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User Interface
        Design for
Touch Screens
Content




1.	 It’s	all	about	‘touch’	............................................................................................................................................. 3


2.	 Understand	the	technology	............................................................................................................................4


3.	 Can’t	touch	this	.................................................................................................................................................... 7


4.	 Make	a	good	product	.......................................................................................................................................10	


	    4.1.	Determining	the	purpose	of	your	touch	screen	software	.........................................................10


	    4.2.	Basic	design	principles	............................................................................................................................. 14


5.	 Keep	it	simple	......................................................................................................................................................16




                                                                                                                                                                              2
It’s all about ‘touch’

 Many	people	think	that	touch	screen	devices	are	a	recent	phenomenon,	but	in	fact	they	have	been	
 around	 for	 quite	 some	 time.	 At	 first,	 touch	 screens	 were	 mainly	 used	 for	 corporate	 and	 business	
 applications,	such	as	payment	terminals	at	gas	stations,	cash	register	systems	at	supermarkets	or	
 control	panels	in	meeting	rooms.


 There	was	a	relatively	small	penetration	of	the	consumer market.	The	first	touch	screen	devices	that	
 were	made	available	to	consumers	were	–amongst	others-	bulky	PDAs	in	the	nineties	and	portable	
 GPS	devices	in	the	early	2000’s.	We	can	all	remember	those	first	Palm	PDAs	with	a	monochrome	
 screen	that	were	considered	to	be	high-tech	at	the	time.	Seems	like	ages	ago.


 In	2007,	Apple’s	introduction	of	 the	iPhone	caused	a	major boom	in	 touch	screen	devices	for	 the	
 consumer	market.	This	not	only	manifested	itself	 through	an	abundance	of	 touch	screen	mobile	
 phones,	but	also	encouraged	other	sectors	to	develop	touch	screen	products.


 Companies	 started	 embracing	 the	 touch	 screen	 market	 potential	 by	 building	 mobile websites,
 specific	applications	for	iPhone	and	Android	and	even	releasing	their	own	touch	screen	products.	
                                                                                                 	
 For	 example,	 some	 car	 manufacturers	 switched	 from	 hardware	 controls	 to	 full	 touch	 screen	 for	
 built-in	radio	and	navigation	systems	and	tablet	PCs	have	resurfaced	after	failing	miserably	a	few	
 years	previously.


 There’s	no	doubt	that	‘touch’	has	become	the	latest	hot	trend	in	technology	and	everyone	is	jumping	
 on	the	wagon.	Of	course,	the	trend	factor	is	not	the	only	reason	why	touch	screens	are	booming.


 The	 technology	 offers	 some	 significant	 advantages.	 For	 many	 users	 it’s	 the	 most	 user	 friendly	
 and	intuitive	way	of	giving	input	to	a	device.	Touch	screens	allow	a	lot	of	flexibility	towards	future	
                                                                                                       	
 evolutions	 of	 the	 product,	 whereas	 with	 typical	 hardware	 user	 interfaces,	 the	 functions	 have	 to	
 be	defined	more	precisely	from	the	start.	The	user	interface	can	also	be	constructed	in	layers,	only	
                                                                                                     	
 revealing	functions	when	they	are	needed.


 However,	 you	 can’t	 forget	 that	 developing	 software	 for	 a	 touch	 screen	 device	 has	 significant
 	implications	towards	user	interface	design.	




                                                                                                                   3
Understand the technology

         “Before you start designing the user
       experience of your touch screen software,
               you need to ask yourself:
           What is the software meant for?”
 When	you	start	off	developing	a	touch	screen	product,	there	are	a	few	things	to	consider.	First	of	all,	
 a	touch	screen	is	not	just	a	touch	screen.	There	is	a	wide	range	of	touch	screen	technology	available	
                                                                                                      	
 and	 each	 one	 has	 an	 impact	 on	 the	 user	 interface.	 More	 than	 that,	 the	 choice	 of	 touch	 screen	
                                                                                                              	
 technology	is	a	key	factor	for	the	user	interface	design.


 Out	of	the	many	technologies	available,	two	types	of	touch	screens	emerge	as	most	suitable	for	use	
 in	both	business	and	consumer	products,	capacitive	and	resistive.	The	names	of	both	technologies	
 refer	to	the	way	touch	input	is	captured	and	sent	to	the	device’s	controller.


 Capacitive touch screen technology
 As	 its	 name	 says,	 capacitive	 touch	 screens	 use	 capacitance	 to	 register	 input	 (capacitance	 is	 the	
                                                                                                               	
 ability	of	a	body	to	hold	an	electric	charge).	The	human	body	–more	specifically,	the	user’s	skin-	acts	
 as	a	conductor.	A	‘touch’	disturbs	an	electrostatic	field,	which	is	used	to	determine	the	location	of	the	
 touch.	That	location	is	then	sent	to	the	controller	for	processing.




 	
 Schematic representation of capacitive touch screen technology 1


                                                                                                                   4
A	 capacitive	 touch	 screen	 has	 some	 significant	 advantages.	 This	 screen	 type	 offers	 an	 excellent	
                                                                                                            	
quality	 of	 interaction.	 Finger	 touches	 are	 registered	 very	 fluently.	 The	 software	 reacts	
                                                                                                   	
instantaneously	to	touch	and	movements	are	executed	smoothly	and	accurately,	which	heightens	
the	user	experience.


The	use	of	skin	as	a	conductor	is	also	one	of	the	main	drawbacks	of	capacitive	touch	screens,	e.g.	
a	 user	 wearing	 gloves	 cannot	 operate	 it.	 Furthermore,	 capacitive	 touch	 screens	 are	 expensive	 to	
produce	and	will	inevitably	increase	the	retail	price	or	effective	cost	of	the	end	product.	This	is	why	
capacitive	touch	screens	are	more	common	in	high-end	consumer	products,	such	as	smartphones.


Resistive touch screen technology
A	 resistive	 touch	 screen	 is	 composed	 of	 multiple	 layers.	 Two	 of	 those	 layers	 are	 separated	 by	 a	
                                                                                                               	
narrow	gap.	When	the	screen	is	pressed,	those	two	layers	make	contact,	which	causes	a	change	in	
electrical	current.	This	change	is registered	as	a	touch	and	sent	to	the	controller.
	




