diff -r ebc84c812384 -r 46218c8b8afa Symbian3/PDK/Source/GUID-1FCD0312-7B28-47F9-BE54-822B74A8934C.dita --- a/Symbian3/PDK/Source/GUID-1FCD0312-7B28-47F9-BE54-822B74A8934C.dita Thu Mar 11 15:24:26 2010 +0000 +++ b/Symbian3/PDK/Source/GUID-1FCD0312-7B28-47F9-BE54-822B74A8934C.dita Thu Mar 11 18:02:22 2010 +0000 @@ -1,77 +1,77 @@ - - - - - -Designing -applications for touch UI -

In S60 5th edition, -the software platform supports traditional keypads, and touch screen UI. Touch -screen enables direct manipulation of content and objects, allowing for far -more natural interaction with the device. This means a completely different -user experience and interaction style compared to using a hardware keypad.

- -

All S60 5th edition applications should be touch-enabled, meaning -they can be used with the touch screen alone, regardless of the presence of -a keypad. There are only three mandatory hardware keys in touch devices based -on the Symbian platform: Send, End, and Multitasking key.

However, the -touch UI is by no means the definitive feature of the whole platform. Any -knowledge gained from previous Symbian development is still relevant. The -core of the Symbian platform still remains its scalability, wide range of -options, the wealth of multimedia features, and language support.

The -application features must follow the platform support for different hardware. When -designing a touch-enabled Symbian application, the UI must be designed so -that everything can be accomplished by using the touch screen interface, as -the potential target devices may or may not have a hardware keyboard.

The -touch UI in the Symbian platform is based on the use of resistive and capacitive -touch screens. In resistive touch screen technology, two conductive -and resistive layers are separated by a thin space. When an object touches -this kind of touch panel, the layers are connected at a certain point, and -a touch event is registered. This allows efficient stylus control, in addition -to finger touch - unlike capacitive panels, which usually register only finger -touch. Additionally, resistive touch screen offers a higher resolution and -more durability. In capacitive touch screen technology, the panel consists -of an insulator such as glass, coated with a transparent conductor (such as -indium tin oxide (ITO)). When an object touches the surface of the screen, -it results in a distortion of the local electrostatic field, measurable as -a change in capacitance. Then a touch controller measures the frequency variations -to ascertain the co-ordinates of the object's touch.

The -hardware is supported by a number of

    -
  • touch-specific components (see Touch -support for common UI components)

  • -
  • component and UI behavior changes

  • -
  • layout changes, and

  • -
  • additions to the interaction style.

  • -

The touch UI is designed to enable full task flow with touch, with -minimal need to switch to hardware keys. Thus, the design ensures that users -can complete a task with the chosen interaction method from start to finish.

When -designing and implementing applications for touch screen devices based on -the Symbian platform, consider which interactions benefit the most from the -touch UI.

If you can apply direct manipulation of the UI, for example -when moving items from one place to another, or scrolling a page, do not confine -the user with unnecessary scroll bars or have the user resort to options list -commands.

Instead, enable the user to view pages larger than a screen -by panning them directly, and dragging and dropping items rather than marking -them and using menu options.

    -
  • Remember that the most intuitive touch screen interactions that can -be performed using a finger are tapping, stroking up/down/left/right, and -the long tap.

  • -
  • Utilize strokes that are easily discovered to the users in the given -context. It should be explicit to the user where strokes can be performed.

  • -
  • Design to ensure that users can complete a task with the same interaction -method from start to finish: touch or hardware keys, stylus, or finger, and -using one hand or both hands.

  • -
  • Aim to optimize system performance and battery consumption to provide -a fluid and reliable touch user experience.

  • -

In this section:

    -
  • Touch strategies

  • -
  • Touch-enabled -vs. touch-optimized

  • -
+ + + + + +Designing +applications for touch UI +

In S60 5th edition, +the software platform supports traditional keypads, and touch screen UI. Touch +screen enables direct manipulation of content and objects, allowing for far +more natural interaction with the device. This means a completely different +user experience and interaction style compared to using a hardware keypad.

+ +

All S60 5th edition applications should be touch-enabled, meaning +they can be used with the touch screen alone, regardless of the presence of +a keypad. There are only three mandatory hardware keys in touch devices based +on the Symbian platform: Send, End, and Multitasking key.

However, the +touch UI is by no means the definitive feature of the whole platform. Any +knowledge gained from previous Symbian development is still relevant. The +core of the Symbian platform still remains its scalability, wide range of +options, the wealth of multimedia features, and language support.

The +application features must follow the platform support for different hardware. When +designing a touch-enabled Symbian application, the UI must be designed so +that everything can be accomplished by using the touch screen interface, as +the potential target devices may or may not have a hardware keyboard.

The +touch UI in the Symbian platform is based on the use of resistive and capacitive +touch screens. In resistive touch screen technology, two conductive +and resistive layers are separated by a thin space. When an object touches +this kind of touch panel, the layers are connected at a certain point, and +a touch event is registered. This allows efficient stylus control, in addition +to finger touch - unlike capacitive panels, which usually register only finger +touch. Additionally, resistive touch screen offers a higher resolution and +more durability. In capacitive touch screen technology, the panel consists +of an insulator such as glass, coated with a transparent conductor (such as +indium tin oxide (ITO)). When an object touches the surface of the screen, +it results in a distortion of the local electrostatic field, measurable as +a change in capacitance. Then a touch controller measures the frequency variations +to ascertain the co-ordinates of the object's touch.

The +hardware is supported by a number of

    +
  • touch-specific components (see Touch +support for common UI components)

  • +
  • component and UI behavior changes

  • +
  • layout changes, and

  • +
  • additions to the interaction style.

  • +

The touch UI is designed to enable full task flow with touch, with +minimal need to switch to hardware keys. Thus, the design ensures that users +can complete a task with the chosen interaction method from start to finish.

When +designing and implementing applications for touch screen devices based on +the Symbian platform, consider which interactions benefit the most from the +touch UI.

If you can apply direct manipulation of the UI, for example +when moving items from one place to another, or scrolling a page, do not confine +the user with unnecessary scroll bars or have the user resort to options list +commands.

Instead, enable the user to view pages larger than a screen +by panning them directly, and dragging and dropping items rather than marking +them and using menu options.

    +
  • Remember that the most intuitive touch screen interactions that can +be performed using a finger are tapping, stroking up/down/left/right, and +the long tap.

  • +
  • Utilize strokes that are easily discovered to the users in the given +context. It should be explicit to the user where strokes can be performed.

  • +
  • Design to ensure that users can complete a task with the same interaction +method from start to finish: touch or hardware keys, stylus, or finger, and +using one hand or both hands.

  • +
  • Aim to optimize system performance and battery consumption to provide +a fluid and reliable touch user experience.

  • +

In this section:

    +
  • Touch strategies

  • +
  • Touch-enabled +vs. touch-optimized

  • +
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