Win7 Touch

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Windows 7: Reach Out and Touch It! October 29, 2008

Abstract

With Windows® 7, Microsoft® releases a Windows-based environment that is more touch friendly and easier to use than ever before. The new platform creates challenges and opportunities for hardware and device manufacturers. This paper describes areas that enable you to build hardware that affords rich, immersive, and captivating experiences that make the next wave of Windows 7 applications not only unique, but fun! This information applies to the following:

Windows 7 Windows Touch References and resources discussed here are listed at the end of this paper. For the latest information, see: http://www.microsoft.com/whdc/device/input/Win7_touch.mspx

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Disclaimer: This is a preliminary document and may be changed substantially prior to final commercial release of the software described herein. The information contained in this document represents the current view of Microsoft Corporation on the issues discussed as of the date of publication. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information presented after the date of publication. This White Paper is for informational purposes only. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS DOCUMENT. Complying with all applicable copyright laws is the responsibility of the user. Without limiting the rights under copyright, no part of this document may be reproduced, stored in or introduced into a retrieval system, or transmitted in any form or by any means (electronic, mechanical, photocopying, recording, or otherwise), or for any purpose, without the express written permission of Microsoft Corporation. Microsoft may have patents, patent applications, trademarks, copyrights, or other intellectual property rights covering subject matter in this document. Except as expressly provided in any written license agreement from Microsoft, the furnishing of this document does not give you any license to these patents, trademarks, copyrights, or other intellectual property. Unless otherwise noted, the example companies, organizations, products, domain names, e-mail addresses, logos, people, places and events depicted herein are fictitious, and no association with any real company, organization, product, domain name, email address, logo, person, place or event is intended or should be inferred. © 2008 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Server, Microsoft Active Accessibility, Win32, and Windows Vista are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. The names of actual companies and products mentioned herein may be the trademarks of their respective owners.

WinHEC 2008 © 2008 Microsoft Corporation. All rights reserved.

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Contents Why Touch?....................................................................................... ..4 Some Definitions: Natural and Intuitive...........................................4 Touch Enhancements to Your Form Factors and Applications..........5 Touch in Windows 7............................................................................5 Hardware Considerations....................................................................6 Where Touch Excels............................................................................7 Overall UI Considerations...................................................................7 Call to Action......................................................................................8 Resources...........................................................................................8

WinHEC 2008 © 2008 Microsoft Corporation. All rights reserved.

Why Touch? - 4

Why Touch? The Windows Touch Technology in Windows 7 is an evolution of the technology found in Windows Vista®. In Windows Vista, single-touch input improved on the interaction model afforded by the pen stylus and the mouse of earlier Tablet PC platforms. With Windows 7, users can directly manipulate their computer environment through multitouch for the first time. This fundamental shift in the end-user experience is similar to that which occurred with the introduction of the mouse. Users spontaneously report that they perceive touch features as an evolution toward a more "intuitive" way of computing. They expect that touch features will make their daily PC activities easier, faster, and more convenient. These respondents' comments mirror findings by outside researchers, who reported on the enthusiasm of the public—both consumers and information workers—for PC touch technology. This might seem a bit surprising, for given the deeply ingrained habits of computer users we might expect skepticism about touch. Yet in other areas, touch technology is all around us. In fact, one stimulus of interest in touch interaction is the availability of touch screens in other areas. Experiences with the iPhone, GPS navigation devices, POS kiosks, and PDAs using touch functionality reinforce positive perceptions that today's technology is easy to use with touch command. Touch input is not a replacement for a keyboard or mouse. The speed and tactile feedback afforded by them are familiar and appealing to users. Instead, touch is an enhancement that makes many common computing tasks not only easier, but potentially more interactive and fun. Touch embodies both pointing and clicking in one movement, entailing less thinking once the user gets accustomed to this direct input method. Another advantage of touch is enabling mouse-free computing, particularly in mobility scenarios such as moving between meetings or traveling on an airplane. A typical user response is, "Not being tied to using a mouse would let me use my computer in more places and would be a lot easier."