Schematic representation of resistive touch screen technology 2



One	of	the	main	advantages	of	resistive	touch	screen	technology	is	the	possibility	to	use	an	object,	
such	as	a	stylus	or	pen,	to	touch	the	screen.	Users	can	more	easily	manipulate	small	objects	in	the	
user	interface	by	using	the	narrow	tip	of	a	stylus.	Since	the	screen	uses	pressure	to	register	a	touch,	
the	user	can	perceive	this	as	a	form	of	tactile	feedback,	like	you	get	when	pressing	an	actual	button	
on	the	mouse	or	a	keyboard	key.



                                                                                                                   5
Compared	 to	capacitive	 touch	screens,	resistive	 touch	screens	are	cheaper	 to	produce	and	-thus-	
the	obvious	choice	for	budget-friendly	products,	such	as	portable	GPS	devices.	However,	the	touch	
interaction	 on	 a	 resistive	 touch	 screen	 is	 a	 lot	 less	 fluent.	 Because	 the	 user	 has	 to	 press	 down	
on	 the	 screen,	 they	 perceive	 the	 movements	 to	 be	 less	 smooth	 or	 accurate.	 Also,	 implementing	
multi-touch	gestures	requires	more	advanced	technologies,	which	are	more	expensive.


Note: Surely, you have noticed that the technical description above is a high-level overview of
capacitive and resistive touchscreen technology and is by no means exhaustive.




Hardware
Not	only	the	type	of	screen	that	you	are	using	is	important	for	determining	your	user	interface,	but	
the	rest	of	the	hardware	is	equally	decisive.	Consider	the	following	hardware	options:


	 •	 A	device	with	a	full	touch	screen	and	an	absolute	minimum	of	hardware	keys	(e.g.	Apple’s	iPad).
	 	 This	means	that	all	the	interaction	with	the	device	and	input	have	to	be	accomplished	using	the	
	 	 touch	screen.	Evidently,	the	user	interface	must	be	adapted	to	that.
	 •	 A	device	with	a	touch	screen,	combined	with	hardware	buttons	(e.g.	Saab’s	built-in	radio	and	
	 	 navigation	system).	The	user	interface	has	to	be	clear	on	which	tasks	can	be	performed	using	
                                                                                                	
	 	 the	device’s	touch	screen	and	which	task	require	the	hardware	buttons.
	 •	 A	 device	 with	 a	 touch	 screen,	 combined	 with	 a	 fully	 functional	 keyboard	 (e.g.	 most	 ATM’s).	
	 	 This	 combination	 is	 probably	 the	 most	 intricate	 one,	 as	 navigation	 and	 interaction	 has	 to	 be	
                                                                                                              	
	 	 supported	by	both	the	touch	screen	and	the	keyboard.


It	is	clear	that,	whatever	choice	you	make	concerning	touch	screen	technology	and	hardware,	the
user interface of the device’s software is affected. You	need	to	find	the	proper	way	of	navigating,	
providing	feedback,	inputting	text,	making	selections,	etc




                                                                                                                     6
Can’t touch this 3

 Designing	a	touch	screen	device,	whether	it	is	for	consumer	or	business	use,	is	never ‘a quick job’.	
 When	a	touch	screen	product	fails,	the	failure	is	often	linked	to	some	commonly	made	mistakes.	
 These	are	often	a	mixture	of	shortcomings	in	 the	design	of	 the	hardware	and	 the	user	interface	
 design.


 What	follows	are	some	key	mistakes	when	developing	touch	screen	products:


 Simply porting desktop software
 Desktop	software	–	or	any	kind	of	non-touch	screen	software	for	that	matter-	cannot	be	ported	to	
 a	touch	screen	device	without analyzing the impact on the user interface and optimizing the user
 interface for touch interaction.	For	example,	a	complex	software	package	such	as	SAP	cannot	be	
 transferred	to	a	touch	screen	without	some	serious	re-work	of	the	program’s	user	interface.	You	can-
 not	expect	to	run	desktop	software	on	a	touch	screen	and	have	it	work	flawlessly.


 Inconsistency between hardware and software interaction
 When	 combining	 a	 touch	 screen	 with	 full	 keyboard	 support,	 the	 user	 interface	 does	 not	 always	
 support	a	fluent interaction	between	the	two.	Consider	the	following	example	for	a	touch	screen	
 product:	 the	user	selects	a	menu	item	by	 touching	a	control	on-screen	and	 then	has	 to	navigate	
 the	sub-items	in	 that	menu	by	using	 the	arrow	keys	on	 the	keyboard.	This	inconsistent	behavior	
                                                                                                  	
 weakens	 the	 user	 experience,	 because	 the	 user	 constantly	 has	 to	 switch	 focus	 and	 movements	
                                                                                                        	
 between	the	screen	and	the	keyboard.




         “Designing a touch screen device,
      whether it is for consumer or business use,
                 is never ‘a quick job’.

 Flawed user interface design
 Many	 touch	 screen	 devices	 on	 the	 market	 do	 not	 use	 an	 appropriate	 user interface design that
 serves the purpose of the device. Some	 products	 are	 equipped	 with	 a	 stylus,	 yet	 use	 very	 large	
 buttons,	 which	 makes	 the	 device	 very	 awkward	 to	 use.	 On	 the	 other	 hand,	 products	 that	 rely	 on	
                                                                                                              	
 finger	 interaction	 use	 controls	 that	 are	 too	 small	 to	 be	 manipulated	 accurately.	 For	 instance,	
                                                                                                            	
 Pharos’s	EZ	Road	portable	GPS	uses	large	buttons	for	most	controls,	which	make	them	easy	to	touch	
 and	use	with	your	finger.	However,	when	navigating	via	a	map,	the	on-screen	controls	are	too	small	
 to	touch	and	require	extreme	precision	from	the	user.	This	can	be	quite	hard,	especially	when	you	
 are	driving.




                                                                                                                  7
Pharos’s EZ Road uses very small buttons for zooming



Neglecting user interface standards
Apple	and	Google	offer	a	set	of	user	interface	standards and guidelines	for	application	developers,	
yet	technology	companies	do	not	always	adhere	to	them	very	strictly.	This	is	a	sure	way	to	frustrate	
users,	as	they	rely	heavily	on	behavior	and	interaction	that	they	already	know	when	using	the	ap-
plications	(the	so-called	‘Transfer	of	knowledge’).	Triplog,	an	iPhone	application	to	keep	track	of	your	
mileage	and	 trip	costs,	is	a	perfect	example	of	disregard	for	 the	iPhone	user	interface	standards,	
which	results	in	a	very	sloppy	and	hard-to-use	interface.
	




