data matrix generator c# open source 2: Designing Your Application in Visual C#

Printer Data Matrix in Visual C# 2: Designing Your Application

CHAPTER 2: Designing Your Application
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Color: is extremely important for conveying information such as grouping or distinguishing between functional elements. Ensure color is used judiciously so that it does not become a distraction. Images and graphics: are extremely important for concisely conveying information. But be focused on the information you are trying to convey. Avoid complex images on a small display. Animations and transitions: are very useful to help guide the eye or establish context within an application. However, when overused animation can distract and even slow the user from completing his desired task. Again, for excellent coverage of Design Unity, please look at the Forum Nokia web site here:
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http://library.forum.nokia.com/topic/Design_and_User_Experience_Library/GUID-EDA69912 C994-4742 B936-AF5C3D855C41.html
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We have presented a good, generic multistep framework for how to approach the product design phase of your application. Now let s jump into some specific tips guiding you toward good usability and visual design.
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Usability Guidelines
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The mobile device is used differently from a desktop device. In this section we present some design guidelines you should follow to make your application as usable as possible. This section is based largely on information from Forum Nokia. More complete information can be found here:
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http://library.forum.nokia.com/topic/Design_and_User_Experience_Library/GUID-D35E7FD1F4DC-4AF1-A53D-DC6E42DE456C.html
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Navigation
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Navigation is the process by which the user travels through your application to get information or perform a task. Using a mobile device, we often have only the user s partial attention so navigation should be simple. Unlike a desktop, we cannot have multiple views at one time, so there is a temptation to lead the user through a long series of screens to get to where he wants to go. This should be avoided. Don t force the user to configure things that can be configured automatically. A clever application can learn from the user s behavior, and additionally allows the user to manually change options that the system incorrectly assumed. Plan for user customization. Consider whether your target device is touch (the user can interact with the device by touching the display) or non-touch (the user must use hardware keys to interact with the device), or a hybrid combining both. This will fundamentally determine the navigation
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CHAPTER 2: Designing Your Application
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paradigm for your application. In recent times, touch UI has become preferred. A common case is to design for touch to be used for primary navigation, with hardware keys to be used as task accelerators. An example of this is the red end key. Typically, to exit an application, you choose the exit menu sub-option from the options menu. Pressing the red end key is a shortcut path to the same exit functionality. When designing touch areas for your application, ensure the touch targets are large enough to be easily selected. Historically, the Symbian S60 UI style provides the following guidelines: 7 x 7 mm with 1 mm gaps for index finger usage. 8 x 8 mm with 2 mm gaps for thumb usage. List type of components should have minimum of 5 mm line spacing. These guidelines still apply today with Qt on Symbian and MeeGo.
Entering Information
Entering information with a keypad is obviously more difficult than with a desktop keyboard. Keep in mind that the user has multiple avenues to enter information on the mobile. GPS sensors can be used to enter position information. The camera can be used to enter information such as by scanning a 2D barcode. The camera can also be used to enter information by taking a picture. Nokia s Point and Find, for example, takes input from the camera and returns new information about the photographed object. Motion sensors can be used as a method to input information by sensing gestures. When designing for keypad entry, consider that some devices will have a numeric keypad, while some will have a complete alphanumeric keypad. And, of course, consider that now touch is an extremely popular modality on today s modern mobile handsets. Depending on the target device, design for touch as a primary input, with keypad entry an optional accelerator. To make it easier to enter information, you should try to automate data entry as much as possible. Try to automatically populate fields where appropriate. For example, the contact database can be queried to autocomplete entries or fill in additional fields. Do not force the user to re-enter information after navigating back and returning to a data entry screen. Finally, consider different languages and methods for input when designing your application. Chinese, for example, will have methods for information entry much different from Western languages.
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