Symbian3/SDK/Source/GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3.dita
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+<?xml version="1.0" encoding="utf-8"?>
+<!-- Copyright (c) 2007-2010 Nokia Corporation and/or its subsidiary(-ies) All rights reserved. -->
+<!-- This component and the accompanying materials are made available under the terms of the License 
+"Eclipse Public License v1.0" which accompanies this distribution, 
+and is available at the URL "http://www.eclipse.org/legal/epl-v10.html". -->
+<!-- Initial Contributors:
+    Nokia Corporation - initial contribution.
+Contributors: 
+-->
+<!DOCTYPE concept
+  PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd">
+<concept id="GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3" xml:lang="en"><title>Touch-enabled
+vs. touch-optimized</title><prolog><metadata><keywords/></metadata></prolog><conbody>
+<section id="GUID-5A2B0210-EE1A-4B8F-A714-F7CA1EC2B1EA"> <p>Rather than being
+touch-enabled, certain applications can be touch-optimized, that is, designed
+primarily for touch screen interaction. When developing applications for a
+touch interface, it is important to consider interactions which benefit the
+most from touch UI. While physical strokes and gestures allow for more natural
+interaction with objects, the fact that one can apply them does not mean they
+are appropriate for every situation. </p><p>Following are some useful tips
+that can be used when designing applications for touch use: <ul>
+<li><p>It is imperative that design decisions are based on real-time touch
+use cases.</p></li>
+<li><p>Since touch functions require a fair amount of discovery from the user,
+it is good if only very obvious functions are made touch-enabled. </p></li>
+</ul></p><p><b>Why to use touch</b></p><ul>
+<li><p><b>More flexible:</b> Compared to fixed hardware keys, the interface
+can change dynamically. This allows for more flexible configurations depending
+on the functionality requirements, languages, and so on. Thus a very small
+screen can change its buttons as required. Also, with indirect strokes and
+gestures, there are numerous possibilities of flexibility. No use of physical
+buttons is required.</p><fig id="GUID-30369880-1F00-440E-A12C-2C75511FDEE8">
+<image href="GUID-785160B9-A6BC-47FA-957E-5BB87E79B4E7_d0e74811_href.png" placement="inline"/>
+</fig></li>
+<li><p><b>More intuitive:</b> Manipulating objects directly by touching them
+is natural and intuitive. Keyboards, mice, trackballs, and other input devices
+are not able to convey as much subtlety as touch can. Direct manipulation
+can deliver a lot more meaning to controlling a tool. </p></li>
+<li><p><b>More fun:</b> One can design a game in which users press a button
+and an on-screen avatar swings a tennis racket. But it can be simply more
+entertaining to mimic movements physically, and to see the action mirrored
+on-screen. Strokes and gestures encourage play and exploration of a system
+by providing a more hands-on experience. </p></li>
+<li><p><b>More engaging:</b> Through play, users start to engage with the
+interface, first by trying it out to see how it works. </p></li>
+</ul><p><b>Limitations of touch</b></p><ul>
+<li><p><b>Heavy data input:</b> A hardware keyboard is faster for most people
+to use when entering a large amount of text or numbers, and applications which
+involve heavy data input are not necessarily ideal for touch devices. Virtual
+keyboards are adequate, for example, for messaging applications. Consider
+utilizing adaptive methods - such as options and selections filtered according
+to what is available on the screen or in a list - and pre-filled items, when
+possible.</p></li>
+<li><p><b>Reliance on the visual:</b> While the Symbian platform provides
+tactile feedback capability, some applications can rely heavily on visual
+feedback to indicate actions. Allow for scalability, larger buttons and text
+sizes, for example, for visually impaired users.</p></li>
+<li><p><b>Reliance on the physical: </b>Touch interface can be more demanding
+on the physical context than mechanical keys. Tapping a touch screen button
+can be difficult while wearing winter gloves, or with long fingernails. The
+inverse is also true: the more subtle and small the movement, the less likely
+it is that everyone will be able to do it. To overcome this, the most basic
+use cases, such as answering an incoming phone call, must utilize large enough
+elements and straightforward interaction.</p></li>
+</ul></section>
+</conbody></concept>
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