The user interface of iPhone application Triplog


                                                                                                            8
Unsuitable hardware design
There	is	some	bad	touch	screen	software	out	there,	but	there	are	also	a	lot	of	bad	hardware designs.	
For	instance,	many	devices	have	a	protruding	bezel	around	 the	 touch	screen	surface,	so	 that	 the	
screen	is	slightly	sunk	into	the	device.	This	can	make	it	quite	hard	to	manipulate	smaller	controls	
that	are	on	the	edge	of	the	user	interface,	such	as	close	buttons	for	windows.
	




HTC smartphone with protruding bezel



The	hardware	should	always	be	ergonomically	designed.	In	industrial	settings,	 touch	screens	 are	
often	vertically	mounted	panels,	which	are	not	suited	for	performing	complex	tasks	or	workflows.	
The	user’s	wrists	and	neck	are	quickly	strained,	which	can	lead	to	long-term	injuries.




                                                                                                        9
Make a good product

 There	is	a	way	of	designing	a	great	user	interface	for	touch	screen	devices,	whether	it’s	for	consumer	
 products	or	industrial	use.	It	comes	down	to	two	things:
 	 •	 Determining	the	purpose	of	your	touch	screen	software
 	 •	 Applying	some	basic	design	principles


 Determining the purpose of your touch screen software

 Before	 you	 start	 designing	 the	 user	 experience	 of	 your	 touch	 screen	 software,	 you	 need	 to	 ask	
                                                                                                             	
 yourself:	What	 is	 the	 software	 meant	 for?	 Choosing	 the	 purpose	 of	 your	 software	 is	 based	 on	 a	
 combination	of	the	tasks	that	the	user	will	perform	with	the	software,	the	context	and	the	chosen	
 hardware	that	will	house	the	software.	Generally,	there	are	three	possible	combinations:
 	 •	 A	mix	of	a	touch	screen	with	advanced	hardware	keys
 	 •	 A	mix	of	touch	screen	and	basic	hardware	keys
 	 •	 Full	touch	screen


 Each	option	has	an	impact	on	user	interface	design	and	this	impact	needs	to	be	considered	before	
 developing	your	software.


 Mix of touch screen and advanced hardware keys (keyboard)
 In	this	case,	the	user	performs	some	primary	tasks	on	the	touch	screen,	but	still	relies	heavily	on	
 keyboard	and/or	mouse	interaction	to	perform	other	tasks.	In	most	cases,	the	tasks	that	can	be	per-
 formed	on	the	touch	screen	are	also	supported	through	keyboard/mouse	interaction.	The	most	fre-
 quently	used	example	of	this	combination	are	laptops	with	a	touch	screen,	such	as	the	HP	Touchs-
 mart,	or	touch	screen	mobile	phones	with	a	full	hardware	keyboard.
 	




 HP Touchsmart laptop with touch screen




                                                                                                                 10
When	designing	software	for	this	type	of	device,	there	are	some	ground rules	that	you	have	to	take	
into	account	concerning	the	user	interface:
	 •	 Use	a	minimum resolution	of	23	x	23	pixels	(or	13	x	13	pixels	for	dialog	units)	for	all	controls	that
	 	 are	supported	on	the	touch	screen.	While	touch	input	is	not	primary	on	these	devices,	controls	
	 	 still	 have	 to	 be	 big	 enough	 to	 be	 manipulated	 via	 touch	 or	 the	 touch	 screen	 itself	 serves	
                                                                                                             	
	 	 no	purpose.




		 •	 Use	 total hardware support	 throughout	 the	 software.	 Since	 users	 are	 not	 obliged	 to	 use	 the	
	 	 touch	 screen,	 all	 interaction	 with	 the	 software	 has	 to	 be	 possible	 using	 only	 hardware	 input	
                                                                                                              	
	 	 devices	such	as	a	keyboard	or	mouse.	Microsoft	has	included	‘touch	possibilities’	in	all	its	software	
                                                                                                         	
	 	 products	since	the	release	of	Windows	Vista,	in	order	to	accommodate	both	touch	screen	users	
                                                                                                	
	 	 and	regular	desktop	PC	users.	For	example,	the	ribbon	in	Microsoft	Word	features	larger	buttons	
                                                                                                   	
	 	 on	primary	functions,	to	make	them	useable	on	a	touch	screen,	despite	the	fact	that	it	is	primarily	
                                                                                                       	
	 	 used	on	desktop	PC’s.




	
Microsoft uses larger buttons in software for primary functions



	 •	 Avoid complex interactions	where	touch	input	and	hardware	input	have	to	be	combined	in	order	
	 	 to	 complete	 a	 task.	 For	 instance,	 interactions	 where	 you	 first	 have	 to	 select	 an	 input	 field	 by	
                                                                                                                   	
	 	 touching	the	control	on	screen	and	subsequently	type	in	text	using	a	keyboard.




                                                                                                                       11
Mix of touch screen and basic hardware keys
In	this	case,	all	primary	tasks	in	the	software	are	performed	using	touch	interaction	and	secondary	
functions,	such	as	mere	text	input,	are	accessible	via	hardware.	That	hardware	can	be	a	keyboard,	
but	can	also	consist	of	specific	hard	buttons.	For	example,	the	touch	screen	of	a	bank	terminal	(ATM)	
is	used	for	all	primary	actions,	such	as	withdrawing	money,	consulting	accounts,	etc.	The	hardware	
keyboard	is	used	for	secondary	functions,	such	as	entering	a	pin	code	or	amounts.




For	a fluent touch screen software interaction,	consider	the	following:
	 •	 Use	a	minimum	resolution	of	40	x	40	pixels	for	primary	touch	controls.	The	larger	size	of	control	
	 	 requires	less	precision	of	the	user	and	guarantees	better	results.




