• Open Menu Close Menu
  • Apple
  • Shopping Bag
  • Apple
  • Mac
  • iPad
  • iPhone
  • Watch
  • TV
  • Music
  • Support
  • Search apple.com
  • Shopping Bag

Lists

Open Menu Close Menu
  • Terms and Conditions
  • Lists hosted on this site
  • Email the Postmaster
  • Tips for posting to public mailing lists
Re: Touchscreens and control scaling
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: Touchscreens and control scaling


  • Subject: Re: Touchscreens and control scaling
  • From: Ricky Sharp <email@hidden>
  • Date: Thu, 4 Jun 2009 15:47:47 -0500


On Jun 4, 2009, at 2:51 AM, Joe Ranieri wrote:


On Jun 4, 2009, at 03:44, Ben wrote:

Hi list,

I've been sketching out an application and could do with a little advice on which cocoa-direction to take. It's a full-screen (kiosk) type app, running in a very controlled environment (not for wide release) but which would run on an external touchscreen monitor.

While I can make buttons and labels big enough for fingers to poke, I'm concerned about controls like table headers and scrollers being large enough to make finger-size targets. I'm asking sooner rather than after testing the usability in case there are special considerations I should take before writing the first lines of code.

The only options I can think of are:

1. Make a normal app and use quartz debug to scale *everything* up
2. Subclass and/or redraw any controls too small for finger taps
3. Shut up and try it out first

I don't think option 1 will work well. Apple hasn't done too much to make anything resolution independent. Try running stuff on a non-1.0 scale factor to see. We ended up going with option 2, partially for usability, and partially because we wanted an entirely themed kiosk environment anyways.


For a kiosk, you should definitely consider your own UI. That's what I have done. You'll also find that if your app will be exclusively used in touch environments, some of the Aqua controls may not fit well at all (since they were designed primarily for point-and-click). (Same thing goes for iPhone OS UI; totally different set of controls and behaviors).

In terms of resolution independence, note that while Apple's own Cocoa controls may not yet be RI-ready, the underlying frameworks are basically all there. I actually submitted an app for the design awards back in Tiger days that was RI-savvy. It not only worked with integral scale factors, but the fractional values as well.

___________________________________________________________
Ricky A. Sharp         mailto:email@hidden
Instant Interactive(tm)   http://www.instantinteractive.com



_______________________________________________

Cocoa-dev mailing list (email@hidden)

Please do not post admin requests or moderator comments to the list.
Contact the moderators at cocoa-dev-admins(at)lists.apple.com

Help/Unsubscribe/Update your Subscription:
This email sent to email@hidden


  • Follow-Ups:
    • Re: Touchscreens and control scaling
      • From: Benjamin Dobson <email@hidden>
References: 
 >Touchscreens and control scaling (From: Ben <email@hidden>)
 >Re: Touchscreens and control scaling (From: Joe Ranieri <email@hidden>)

  • Prev by Date: Re: NSNull and distinct objective-C type
  • Next by Date: Re: launchd detecting when an application is running
  • Previous by thread: Re: Touchscreens and control scaling
  • Next by thread: Re: Touchscreens and control scaling
  • Index(es):
    • Date
    • Thread