Some Definitions: Natural and Intuitive In sum, the challenge to manufacturers, developers, and designers is to create both natural and intuitive touch elements in their applications. Touch is at its most artful when there are elements of both. The question is then, what is natural and what is intuitive? Consider "natural" input to be an onscreen touch action that has a real world equivalent. That is to say manipulating a screen object is identical to what you would do with an object in the physical world. For example, when you push a piece of paper across your desk and you use your finger to "push" or pan a document onscreen, you use WinHEC 2008 © 2008 Microsoft Corporation. All rights reserved.

Why Touch? - 5

natural interaction in both cases. In contrast, an intuitive gesture is based on computer interactions rather than real world affordances. That is, the action is consistent with the user's current understanding of computer interactions. For example, in the physical world you can't take a photo and stretch it to enlarge it, but with computer interaction, you can do exactly that with a multitouch zoom gesture. By placing two fingers on the screen and "expanding" the placement of them, the user resizes the photo. Another example is performing a mouse click. By using a finger to "replicate a double-click" on an object, the user simulates the action required to open a file.

Touch Enhancements to Your Form Factors and Applications One of the best things you can do for users is merely to think about their interaction with your product: figure out exactly what users do with your product. Determine what users do most often in an application-given scenario. Isolate the natural interactions. Ask what you can do to make your product more fun to use. For instance: • What hardware and software controls do your users use most often? Try to imagine them using these with touch rather than the mouse. How does that change the experience? •

Do any of your users' actions with the mouse or other hardware emulate touch? For example, is there a feature that they use with the mouse that would be a truly natural gesture with the finger, such as erasing ink or using a tool to smudge an image?



Is there anything that your product does that would be a lot more fun if done with the finger? For example, do users get to "fling" something across the screen?



Finally, can all of your answers be joined to make a smooth, consistent experience across your product, especially one that is natural and intuitive?

Note We strongly advise user testing—when feasible—before you devote resources to building your enhancements. Even testing with paper prototypes, to see how users react to your concepts, is of great benefit.

Touch in Windows 7 The new Windows 7 touch features offer three layers of interaction. The following table illustrates each level that both user and developer can expect. Table 1. Windows 7 Touch Experiences Layer Description Touch Touch Gestures

Mouse-like behavior: tap, double-tap, right-click, drag and select. Flicks (navigational and editing) Multitouch gestures such as zooming in, zooming out,

WinHEC 2008 © 2008 Microsoft Corporation. All rights reserved.

Touch in Windows 7 - 6

Touch Platform

panning, and rotating. Platform with which you can create rich and immersive applications.

WinHEC 2008 © 2008 Microsoft Corporation. All rights reserved.

Touch in Windows 7 - 7

Applications that run on Windows Vista have access to the first layer: touch. These applications can take advantage of tap, double-tap, right-click, drag, and select. With Windows 7 comes the introduction of the next two layers—touch gestures and the touch platform. Applications that use these elements are described as "touchoptimized for Windows 7." In Windows 7, both touch gestures and a rich platform are available to applications. You can use flicks in your applications today. Flick gestures are quick linear pen or touch movements associated with scrolling actions and commands. The touch platform also offers Win32® and managed .NET Framework versions of APIs that enable you to intercept touch data directly from digitizers and incorporate natural and intuitive actions with touch-enabled UI. For touch to be a success, it has to meet an important user requirement: responsiveness. Users must experience a direct 1:1 reaction between what they are touching and what happens. For example, if the user rotates an object, not only should the rate of rotation meet the user's movement, but more importantly, the application should give the user visual feedback that directly correlates to their intended action.

Tip It might not be a good idea to repurpose a gesture and map it to something far from user expectations. For example, if the user performs a zoom gesture on an image, mapping this action to calling a print dialog would be confusing. You create experiences that are more "natural" and "intuitive" for the user by remaining within established expectations of behavior.