	 •	 Provide	support	for	all	commonly	used	gestures	on	touch	screens,	such	as	zooming,	rotating,	
	 	 swiping,	dragging,	etc.	
	 •	 Make	sure	that	the	user	interface	of	the	software	provides	enough	visual	feedback	for	the	user,	
	 	 which	is	adjusted	to	touch	screen	interaction.	For	instance,	when	a	user	presses	on	a	control,	
                                                                                                  	
	 	 that	control	should	get	a	different	visual	state,	indicating	that	an	action	will	take	place	upon	
                                                                                                    	
	 	 release.
	 •	 Avoid	using	‘fingernail’	controls,	such	as	spin	boxes.	This	kind	of	control	is	 too	small	 to	 touch	
	 	 with	a	normal	finger	and	forces	the	user	to	use	the	very	tip	of	the	finger	or	fingernail.	This	kind	
                                                                                                       	
	 	 of	interaction	is	not	touch	friendly	and	demands	a	high	level	of	accuracy	and	precision	from	the	
                                                                                                    	
	 	 user,	that	is	normally	associated	with	using	a	mouse	pointer	on	desktop	software.

	
                     Spin boxes are not touch-friendly.




                                                                                                             12
Full touch screen
In	 this	case,	 the	device	has	only	a	 touch	screen	and	can	have	a	very	limited	number	of	hardware	
buttons,	such	as	an	on/off	button	or	home	key,	to	perform	all	tasks.	This	means	that	all	primary	and	
secondary	input	happens	via	the	touch	screen.	The	user	interface	of	the	software	must	support	all	
actions	using	touch	input,	including	text	input.	Apple’s	iPad	is	a	good	example	of	a	product	that	uses	
this	paradigm,	but	it	can	also	be	found	for	example	in	control	panels	in	meeting	rooms.


Since	a	full	touch	screen	device	is	dependent	on	the	quality	of	touch	interaction,	the	user	interface	
must	be	optimal	to	perform	tasks	using	touch	input,	which	requires	specific	attention:


	 •	 Optimize	the	user	interface	for	touch	interaction.	If	the	user	has	to	perform	every	task	via	touch	
	 	 input,	the	user	interface	must	accommodate	this	in	a	very	easy	way.	For	example,	allow	users	to	
                                                                                                   	
	 	 perform	as	many	commands	as	possible	directly	on	the	user	interface,	i.e.	do	not	‘hide’	primary	
                                                                                                   	
	 	 actions	behind	menus.
	 •	 Make	sure	that	the	user	interface	is	forgiving.	Full	touch	interaction	will	result	in	less	accurate	
	 	 input	from	the	user.	You	have	to	design	the	user	interface	to	anticipate	possible	errors.	You	can	
                                                                                                     	
	 	 do	this	by:
	 	 •	 Allowing	the	user	to	make	and	correct	mistakes;
	 	 	 You	can	do	this	by	providing	undo-options	where	possible,	allowing	users	to	slide	away	from	
                                                                                                 	
	 	 	 touch	to	cancel	the	action,	etc.
	 	 •	 Providing	simple	and	straightforward	actions;
	 	 	 Complex	workflows	and	heavily	input-based	tasks	are	not	suited	for	touch	screen	devices.	The	
                                                                                                  	
	 	 	 interaction	should	be	as	easy	and	fluent	as	possible.
	 	 •	 Using	standard controls.
	 	 	 When	you	use	controls	 that	user	is	familiar	with	(buttons,	options,	sliders,	…),	he	is	likely	to	
                                                                                                       	
	 	 	 make	less	mistakes.
	 •	 Avoid or reduce input	 that	 is	 not	 touch-friendly.	 A	 full	 touch	 device	 is	 not	 made	 to	 handle	
	 	 heavy	 text	 input	 (e.g.	 writing	 long	 papers)	 or	 precise	 actions	 (working	 with	 photo-editing	
                                                                                                          	
	 	 software).	You	can	avoid	heavy	text	input	by	offering	predetermined	choices	to	the	user,	such	
                                                                                                 	
	 	 as	a	list	of	options	instead	of	free	text	fields.




                                                                                                                 13
Basic design principles

While	 much	 of	 the	 user	 interface	 of	 your	 touch	 screen	 device	 is	 determined	 by	 the	 purpose	
                                                                                                        	
and	 hardware	 of	 the	 device,	 there	 are	 also	 some	 basic	 design	 principles	 that	 apply	 to	 all	 touch	
                                                                                                               	
screen	interfaces.


Interaction
Interaction	 is	 the	 most	 important	 aspect	 of	 the	 user	 interface	 of	 a	 touch	 screen	 device.	 A	 touch	
screen	user	interface	works	best	when	it’s	kept	simple	and	clean.	This	implicates	that	the	number	
of	functions	that	the	device	offers	should	be	limited.	If	you	are	having	difficulties	incorporating	all	
functions	in	your	user	interface,	maybe	you	should	reconsider whether touch screen is the right way
to go for your software.


Touch	screen	software	dotes	on	directness	and	easy	access.	Users	want	to	interact	directly	with	the	
software	and	are	invited	to	do	so	because	of	the	touch	screen.	The	user	interface	should	support	
this	by	immediately	responding	to	actions,	giving	feedback,	allowing	users	to	manipulate	the	user	
interface	by	using	gestures,	etc.	To	intensify	the	‘touch	experience’,	the	amount	of	actual	user	input	
-i.e.	typing	text-	should	be	minimized.	Users	will	accomplish	their	task	a	lot	quicker	when	they	have	
a	predefined	set	of	options	available	to	choose	from	instead	of	free	input.	For	example,	supermar-
ket	application	Appie	offers	users	a	list	of	products	to	choose	from,	instead	of	letting	users	type	in	
product	names.


                                                       Navigation
                                                       A	 good	 user	 interface	 design	 for	 a	 touch	 screen	
                                                       product	 has	 to	 be	 clean	 and	 simple	 and	 this	
                                                       has	 to	 be	 reflected	 in	 the	 way	 users	 navigate	 in	
                                                       the	 software.	 Complex	 navigation	 with	 multiple	
                                                                                                          	
                                                       sublevels	 and	 lots	 of	 menus	 does	 not	 work	 well	
                                                       when	 you	 only	 have	 your	 fingers	 to	 manipulate	
                                                       the	software.	The	number	of	sublevels	should	be	
                                                       minimal.	 If	 your	 navigation	 does	 contain	 many	
                                                       sublevels,	 maybe	 the	 information	 architecture	
                                                       should	be	revised.


