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Top Five Touch UI-Related Design Guidelines : Page 2

As hardware that supports new touch and multi-touch technologies becomes commonplace, developers need to keep the new capabilities in mind when building applications.


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Enabling Touch in Applications

It's an established fact that hardware is becoming more and more available every single day, and also that operating systems such as Windows (7, Vista, Tablet), Linux, Mac OSX, iPhone, game machines, and others, are adding support for touch-sensitive hardware and a touch interaction model. So, for developers, the next big question is: What do you have to take into consideration when designing for gestures, touch, and multi-touch?

Starting with gestures, it's important to implement gestures that are natural and at least somewhat logical. For example, creating a gesture that starts at some point and goes to the right or moves forward would make an excellent gesture for moving to the next item in a database. Similarly, using a leftward gesture to navigate backward by one record in the database would make sense. These intuitive types of operations are what I mean by "natural." If instead you were to create a circle gesture that caused the application to move forward one record in a database, users would be confused, because making a circle to move forward is counter-intuitive. Gestures need to be natural for people to adopt them.



Bear in mind that you can set recognized gestures both for individual windows and even for individual controls inside those windows. So, for example, if you have a textbox containing a person's name, it may be logical to create a squiggly gesture to erase the contents. When the textbox is empty, it might be logical to use a focus gesture (mouse click or finger flick) in the control, which would set the focus to the control and activate a soft keyboard or equivalent. Such gestures provide an interface to users using their fingers to type in the information, which they would do by pushing buttons—the equivalent of typing letters on a keyboard to input characters into the textbox.

It's also important to provide features that help users perform tasks for touch interfaces. For example, entering text into textboxes can be a tedious and lengthy operation. For complex text-input features, developers should give their applications support for text completion, letting users skip much of the tedious letter-by-letter input for recognizable expected or repeated input values.

Even more concepts come into play when the hardware is multi-touch capable, such as panning, zooming, rotating, two-finger taps, and press-and-tap. These raise the interaction level another notch—but they also raise the design complexity level. If you have an iPhone or have looked at one, you probably know that the device has the ability to zoom when viewing a picture. With the picture displayed, put two fingers in the middle of the picture and spread your fingers while touching the screen, and the picture will enlarge by the distance you spread your fingers. If you reverse the process, starting with your fingers apart, then pull them back together, the picture will shrink.

Again, the gestures associated with the Multi-Touch are going to be massively important. Having support for common gestures such as zoom and rotate will help developers build a new generation of multi-touch enabled applications.

Understanding the underlying operating system capabilities, how those capabilities have been exposed to developers, and how tools can help simplify the development of these applications is important. However, it's just as important to keep solid design guidelines in mind when developing these types of applications. Here are my top five touch-related design guidelines:

  • Think BIG: Don't try to put 50 10-by10 pixel icon buttons on a toolbar. Instead, use much larger buttons. Keep in mind that fingers vary in size, and that it's difficult to touch small items.
  • Implement Undo: Because touch input errors are usually far more common than mouse or keyboard input errors, it is very important for applications to be forgiving, and allow for undo operations.
  • Layout and spacing: When designing for touch provide plenty of room between selection items. Don’t put controls close to an edge of a window, because they become very hard to hit or select.
  • Think naturally: Do the chosen gestures make sense in the context of the application? You can associate tolerances with gestures, so when you have a complex gesture, think of wearing a glove to execute the operation. If your gesture fails often, consider setting the tolerances higher to increase the "forgiveness factor."
  • Interaction types are not equivalent: Don’t assume that if the application works well with a mouse it will work well with touch—or that if it works well with touch it will work well with a pen, or any other combination. The key is testing, testing, testing….

As with any new paradigm, there will be issues with touch interfaces, just as there were many bad window designs implemented when graphical windowing systems were first introduced. As developers, the most important thing to remember is to add those capabilities that help users get more out of your software. Keep the guidelines from this article in mind, and you'll be ready to not only touch the new paradigm, but also to help lead the adoption curve of touch technology.



Mike Rozlog is the Senior Director of Products for Embarcadero Technologies. In this role, he is focused on ensuring the developer focused products being created by Embarcadero meet the expectations of developers around the world. Much of his time is dedicated to discussing and explaining the technical and business aspects of Embarcadero�s products and services to analysts and other audiences worldwide. Mike was formerly with CodeGear, a developer tools group that was acquired by Embarcadero in 2008. Before that, he spent more than eight years working for Borland in a number of positions, including a primary role as Chief Technical Architect. A well-known author, Mike has been published numerous times. His latest collaboration is Mastering JBuilder from John Wiley & Sons, Inc.
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