diff -r 51a74ef9ed63 -r ae94777fff8f Symbian3/SDK/Source/GUID-F4F3A37A-AB0C-47B8-A538-C05F1CA73BF3.dita --- 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 @@ - - - - - -Touch-enabled -vs. touch-optimized -

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.

Following are some useful tips -that can be used when designing applications for touch use:

    -
  • It is imperative that design decisions are based on real-time touch -use cases.

  • -
  • Since touch functions require a fair amount of discovery from the user, -it is good if only very obvious functions are made touch-enabled.

  • -

Why to use touch

    -
  • More flexible: 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.

    - -
  • -
  • More intuitive: 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.

  • -
  • More fun: 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.

  • -
  • More engaging: Through play, users start to engage with the -interface, first by trying it out to see how it works.

  • -

Limitations of touch

    -
  • Heavy data input: 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.

  • -
  • Reliance on the visual: 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.

  • -
  • Reliance on the physical: 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.

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

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.

Following are few useful tips +that can be used when designing applications for touch interface:

    +
  • Design decisions must be based on real-time touch use cases.

  • +
  • Only obvious functions can be made touch-enabled.

  • +

Following are the important features of touch:

    +
  • Flexibility - 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.

    + +
  • +
  • Intuitive - 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.

  • +

Limitations of touch

    +
  • Data input - 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.

  • +
  • Reliance on the visual - 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.

  • +
  • Reliance on the physical - 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.

  • +
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