                                                       The	user	interface	benefits	most	from	a	sequential	
                                                       type	 of	 navigation,	 where	 each	 sublevel	 is	
                                                                                                       	
                                                       presented	 on	 a	 separate	 screen.	 This	 is	 because	
                                                                                                             	
                                                       most	touch	screen	products	have	a	smaller	screen	
                                                       than	 normal	 desktop	 PCs.	 When	 users	 only	 see	
                                                                                                          	
                                                       the	 relevant	 information	 on	 screen,	 they	 can	
                                                                                                         	
                                                       complete	their	tasks	more	quickly	and	efficiently.
iPhone application Appie




                                                                                                                    14
In	any	case,	the	navigation	of	your	software	has	to	be	consistent.	Do	not	mix	a	sequential	navigation	
with	multidimensional	navigation.	Be	sure	to	always	provide	a	way	back	when	the	user	is	navigation	
by	use	of	back-buttons,	a	breadcrumb	trail	or	a	dedicated	home	button.	This	way,	users	can	always	
cancel	their	navigation	action.
	




Sequential navigation on Apple’s iPhone



Controls
For	controls	in	the	user	interface	of	touch	screen	software,	there	are	some	guidelines	to	facilitate	
the	user	experience:
	 •	 Design your buttons large enough
	 	 Most	of	the	time,	you	cannot	predict	who	is	going	to	use	your	software.	Some	people	have	large	
                                                                                                  	
	 	 hands	or	are	unable	to	point	accurately	at	small	objects.	The	primary	action	controls	in	the	user	
                                                                                                     	
	 	 interface	have	to	be	big	enough,	so	that	they	do	not	require	precision	or	accuracy	from	the	user.	
                                                                                                     	
	 	 Do	not	forget	that	speed	is	crucial	for	touch	screen	software.	Users	have	to	be	able	to	perform	
                                                                                                   	
	 	 a	task	very	quickly.	For	example,	make	the	touch	area	around	a	button	or	control	slightly	bigger,	
                                                                                                     	
	 	 so	that	users	do	not	have	to	aim	too	precisely.
	




    Large buttons on TomTom main menu



                                                                                                         15
•	 Use standard controls
 	 	 When	you	use	standard	controls	in	your	user	interface	that	users	are	already	familiar	with	the	
                                                                                                   	
 	 	 learnability	of	your	software	is	increased.	Do	not	try	to	come	up	with	clever	controls	when	check	
 	 	 boxes,	option	buttons	and	action	buttons	will	get	the	job	done.
 	 •	 Allow the use of gestures
 	 	 Commonly	used	gestures,	such	as	dragging	and	swiping,	can	reduce	your	need	for	user	interface	
                                                                                                  	
 	 	 controls.	For	instance,	when	a	user	can	scroll	on	a	screen	by	using	a	swipe	or	drag	motion,	the	
                                                                                                    	
 	 	 need	for	arrow	buttons	or	scrollbars	on-screen	is	eliminated.	Multitouch	gestures,	like	pinching	
                                                                                                     	
 	 	 and	 rotating,	 can	 also	 increase	 the	 flexibility	 of	 the	 user	 interface,	 but	 also	 means	 a	 steeper	
                                                                                                                   	
 	 	 learning	curve	for	the	user.
 	 •	 Give your user interface controls enough space
 	 	 Controls	cannot	be	too	close	together,	as	that	will	increase	the	error	margin.	If	a	set	of	option	
                                                                                                      	
 	 	 buttons	is	placed	too	close	together,	the	chance	that	a	user	will	accidentally	select	the	wrong	
                                                                                                    	
 	 	 option	is	far	greater.




Keep it simple


 First	of	all,	the	number	one	rule	of	designing	a	user-friendly	product	also	applies	to	touch	screen	
 devices:	always involve your users during the development of your product.	User	feedback	is	crucial	
 during	 every	 stage.	 Focus	 groups	 and	 task/context	 analysis	 help	 to	 determine	 the	 users’	 needs,	
                                                                                                            	
 usability	tests	during	the	development	point	out	possible	obstacles	and	likeability	assessments	are	
 excellent	techniques	to	discover	how	users	respond	to	the	total	package	of	your	product.


 The	user	interface	of	a	touch	screen	device	is	different	than	that	of	regular	desktop	software.	Users	
 are	meant	to	touch	it,	which	is	an	interaction	that	should	be	both	intuitive and consistent.	Since	
 everyone	 knows	 how	 to	 use	 their	 fingers,	 the	 manipulations	 of	 touch	 screen	 software	 should	 be	
 just	as	natural.	On	top	of	that,	the	user	interface	has	to	be	consistent	with	how	we	interact	with	
                                                                                                   	
 real-world	 objects.	 We	 move	 a	 page	 on	 the	 table	 by	 using	 a	 sliding	 or	 dragging	 motion.	 These	
                                                                                                             	
 motions	should	have	the	same	effect	when	we	want	to	move	a	page	on	the	touch	screen.




                                                                                                                       16
When	 designing	 the	 user	 interface	 of	 touch	 screen	 software,	 you	 have	 to	 take	 into	 account	 that	
no human is the same.	They	come	in	all	sizes	and	shapes.	Some	users	can	have	very	big	hands	and	
fingers,	while	other	users	may	not	be	able	to	manipulate	controls	with	great	precision.	For	example,	
a	touch	screen	kiosk	for	buying	bus	tickets	is	used	by	young	teenagers,	as	well	as	by	elderly	people.	
If	the	user	interface	of	the	kiosk	requires	extreme	accuracy	and	precision,	it	will	sure	fail	to	reach	its	
entire	target	audience.


Finally,	do	not	forget	to	engage	your	users.	The	user	interface	of	your	touch	screen	software	has	to	be	
inviting	and	users	have	to	want	to	touch	it.	Don’t	forget:	your	software	can	be	the	most	user-friendly	
in	the	world,	if	it	looks	boring,	no	one	is	going	to	want	to	‘touch’	it.




1. Source: http://www.electrotest.com.sg/Capacitive_Touch_Screens.htm

2. Source: http://www.touchscreenguide.com/touchscreen/res.html

3. dixit MC Hammer


                                                                  Author: Nico Raes




About Human Interface Group


Human	 Interface	 Group	 is	 Europe’s leading usability consultancy. Human	 Interface	 Group	 has	
been	 coordinating	 usability	 projects	 for	 almost	 20	 years	 for	 a	 wide	 variety	 of	 larger	 and	 smaller	
                                                                                                                	
companies	and	public	authorities.	


