, the fact that one can apply them
       
    20 does not mean they are appropriate for every situation. </p> <p>There are
       
    21 a few good tips when designing applications for touch use. First, it is imperative
       
    22 that design decisions are based on real, considered touch use cases. Secondly,
       
    23 as touch functions require a fair amount of discovery from the user, it is
       
    24 good if only very obvious functions are made touch-enabled. </p> <p><b>Why
       
    25 to use touch</b></p><ul>
       
    26 <li><p><b>More flexible:</b> Compared to fixed hardware keys, the interface
       
    27 can change dynamically. This allows for more flexible configurations depending
       
    28 on the functionality needs, languages, and so on. Thus a very small screen
       
    29 can change its buttons as needed. Also, with indirect strokes and gestures,
       
    30 there are numerous possibilities. No use of physical buttons is required.</p><fig id="GUID-63BE4283-7856-4448-9058-99E286C2EA65">
       
    31 <image href="GUID-EC366CB0-AFC8-4501-867C-4FBD2CFE6235_d0e46963_href.png" scale="60" placement="inline"/>
       
    32 </fig></li>
       
    33 <li><p><b>More intuitive:</b> Manipulating objects directly by touching them
       
    34 is natural and intuitive. Keyboards, mice, trackballs, and other input devices
       
    35 are not able to convey as much subtlety as touch can. Direct manipulation
       
    36 can deliver a lot more meaning to controlling a tool. </p></li>
       
    37 <li><p><b>More fun:</b> One can design a game in which users press a button
       
    38 and an onscreen avatar swings a tennis racket. But it can be simply more entertaining
       
    39 to mimic movements physically, and to see the action mirrored on-screen. Strokes
       
    40 and gestures encourage play and exploration of a system by providing a more
       
    41 hands-on experience. </p></li>
       
    42 <li><p><b>More engaging:</b> Through play, users start to engage with the
       
    43 interface, first by trying it out to see how it works. </p></li>
       
    44 </ul><p><b>Limitations of touch</b></p><ul>
       
    45 <li><p><b>Heavy data input:</b> A hardware keyboard is faster for most people
       
    46 to use when entering a large amount of text or numbers, and applications which
       
    47 involve heavy data input are not necessarily ideal for touch devices. Virtual
       
    48 keyboards are adequate, for example, for messaging applications. Consider
       
    49 utilizing adaptive methods - such as options and selections filtered according
       
    50 to what is available on the screen or in a list - and pre-filled items, when
       
    51 possible.</p></li>
       
    52 <li><p><b>Reliance on the visual:</b> While the Symbian OS provides
       
    53 tactile feedback capability, some applications can rely heavily on visual
       
    54 feedback to indicate actions. Allow for scalability, larger buttons and text
       
    55 sizes, for example, for visually impaired users.</p></li>
       
    56 <li><p><b>Reliance on the physical: </b>Touch interface can be more demanding
       
    57 on the physical context than mechanical keys. Tapping a touch screen button
       
    58 while wearing winter gloves, or with long fingernails can be difficult, for
       
    59 instance. The inverse is also true: the more subtle and small the movement,
       
    60 the less likely it is that everyone will be able to do it. To overcome this,
       
    61 the most basic use cases, such as answering an incoming phone call, must utilize
       
    62 large enough elements and straightforward interaction.</p></li>
       
    63 </ul></section>
       
    64 </conbody></concept>