Symbian3/SDK/Source/GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3.dita
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    10 <!DOCTYPE concept
    10 <!DOCTYPE concept
    11   PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd">
    11   PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd">
    12 <concept id="GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3" xml:lang="en"><title>Touch-enabled
    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>
    13 vs. touch-optimized</title><prolog><metadata><keywords/></metadata></prolog><conbody>
    14 <section id="GUID-5A2B0210-EE1A-4B8F-A714-F7CA1EC2B1EA"> <p>Rather than being
    14 <section id="GUID-5A2B0210-EE1A-4B8F-A714-F7CA1EC2B1EA"> <p>Applications can
    15 touch-enabled, certain applications can be touch-optimized, that is, designed
    15 be designed primarily for touch screen interaction (touch-optimized) instead
    16 primarily for touch screen interaction. When developing applications for a
    16 of being touch-enabled. While developing applications for a touch interface,
    17 touch interface, it is important to consider interactions which benefit the
    17 the design considerations must be based on interactions that benefit the most
    18 most from touch UI. While physical strokes and gestures allow for more natural
    18 from touch UI. Physical strokes and gestures allows natural interaction with
    19 interaction with objects, the fact that one can apply them does not mean they
    19 objects but must be used appropriately. </p><p>Following are few useful tips
    20 are appropriate for every situation. </p><p>Following are some useful tips
    20 that can be used when designing applications for touch interface: <ul>
    21 that can be used when designing applications for touch use: <ul>
    21 <li><p>Design decisions must be based on real-time touch use cases.</p></li>
    22 <li><p>It is imperative that design decisions are based on real-time touch
    22 <li><p>Only obvious functions can be made touch-enabled. </p></li>
    23 use cases.</p></li>
    23 </ul></p><p>Following are the important features of touch:</p><ul>
    24 <li><p>Since touch functions require a fair amount of discovery from the user,
    24 <li><p><b>Flexibility</b> - Virtual keyboard provides more flexibility than
    25 it is good if only very obvious functions are made touch-enabled. </p></li>
    25 fixed hardware keys. The dynamically changing interface allows for flexible
    26 </ul></p><p><b>Why to use touch</b></p><ul>
    26 configurations depending on the functionality requirements, languages, and
    27 <li><p><b>More flexible:</b> Compared to fixed hardware keys, the interface
    27 so on. Also, indirect strokes and gestures provide flexibility reducing the
    28 can change dynamically. This allows for more flexible configurations depending
    28 need for physical buttons.</p><fig id="GUID-30369880-1F00-440E-A12C-2C75511FDEE8">
    29 on the functionality requirements, languages, and so on. Thus a very small
    29 <image href="GUID-785160B9-A6BC-47FA-957E-5BB87E79B4E7_d0e69648_href.png" placement="inline"/>
    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>
    30 </fig></li>
    35 <li><p><b>More intuitive:</b> Manipulating objects directly by touching them
    31 <li><p><b>Intuitive</b> - Manipulating objects directly by touching them is
    36 is natural and intuitive. Keyboards, mice, trackballs, and other input devices
    32 natural and intuitive. Touch interface allows better real-time experience
    37 are not able to convey as much subtlety as touch can. Direct manipulation
    33 for end users. Strokes and gestures encourage play and exploration of a system
    38 can deliver a lot more meaning to controlling a tool. </p></li>
    34 by providing a more hands-on experience.</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>
    35 </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
    36 <li><p><b>Data input</b> - touch devices are not ideal for applications involving
    48 to use when entering a large amount of text or numbers, and applications which
    37 huge data entry. Virtual keyboards are adequate, for example, for messaging
    49 involve heavy data input are not necessarily ideal for touch devices. Virtual
    38 applications. Consider utilizing adaptive methods such as options and selections
    50 keyboards are adequate, for example, for messaging applications. Consider
    39 filtered according to what is available on the screen or in a list - and pre-filled
    51 utilizing adaptive methods - such as options and selections filtered according
    40 items, when possible.</p></li>
    52 to what is available on the screen or in a list - and pre-filled items, when
    41 <li><p><b>Reliance on the visual</b> - Although the Symbian platform provides
    53 possible.</p></li>
    42 tactile feedback capability, some applications rely more on visual feedback
    54 <li><p><b>Reliance on the visual:</b> While the Symbian platform provides
    43 to indicate actions. Allow for scalability, larger buttons and text sizes,
    55 tactile feedback capability, some applications can rely heavily on visual
    44 for example, for visually impaired users.</p></li>
    56 feedback to indicate actions. Allow for scalability, larger buttons and text
    45 <li><p><b>Reliance on the physical</b> - Touch interface can be more demanding
    57 sizes, for example, for visually impaired users.</p></li>
    46 on the physical context than mechanical keys. Subtle and small movements are
    58 <li><p><b>Reliance on the physical: </b>Touch interface can be more demanding
    47 less likely to be achieved. For example, tapping a touch screen
    59 on the physical context than mechanical keys. Tapping a touch screen button
    48 button while wearing winter gloves or with long fingernails can be difficult.
    60 can be difficult while wearing winter gloves, or with long fingernails. The
    49 To overcome this limitation, the basic use cases, such as answering an incoming
    61 inverse is also true: the more subtle and small the movement, the less likely
    50 phone call, must utilize large elements and simple interaction.</p></li>
    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>
    51 </ul></section>
    66 </conbody></concept>
    52 </conbody></concept>