We	 also	 have	 access	 to	 an	 extensive	 network	 of	 usability	 professionals	 throughout	 the	 world.	
Human	 Interface	 Group	 is	 a	 partner	 in	 the	 International Usability Partners	 network,	 an	
established	 network	 of	 independent	 usability	 companies	 who	 have	 joined	 up	 to	 provide	
                                                                                               	
user	experience	services	worldwide,	from	North	America	to	the	Far	East.




Curious about how we can help you with your touch screen product?

Visit www.higroup.com

Mail info@higroup.com

Call +32 (0) 15 40 01 38




                                                                                                                    17

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SMARCOS HIG Paper on Designing Touch Screen Interfaces

  • 1. User Interface Design for Touch Screens
  • 2. Content 1. It’s all about ‘touch’ ............................................................................................................................................. 3 2. Understand the technology ............................................................................................................................4 3. Can’t touch this .................................................................................................................................................... 7 4. Make a good product .......................................................................................................................................10 4.1. Determining the purpose of your touch screen software .........................................................10 4.2. Basic design principles ............................................................................................................................. 14 5. Keep it simple ......................................................................................................................................................16 2
  • 3. It’s all about ‘touch’ Many people think that touch screen devices are a recent phenomenon, but in fact they have been around for quite some time. At first, touch screens were mainly used for corporate and business applications, such as payment terminals at gas stations, cash register systems at supermarkets or control panels in meeting rooms. There was a relatively small penetration of the consumer market. The first touch screen devices that were made available to consumers were –amongst others- bulky PDAs in the nineties and portable GPS devices in the early 2000’s. We can all remember those first Palm PDAs with a monochrome screen that were considered to be high-tech at the time. Seems like ages ago. In 2007, Apple’s introduction of the iPhone caused a major boom in touch screen devices for the consumer market. This not only manifested itself through an abundance of touch screen mobile phones, but also encouraged other sectors to develop touch screen products. Companies started embracing the touch screen market potential by building mobile websites, specific applications for iPhone and Android and even releasing their own touch screen products. For example, some car manufacturers switched from hardware controls to full touch screen for built-in radio and navigation systems and tablet PCs have resurfaced after failing miserably a few years previously. There’s no doubt that ‘touch’ has become the latest hot trend in technology and everyone is jumping on the wagon. Of course, the trend factor is not the only reason why touch screens are booming. The technology offers some significant advantages. For many users it’s the most user friendly and intuitive way of giving input to a device. Touch screens allow a lot of flexibility towards future evolutions of the product, whereas with typical hardware user interfaces, the functions have to be defined more precisely from the start. The user interface can also be constructed in layers, only revealing functions when they are needed. However, you can’t forget that developing software for a touch screen device has significant implications towards user interface design. 3
  • 4. Understand the technology “Before you start designing the user experience of your touch screen software, you need to ask yourself: What is the software meant for?” When you start off developing a touch screen product, there are a few things to consider. First of all, a touch screen is not just a touch screen. There is a wide range of touch screen technology available and each one has an impact on the user interface. More than that, the choice of touch screen technology is a key factor for the user interface design. Out of the many technologies available, two types of touch screens emerge as most suitable for use in both business and consumer products, capacitive and resistive. The names of both technologies refer to the way touch input is captured and sent to the device’s controller. Capacitive touch screen technology As its name says, capacitive touch screens use capacitance to register input (capacitance is the ability of a body to hold an electric charge). The human body –more specifically, the user’s skin- acts as a conductor. A ‘touch’ disturbs an electrostatic field, which is used to determine the location of the touch. That location is then sent to the controller for processing. Schematic representation of capacitive touch screen technology 1 4
  • 5. A capacitive touch screen has some significant advantages. This screen type offers an excellent quality of interaction. Finger touches are registered very fluently. The software reacts instantaneously to touch and movements are executed smoothly and accurately, which heightens the user experience. The use of skin as a conductor is also one of the main drawbacks of capacitive touch screens, e.g. a user wearing gloves cannot operate it. Furthermore, capacitive touch screens are expensive to produce and will inevitably increase the retail price or effective cost of the end product. This is why capacitive touch screens are more common in high-end consumer products, such as smartphones. Resistive touch screen technology A resistive touch screen is composed of multiple layers. Two of those layers are separated by a narrow gap. When the screen is pressed, those two layers make contact, which causes a change in electrical current. This change is registered as a touch and sent to the controller. Schematic representation of resistive touch screen technology 2 One of the main advantages of resistive touch screen technology is the possibility to use an object, such as a stylus or pen, to touch the screen. Users can more easily manipulate small objects in the user interface by using the narrow tip of a stylus. Since the screen uses pressure to register a touch, the user can perceive this as a form of tactile feedback, like you get when pressing an actual button on the mouse or a keyboard key. 5
  • 6. Compared to capacitive touch screens, resistive touch screens are cheaper to produce and -thus- the obvious choice for budget-friendly products, such as portable GPS devices. However, the touch interaction on a resistive touch screen is a lot less fluent. Because the user has to press down on the screen, they perceive the movements to be less smooth or accurate. Also, implementing multi-touch gestures requires more advanced technologies, which are more expensive. Note: Surely, you have noticed that the technical description above is a high-level overview of capacitive and resistive touchscreen technology and is by no means exhaustive. Hardware Not only the type of screen that you are using is important for determining your user interface, but the rest of the hardware is equally decisive. Consider the following hardware options: • A device with a full touch screen and an absolute minimum of hardware keys (e.g. Apple’s iPad). This means that all the interaction with the device and input have to be accomplished using the touch screen. Evidently, the user interface must be adapted to that. • A device with a touch screen, combined with hardware buttons (e.g. Saab’s built-in radio and navigation system). The user interface has to be clear on which tasks can be performed using the device’s touch screen and which task require the hardware buttons. • A device with a touch screen, combined with a fully functional keyboard (e.g. most ATM’s). This combination is probably the most intricate one, as navigation and interaction has to be supported by both the touch screen and the keyboard. It is clear that, whatever choice you make concerning touch screen technology and hardware, the user interface of the device’s software is affected. You need to find the proper way of navigating, providing feedback, inputting text, making selections, etc 6
