Symbian3/SDK/Source/GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3.dita
changeset 8 ae94777fff8f
parent 7 51a74ef9ed63
child 13 48780e181b38
--- a/Symbian3/SDK/Source/GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3.dita	Wed Mar 31 11:11:55 2010 +0100
+++ b/Symbian3/SDK/Source/GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3.dita	Fri Jun 11 12:39:03 2010 +0100
@@ -1,66 +1,52 @@
-<?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>
+<?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>Applications can
+be designed primarily for touch screen interaction (touch-optimized) instead
+of being touch-enabled. While developing applications for a touch interface,
+the design considerations must be based on interactions that benefit the most
+from touch UI. Physical strokes and gestures allows natural interaction with
+objects but must be used appropriately. </p><p>Following are few useful tips
+that can be used when designing applications for touch interface: <ul>
+<li><p>Design decisions must be based on real-time touch use cases.</p></li>
+<li><p>Only obvious functions can be made touch-enabled. </p></li>
+</ul></p><p>Following are the important features of touch:</p><ul>
+<li><p><b>Flexibility</b> - Virtual keyboard provides more flexibility than
+fixed hardware keys. The dynamically changing interface allows for flexible
+configurations depending on the functionality requirements, languages, and
+so on. Also, indirect strokes and gestures provide flexibility reducing the
+need for physical buttons.</p><fig id="GUID-30369880-1F00-440E-A12C-2C75511FDEE8">
+<image href="GUID-785160B9-A6BC-47FA-957E-5BB87E79B4E7_d0e69648_href.png" placement="inline"/>
+</fig></li>
+<li><p><b>Intuitive</b> - Manipulating objects directly by touching them is
+natural and intuitive. Touch interface allows better real-time experience
+for end users. Strokes and gestures encourage play and exploration of a system
+by providing a more hands-on experience.</p></li>
+</ul><p><b>Limitations of touch</b></p><ul>
+<li><p><b>Data input</b> - touch devices are not ideal for applications involving
+huge data entry. 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> - Although the Symbian platform provides
+tactile feedback capability, some applications rely more 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. Subtle and small movements are
+less likely to be achieved. For example, tapping a touch screen
+button while wearing winter gloves or with long fingernails can be difficult.
+To overcome this limitation, the basic use cases, such as answering an incoming
+phone call, must utilize large elements and simple interaction.</p></li>
+</ul></section>
 </conbody></concept>
\ No newline at end of file