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:rsh...@instantinteractive.com
Instant Interactive(tm) http://www.instantinteractive.com
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