  • 7. Can’t touch this 3 Designing a touch screen device, whether it is for consumer or business use, is never ‘a quick job’. When a touch screen product fails, the failure is often linked to some commonly made mistakes. These are often a mixture of shortcomings in the design of the hardware and the user interface design. What follows are some key mistakes when developing touch screen products: Simply porting desktop software Desktop software – or any kind of non-touch screen software for that matter- cannot be ported to a touch screen device without analyzing the impact on the user interface and optimizing the user interface for touch interaction. For example, a complex software package such as SAP cannot be transferred to a touch screen without some serious re-work of the program’s user interface. You can- not expect to run desktop software on a touch screen and have it work flawlessly. Inconsistency between hardware and software interaction When combining a touch screen with full keyboard support, the user interface does not always support a fluent interaction between the two. Consider the following example for a touch screen product: the user selects a menu item by touching a control on-screen and then has to navigate the sub-items in that menu by using the arrow keys on the keyboard. This inconsistent behavior weakens the user experience, because the user constantly has to switch focus and movements between the screen and the keyboard. “Designing a touch screen device, whether it is for consumer or business use, is never ‘a quick job’. Flawed user interface design Many touch screen devices on the market do not use an appropriate user interface design that serves the purpose of the device. Some products are equipped with a stylus, yet use very large buttons, which makes the device very awkward to use. On the other hand, products that rely on finger interaction use controls that are too small to be manipulated accurately. For instance, Pharos’s EZ Road portable GPS uses large buttons for most controls, which make them easy to touch and use with your finger. However, when navigating via a map, the on-screen controls are too small to touch and require extreme precision from the user. This can be quite hard, especially when you are driving. 7
  • 8. Pharos’s EZ Road uses very small buttons for zooming Neglecting user interface standards Apple and Google offer a set of user interface standards and guidelines for application developers, yet technology companies do not always adhere to them very strictly. This is a sure way to frustrate users, as they rely heavily on behavior and interaction that they already know when using the ap- plications (the so-called ‘Transfer of knowledge’). Triplog, an iPhone application to keep track of your mileage and trip costs, is a perfect example of disregard for the iPhone user interface standards, which results in a very sloppy and hard-to-use interface. The user interface of iPhone application Triplog 8
  • 9. Unsuitable hardware design There is some bad touch screen software out there, but there are also a lot of bad hardware designs. For instance, many devices have a protruding bezel around the touch screen surface, so that the screen is slightly sunk into the device. This can make it quite hard to manipulate smaller controls that are on the edge of the user interface, such as close buttons for windows. HTC smartphone with protruding bezel The hardware should always be ergonomically designed. In industrial settings, touch screens are often vertically mounted panels, which are not suited for performing complex tasks or workflows. The user’s wrists and neck are quickly strained, which can lead to long-term injuries. 9
  • 10. Make a good product There is a way of designing a great user interface for touch screen devices, whether it’s for consumer products or industrial use. It comes down to two things: • Determining the purpose of your touch screen software • Applying some basic design principles Determining the purpose of your touch screen software Before you start designing the user experience of your touch screen software, you need to ask yourself: What is the software meant for? Choosing the purpose of your software is based on a combination of the tasks that the user will perform with the software, the context and the chosen hardware that will house the software. Generally, there are three possible combinations: • A mix of a touch screen with advanced hardware keys • A mix of touch screen and basic hardware keys • Full touch screen Each option has an impact on user interface design and this impact needs to be considered before developing your software. Mix of touch screen and advanced hardware keys (keyboard) In this case, the user performs some primary tasks on the touch screen, but still relies heavily on keyboard and/or mouse interaction to perform other tasks. In most cases, the tasks that can be per- formed on the touch screen are also supported through keyboard/mouse interaction. The most fre- quently used example of this combination are laptops with a touch screen, such as the HP Touchs- mart, or touch screen mobile phones with a full hardware keyboard. HP Touchsmart laptop with touch screen 10
  • 11. When designing software for this type of device, there are some ground rules that you have to take into account concerning the user interface: • Use a minimum resolution of 23 x 23 pixels (or 13 x 13 pixels for dialog units) for all controls that are supported on the touch screen. While touch input is not primary on these devices, controls still have to be big enough to be manipulated via touch or the touch screen itself serves no purpose. • Use total hardware support throughout the software. Since users are not obliged to use the touch screen, all interaction with the software has to be possible using only hardware input devices such as a keyboard or mouse. Microsoft has included ‘touch possibilities’ in all its software products since the release of Windows Vista, in order to accommodate both touch screen users and regular desktop PC users. For example, the ribbon in Microsoft Word features larger buttons on primary functions, to make them useable on a touch screen, despite the fact that it is primarily used on desktop PC’s. Microsoft uses larger buttons in software for primary functions • Avoid complex interactions where touch input and hardware input have to be combined in order to complete a task. For instance, interactions where you first have to select an input field by touching the control on screen and subsequently type in text using a keyboard. 11
  • 12. Mix of touch screen and basic hardware keys In this case, all primary tasks in the software are performed using touch interaction and secondary functions, such as mere text input, are accessible via hardware. That hardware can be a keyboard, but can also consist of specific hard buttons. For example, the touch screen of a bank terminal (ATM) is used for all primary actions, such as withdrawing money, consulting accounts, etc. The hardware keyboard is used for secondary functions, such as entering a pin code or amounts. For a fluent touch screen software interaction, consider the following: • Use a minimum resolution of 40 x 40 pixels for primary touch controls. The larger size of control requires less precision of the user and guarantees better results. • Provide support for all commonly used gestures on touch screens, such as zooming, rotating, swiping, dragging, etc. • Make sure that the user interface of the software provides enough visual feedback for the user, which is adjusted to touch screen interaction. For instance, when a user presses on a control, that control should get a different visual state, indicating that an action will take place upon release. • Avoid using ‘fingernail’ controls, such as spin boxes. This kind of control is too small to touch with a normal finger and forces the user to use the very tip of the finger or fingernail. This kind of interaction is not touch friendly and demands a high level of accuracy and precision from the user, that is normally associated with using a mouse pointer on desktop software. Spin boxes are not touch-friendly. 12
