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1

Another alternative. Move the "active" points on your thumbs from the middle of the thumb to the right side of the left thumb and the left slide of the right thumb similar to what Android does with it's text cut/copy functionality. This has the advantage that both thumbs are on the same side, reducing the amount of vertical space needed and make it ...


1

Obviously the definitive answer would come from building such a keyboard and doing suitable tests. I don't believe that comparisons between conventional keyboards and either touchscreen or Surface-type touch keyboards are necessarily instructive here, for two reasons: If all the keys other than the spacebar can be distinguished by touch, then the main ...


4

Observations The difference in performance between touch keyboards and mechanical keyboards is clear and well studied. This paper shows that mechanical keyboards not only perform measurably better in speed and accuracy... ...but are also perceived better by users: Even pressure sensitive keyboards (with slightly more mechanical feel than touchscreens) ...


1

As I understand it (correct me if I'm wrong) pressing the upper region of the trackpad will be interpreted as a pressing of a spacebar button on standard keyboards. If a user touches the upper region but doesn't press it then this will be interpreted as a movement on trackpad. I can see a couple of potential issues that would be worth testing and I am sure ...


0

JonW's solution is likely the best in terms of making the sliders visibly distinct to the user, and if I were implementing this, is likely what I would go with. However, if not using above/below and using the original setup another possible solution is to check if the regions are overlapping and if so, select the slider that has the closest origin to the ...


1

I like JonW's solution better, but another possibility is that once the two thumbs are sufficiently close, you could halve the clickable regions of each thumb so that the left thumb's clickable region is its left half and the right thumb's clickable region is its right half. (Or you could continuously adjust the clickable regions as the distance between them ...


2

I solved a similar requirement by providing multiple sliders and linking them together, so that they "validate" against each other (UI to configure shifts - which ultimately comes down to start times). Right pictures indicate boundary conditions (min and max, so to speak): Shift 1: --|--------------------- 02:00 |----------- ---------|-- Shift 2: ...


22

There are too many issues with overlaying two different dragable items on the same control. For one - if you want both values to be the same then it's going to be hard to see that there are two indicators, or if you then want to adjust one of them it's difficult to make sure you're grabbing the correct item. If there are only two drag points, then why not ...


1

Interesting question and took me back to 2008 when I had first encountered the iPhone and got my first iPod Touch which was based on the multi-touch screen and platform of iPhone. The beauty of touch screen devices is that it invites discovery right away. I never read the manual, I do not even know if a manual came or it comes even now. But within a few ...


0

Maybe you could combine the pin with a checkbox and give the pin two clearly distinguishable states (checked, unchecked and maybe differentiate with a colour too, see image). This allows the user to make a selection of different locations/items in one view. It should be clear what can be done with the selected items and I suppose there is a button somewhere ...


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Here is the closest thing I could find to Windows desktop app UI guidelines for touch interfaces: https://msdn.microsoft.com/library/windows/desktop/dn742468.aspx From the top of the document: Fortunately, if your app is already well designed, providing a great touch experience is easy to do. For this purpose, a well-designed program: Ensures ...



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