Touch Screen Design for the slate PC

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Touch Development for the Slate PC, May 9 th Sigrid Vandenweghe What makes a great touch experience?

description

How to develop touch optimized applications for Windows 7 on the slate

Transcript of Touch Screen Design for the slate PC

Page 1: Touch Screen Design for the slate PC

Touch Development for the Slate PC, May 9th

Sigrid Vandenweghe

What makes a great touch experience?

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Human Interface Group

• Specialists in technology ergonomics • Optimizing the user experience of

technological solutions since 1992• Our expertise• Designing user interfaces• Developing user documentation• Training your customers and your employees

• Nice to meet you!• Meet me on LinkedIn

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Agenda

• Touch Interaction• Design Principles• Typical Touch Screen design problems

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Touch is everywhere

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Touch is more…

• Natural• Engaging• Human• Intuitive• Convenient

…than classic WIMP interfaces

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Touch Interaction

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Touch Interaction

• Gesture• Flick, pan, zoom, rotate, two finger tap, press

and tap

• Manipulation• Naturally like the action in the real world• Moving, zooming, resizing, rotating

• Multitouch• Using multiple contact points simultaneously

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Touch comes in flavors

• Touchable, touch enabled, touch optimized• Touch optimized=• Direct manipulation• Immediate feedback• Tasks are forgiving, allowing users to correct

mistakes easily and handle inaccuracy with touching and dragging.

• Tasks are designed to avoid or reduce the need for heavy text input or precise selection

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Design Principles

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Design principles

1. Direct manipulation2. Use standard controls & gestures3. Show Focus4. Use 'fingertip size' controls5. Be careful with non-standard touch

solutions6. Give tips (but enable ‘dismiss’)

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General Touch Rules• Responsive• To feel direct, gestures must take effect immediately

• Consistent• ‘Transfer of knowledge’• Standardize

• Forgiving• where there is direct manipulation, there can be

accidental manipulation—and therefore the need for forgiveness.• provide undo• give good visual feedback• allow users to correct mistakes easily

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Typical Touch Screen Design Problems

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Typical design problems

• Controls• Gestures• Hover

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Controls should be big enough

• But not giant Fisher Price like—just easily touchable

• Minimum 40x40

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Control Spacing

• Spacing makes touchable• Target regions of

interactive controls should preferably have at least 5 pixels between them

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Control Location

• Locate controls close to where they are most likely going to be used

• Alternative: context menu

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Text Controls• Text input and selection

are challenging• Use auto-completion,

auto-suggest, direct manipulation and acceptable default text values to simplify tasks

• OR zoom UI 150 percent by default when touch is used

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Controls

Avoid indirect controls• -> use gestures

Typical design problems

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Controls

• Direct access

Typical design problems

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Gestures

• Majority of users do not use sophisticated gestures• multi-touch, flick, drag ...

• Many user interfaces neither encourage that

• User interfaces have no or little 'handles' and 'triggers' for the multitude of gestures

Typical design problems

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Flicks

• Flicks are simple gestures that are roughly the equivalent of keyboard shortcuts

• Navigational flicks include drag up, drag down, move back, and move forward

• Editing flicks include copy, paste, undo, and delete

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Hover

• Hover state does not exist

Panu Korhonen, 29/10/2010

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Think about mobile use!

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So a great touch experience…

• Gives direct access & direct manipulation• Is designed for reduced accuracy• Uses standard controls• Resembles the ‘real world experience’• Is careful with text input• Gives good & immediate feedback• Provides hints

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Thank you!See also www.higroup.com/news-publications/white-papers