diff -r 51a74ef9ed63 -r ae94777fff8f Symbian3/SDK/Source/GUID-3CA039D8-A74D-4C9E-B4F5-6E153C7F65A1.dita --- a/Symbian3/SDK/Source/GUID-3CA039D8-A74D-4C9E-B4F5-6E153C7F65A1.dita Wed Mar 31 11:11:55 2010 +0100 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,33 +0,0 @@ - - - - - -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:

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  • Applications that require the use of stylus

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  • Applications that are intended for landscape mode

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  • Applications that require data input

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