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, the first question you should ask is: which interactions
+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>There are
+a few good tips when designing applications for touch use. First, it is imperative
+that design decisions are based on real, considered touch use cases. Secondly,
+as touch functions require a fair amount of discovery from the user, it is
+good if only very obvious functions are made touch-enabled. </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 needs, languages, and so on. Thus a very small screen
+can change its buttons as needed. Also, with indirect strokes and gestures,
+there are numerous possibilities. No use of physical buttons is required.</p><fig id="GUID-63BE4283-7856-4448-9058-99E286C2EA65">
+<image href="GUID-EC366CB0-AFC8-4501-867C-4FBD2CFE6235_d0e46963_href.png" scale="60" 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 onscreen 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 OS 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
+while wearing winter gloves, or with long fingernails can be difficult, for
+instance. 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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