diff -r 43e37759235e -r 51a74ef9ed63 Symbian3/SDK/Source/GUID-3CA039D8-A74D-4C9E-B4F5-6E153C7F65A1.dita --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Symbian3/SDK/Source/GUID-3CA039D8-A74D-4C9E-B4F5-6E153C7F65A1.dita Wed Mar 31 11:11:55 2010 +0100 @@ -0,0 +1,33 @@ + + + + + +Finger +vs. stylus +

Consider the use cases of the application when deciding whether +to use finger or stylus control, or possibly hardware keys. Eliminate the +need to switch from using a finger or stylus on the touch screen, to using +any of the hardware keys. Design should enable completing a task with the +same interaction method as it was started with.

If your application +is intended to be used with the stylus, rather than a finger, try to present +this clearly to the users from the top level. It can be frustrating to start +using an application with finger touch, then switching to stylus, for example, +if the components on screen suddenly get smaller.

Decide whether +the application is to be used with a single hand, or two hands. Make sure +users are able to use at least the most important functions with only one +hand, even though the application is designed to be used mainly with two hands. + With touch screen devices, this means that the users should be able to perform +most basic actions with their thumb.

Applications that require the +use of both hands include:

    +
  • Applications that require the use of stylus

  • +
  • Applications that are intended for landscape mode

  • +
  • Applications that require data input

  • +
+
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