  • 13. Full touch screen In this case, the device has only a touch screen and can have a very limited number of hardware buttons, such as an on/off button or home key, to perform all tasks. This means that all primary and secondary input happens via the touch screen. The user interface of the software must support all actions using touch input, including text input. Apple’s iPad is a good example of a product that uses this paradigm, but it can also be found for example in control panels in meeting rooms. Since a full touch screen device is dependent on the quality of touch interaction, the user interface must be optimal to perform tasks using touch input, which requires specific attention: • Optimize the user interface for touch interaction. If the user has to perform every task via touch input, the user interface must accommodate this in a very easy way. For example, allow users to perform as many commands as possible directly on the user interface, i.e. do not ‘hide’ primary actions behind menus. • Make sure that the user interface is forgiving. Full touch interaction will result in less accurate input from the user. You have to design the user interface to anticipate possible errors. You can do this by: • Allowing the user to make and correct mistakes; You can do this by providing undo-options where possible, allowing users to slide away from touch to cancel the action, etc. • Providing simple and straightforward actions; Complex workflows and heavily input-based tasks are not suited for touch screen devices. The interaction should be as easy and fluent as possible. • Using standard controls. When you use controls that user is familiar with (buttons, options, sliders, …), he is likely to make less mistakes. • Avoid or reduce input that is not touch-friendly. A full touch device is not made to handle heavy text input (e.g. writing long papers) or precise actions (working with photo-editing software). You can avoid heavy text input by offering predetermined choices to the user, such as a list of options instead of free text fields. 13
  • 14. Basic design principles While much of the user interface of your touch screen device is determined by the purpose and hardware of the device, there are also some basic design principles that apply to all touch screen interfaces. Interaction Interaction is the most important aspect of the user interface of a touch screen device. A touch screen user interface works best when it’s kept simple and clean. This implicates that the number of functions that the device offers should be limited. If you are having difficulties incorporating all functions in your user interface, maybe you should reconsider whether touch screen is the right way to go for your software. Touch screen software dotes on directness and easy access. Users want to interact directly with the software and are invited to do so because of the touch screen. The user interface should support this by immediately responding to actions, giving feedback, allowing users to manipulate the user interface by using gestures, etc. To intensify the ‘touch experience’, the amount of actual user input -i.e. typing text- should be minimized. Users will accomplish their task a lot quicker when they have a predefined set of options available to choose from instead of free input. For example, supermar- ket application Appie offers users a list of products to choose from, instead of letting users type in product names. Navigation A good user interface design for a touch screen product has to be clean and simple and this has to be reflected in the way users navigate in the software. Complex navigation with multiple sublevels and lots of menus does not work well when you only have your fingers to manipulate the software. The number of sublevels should be minimal. If your navigation does contain many sublevels, maybe the information architecture should be revised. The user interface benefits most from a sequential type of navigation, where each sublevel is presented on a separate screen. This is because most touch screen products have a smaller screen than normal desktop PCs. When users only see the relevant information on screen, they can complete their tasks more quickly and efficiently. iPhone application Appie 14
  • 15. In any case, the navigation of your software has to be consistent. Do not mix a sequential navigation with multidimensional navigation. Be sure to always provide a way back when the user is navigation by use of back-buttons, a breadcrumb trail or a dedicated home button. This way, users can always cancel their navigation action. Sequential navigation on Apple’s iPhone Controls For controls in the user interface of touch screen software, there are some guidelines to facilitate the user experience: • Design your buttons large enough Most of the time, you cannot predict who is going to use your software. Some people have large hands or are unable to point accurately at small objects. The primary action controls in the user interface have to be big enough, so that they do not require precision or accuracy from the user. Do not forget that speed is crucial for touch screen software. Users have to be able to perform a task very quickly. For example, make the touch area around a button or control slightly bigger, so that users do not have to aim too precisely. Large buttons on TomTom main menu 15
  • 16. • Use standard controls When you use standard controls in your user interface that users are already familiar with the learnability of your software is increased. Do not try to come up with clever controls when check boxes, option buttons and action buttons will get the job done. • Allow the use of gestures Commonly used gestures, such as dragging and swiping, can reduce your need for user interface controls. For instance, when a user can scroll on a screen by using a swipe or drag motion, the need for arrow buttons or scrollbars on-screen is eliminated. Multitouch gestures, like pinching and rotating, can also increase the flexibility of the user interface, but also means a steeper learning curve for the user. • Give your user interface controls enough space Controls cannot be too close together, as that will increase the error margin. If a set of option buttons is placed too close together, the chance that a user will accidentally select the wrong option is far greater. Keep it simple First of all, the number one rule of designing a user-friendly product also applies to touch screen devices: always involve your users during the development of your product. User feedback is crucial during every stage. Focus groups and task/context analysis help to determine the users’ needs, usability tests during the development point out possible obstacles and likeability assessments are excellent techniques to discover how users respond to the total package of your product. The user interface of a touch screen device is different than that of regular desktop software. Users are meant to touch it, which is an interaction that should be both intuitive and consistent. Since everyone knows how to use their fingers, the manipulations of touch screen software should be just as natural. On top of that, the user interface has to be consistent with how we interact with real-world objects. We move a page on the table by using a sliding or dragging motion. These motions should have the same effect when we want to move a page on the touch screen. 16
  • 17. When designing the user interface of touch screen software, you have to take into account that no human is the same. They come in all sizes and shapes. Some users can have very big hands and fingers, while other users may not be able to manipulate controls with great precision. For example, a touch screen kiosk for buying bus tickets is used by young teenagers, as well as by elderly people. If the user interface of the kiosk requires extreme accuracy and precision, it will sure fail to reach its entire target audience. Finally, do not forget to engage your users. The user interface of your touch screen software has to be inviting and users have to want to touch it. Don’t forget: your software can be the most user-friendly in the world, if it looks boring, no one is going to want to ‘touch’ it. 1. Source: http://www.electrotest.com.sg/Capacitive_Touch_Screens.htm 2. Source: http://www.touchscreenguide.com/touchscreen/res.html 3. dixit MC Hammer Author: Nico Raes About Human Interface Group Human Interface Group is Europe’s leading usability consultancy. Human Interface Group has been coordinating usability projects for almost 20 years for a wide variety of larger and smaller companies and public authorities. We also have access to an extensive network of usability professionals throughout the world. Human Interface Group is a partner in the International Usability Partners network, an established network of independent usability companies who have joined up to provide user experience services worldwide, from North America to the Far East. Curious about how we can help you with your touch screen product? Visit www.higroup.com Mail info@higroup.com Call +32 (0) 15 40 01 38 17