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2008-09-30
, 20:12
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Posts: 1,878 |
Thanked: 646 times |
Joined on Sep 2007
@ San Jose, CA
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#92
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I am curious how it will work in reality though. Supporting more devices is harder.
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2008-09-30
, 21:25
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Posts: 73 |
Thanked: 17 times |
Joined on Jun 2008
@ Ontario, Canada
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#93
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2008-09-30
, 22:56
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Posts: 566 |
Thanked: 150 times |
Joined on Dec 2007
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#94
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I'd like to have a physical button for scrolling. I read a lot of ebooks and I'd prefer to be able to just tap a button with my thumb or finger (depending on how I'm holding the device) rather than obscuring the screen with my free hand to tap the screen.
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2008-10-01
, 01:50
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Posts: 10 |
Thanked: 2 times |
Joined on Jan 2007
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#95
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Hard keys basically fall into the "non-direct" approach whereas touch UI's work on more direct approach ...
I'd say that it's good to plan and design so that you can create a Maemo device that works without _requiring_ the existance of a HW keyboard, but that you can also create devices that can have the HW keyboard and can therefore provide better text input with it. [...] Support but don't require.
Therefore you can have a "productivity focused device" with a HW keyboard and say a media-consumption device that skips a keyboard for smaller size and/or other features. (These are of course hypothetical device examples.)
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2008-10-01
, 02:55
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Posts: 4,930 |
Thanked: 2,272 times |
Joined on Oct 2007
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#96
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Thank you, now I know what's been (slightly) bothering me about many maemo UIs: some of the toolbar buttons at the bottom of the screen.
Take deleting a file in file manager as an example. First you have to select the file, then go to a different part of the screen and press a spatially unrelated button (the trashcan). Why isn't [delete] on the context menu, right by the affected file, so to speak? Isn't that non-direct, in a way? At the very least the static toolbar takes up precious screen real estate even when not needed.
Before someone complains that the context menu would get too complex, yes it would. Off the top of my head: Replace the textual context menu entries with symbols where established symbols exist and show those in a *circle* around the affected object to minimize stylus/finger travel time. For the more advanced options that require textual descriptions, put those in a third-layer menu (that pops up if you press down on an object even longer).
Can one test-drive these alternate input methods somewhere?
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2008-10-01
, 02:57
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Posts: 1,878 |
Thanked: 646 times |
Joined on Sep 2007
@ San Jose, CA
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#97
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2008-10-01
, 03:05
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Posts: 5,478 |
Thanked: 5,222 times |
Joined on Jan 2006
@ St. Petersburg, FL
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#98
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Sorry, that thinking is too narrow to me. Many of these games NEVER fall out of fashion. I see people get highly addicted to them. In that vein are standards like Yahtzee, Sudoku, etc. I even include Dicewars in that category, as well as some gambling games. Also, some Flash games do support internet-based multiplay.
Anyway, the plan is that Maemo 5 apps are supposed to be able to assume ubiquitous access. Users who don't have a reasonably ubiquitous internet capability, whether cellular, WiFi, or whatever, are going to be something of second-class citizens. Or at least that's what I understand from reports of Summit attendees.
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2008-10-01
, 03:10
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Posts: 4,930 |
Thanked: 2,272 times |
Joined on Oct 2007
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#99
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2008-10-01
, 03:11
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Posts: 662 |
Thanked: 238 times |
Joined on Jul 2007
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#100
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I respect ragnar and his experience, but I hope his opinion is not indicative of groupthink in that organization. The company in general already has a repuation (in the US at least) of not listening to customers, and thinking Our Way is The Way.
Watch out Nokia, Pandora's box has opened (sorta)...
I do love explaining cryptic sigs, but for the impatient: http://www.openpandora.org/