When a user performs a gesture in an application that is not touchenabled, he or she still expects the input to be functional. As a fallback, the operating system sends an equivalent system-level mouse event to the application. For example, if the user performs a pinch gesture (zoom-out), and the application does not handle the new gesture messages sent by the platform, the application still receives a series of smartly timed CTRL+mousewheel events (the current Windows shortcut). However, there is a tradeoff for this fallback support, such that in some cases the experience may feel choppy for the user, moving from one application to another, rather than fluid. This is a decided drawback

Hardware Considerations The OEM ecosystem prides itself on product differentiation, so your application will run on touch-enabled computers of all shapes and sizes. This raises some hardware–based issues to consider: • Devices will have at least two independently trackable touch points. This means you could provide multi-user interaction in a single application. •

Form factors will range from Tablet PC convertibles, to desktop PCs, to stand-alone displays. Sizes will range from 12" to 30".

WinHEC 2008 © 2008 Microsoft Corporation. All rights reserved.

Hardware Considerations - 8

You should ensure that your application scales to provide a great experience on all of them, unless you're intentionally targeting only one form factor.

WinHEC 2008 © 2008 Microsoft Corporation. All rights reserved.

Hardware Considerations - 9



Users will touch your application from differing perspectives. For some, the screen will be upright, so that the user will touch it reaching straight out. They will use the tip of their finger, making it easier for them to touch smaller targets. However, if the screen is lying flat, they will use the pad of their finger, with a larger surface area that requires a larger target.



Drivers are currently in development. To be informed of drivers as they are finished, send mail to [email protected]

Where Touch Excels As noted previously, touch input does not replace the keyboard and mouse. It augments them. However, we have found that for users— especially when mobile—touch input can be more efficient for consuming, organizing, and directly interacting with their files, photos, or data. Consumers find touch input to be highly compelling in the following scenarios: •

Web browsing .



Interacting with photos.



Playing games .



Organizing music and video (playlist creation, media sorting, and content organization).



Reading and sorting e-mail.



Document consumption.



Managing a Windows workspace.

Many other applications will undoubtedly integrate beautifully with touch. Does your product lend itself to panning, scrolling, touching an object, rotating, zooming, and navigating? If so, there's room for your product to shine in a world of touch.

Overall UI Considerations The following is a high-level summary of some guidelines to consider. A program is considered touch-optimized when: • The most frequently used controls are at least 40x40 pixels (23x22 DLUs). •

No tasks require the use of hover or mouse over feedback.



All controls use Microsoft Active Accessibility® to provide programmatic access to the UI for assistive technologies.



The most frequently performed commands are directly on the UI, not in drop-down menus.



Tasks are forgiving, enabling users to correct mistakes easily.



Tasks are designed to avoid the need for extensive text input.

WinHEC 2008 © 2008 Microsoft Corporation. All rights reserved.

Overall UI Considerations - 10

In addition: • Do not assume that if a UI works well for mouse input, it also works well for touch. •

You can assume that if UI works well for a finger, it also works well for a pen.



Spin controls—at 15x11 pixels—are much too small to be used effectively with touch.

Call to Action Please continue to partner with us to help make great touch experiences in Windows 7. For feedback and other interaction, contact the Windows Touch Team at [email protected]. For more information about Windows Touch Technology in Windows 7, see the “Resources” section of this white paper.

Resources For more information about flick gestures: http://go.microsoft.com/fwlink/?LinkId=129614 For more information about the Windows Touch platform in Windows 7 and Windows Touch Technology unveiled at WinHEC: http://www.microsoft.com/whdc/winhec/2008/InsideWH.mspx http://www.microsoft.com/whdc/winhec/default.mspx For more information about Windows Touch: Input and HID page on WHDC.

WinHEC 2008 © 2008 Microsoft Corporation. All rights reserved.

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