2 Address comment by Lie Ryan
source | link

Advantages

A touch screen has the advantage of greater context sensitivity. The sizes, shapes, colors, and labels of controls can change during operation to reflect what is needed for a particular step of a process. Non-touch devices often simulate this by placing a control next to the bottom or side of the screen and displaying a label next to that control, such as the buttons on the side of a gas pump's screen or the left, OK, and right action buttons of a flip phone.

Multitouch screens give an additional axis of displacement between touch points without needing much additional space. This is used for pinch gestures to zoom and rotate objects on the display, so as not to clutter the screen with rotation and size handles.

Disadvantages

But a flat sheet of glass is a poor choice when the user's eyes are diverted elsewhere. In the case of a car's entertainment system, the user's eyes are on the road. In the case of text editing, the user's eyes are on the document to catch mistakes at the insertion point. In the case of a video game that isn't point-and-click, the user's eyes are on the main character that he is controlling. This will likely become less of an issue once haptic feedback matures.

And even when the eyes are focused on the display, finger touch has another disadvantage. A mouse, trackball, trackpad, or stylus can acquire finer targets than a finger. The iOS Human Interface Guidelines recommend giving a control's hitbox a width of 44px.* Controls in a mouse- or stylus-driven GUI can comfortably be as small as half that size in both directions, such as on a toolbar, or one-third the size vertically, such as for a button with a text label. Or if someone is working on a drawing, it can become tedious to pinch zoom in to make fine strokes with the finger, pinch zoom back out to see the context, and repeat. A larger touch screen can work around the context problem by showing zoomed-in and zoomed-out views side by side, but a larger touch screen also tends to invoke the gorilla arm effect when the user's arm is raised too long.

Finally, affordable touch screens might not be quite as rugged as physical controls, and use with dirty or gloved hands is often problematic.

* In CSS, 1px refers to approximately 1/2700 of the distance from the eye to the display. This translates to 44 pixels on a standard display or 88 pixels on a Retina® display or other high-DPI display.

Advantages

A touch screen has the advantage of greater context sensitivity. The sizes, shapes, colors, and labels of controls can change during operation to reflect what is needed for a particular step of a process. Non-touch devices often simulate this by placing a control next to the bottom or side of the screen and displaying a label next to that control, such as the buttons on the side of a gas pump's screen or the left, OK, and right action buttons of a flip phone.

Multitouch screens give an additional axis of displacement between touch points without needing much additional space. This is used for pinch gestures to zoom and rotate objects on the display, so as not to clutter the screen with rotation and size handles.

Disadvantages

But a flat sheet of glass is a poor choice when the user's eyes are diverted elsewhere. In the case of a car's entertainment system, the user's eyes are on the road. In the case of text editing, the user's eyes are on the document to catch mistakes at the insertion point. In the case of a video game that isn't point-and-click, the user's eyes are on the main character that he is controlling. This will likely become less of an issue once haptic feedback matures.

And even when the eyes are focused on the display, finger touch has another disadvantage. A mouse, trackball, trackpad, or stylus can acquire finer targets than a finger. The iOS Human Interface Guidelines recommend giving a control's hitbox a width of 44px.* Controls in a mouse- or stylus-driven GUI can comfortably be as small as half that size in both directions, such as on a toolbar, or one-third the size vertically, such as for a button with a text label. Or if someone is working on a drawing, it can become tedious to pinch zoom in to make fine strokes with the finger, pinch zoom back out to see the context, and repeat.

Finally, affordable touch screens might not be quite as rugged as physical controls, and use with dirty or gloved hands is often problematic.

* In CSS, 1px refers to approximately 1/2700 of the distance from the eye to the display. This translates to 44 pixels on a standard display or 88 pixels on a Retina® display or other high-DPI display.

Advantages

A touch screen has the advantage of greater context sensitivity. The sizes, shapes, colors, and labels of controls can change during operation to reflect what is needed for a particular step of a process. Non-touch devices often simulate this by placing a control next to the bottom or side of the screen and displaying a label next to that control, such as the buttons on the side of a gas pump's screen or the left, OK, and right action buttons of a flip phone.

Multitouch screens give an additional axis of displacement between touch points without needing much additional space. This is used for pinch gestures to zoom and rotate objects on the display, so as not to clutter the screen with rotation and size handles.

Disadvantages

But a flat sheet of glass is a poor choice when the user's eyes are diverted elsewhere. In the case of a car's entertainment system, the user's eyes are on the road. In the case of text editing, the user's eyes are on the document to catch mistakes at the insertion point. In the case of a video game that isn't point-and-click, the user's eyes are on the main character that he is controlling. This will likely become less of an issue once haptic feedback matures.

And even when the eyes are focused on the display, finger touch has another disadvantage. A mouse, trackball, trackpad, or stylus can acquire finer targets than a finger. The iOS Human Interface Guidelines recommend giving a control's hitbox a width of 44px.* Controls in a mouse- or stylus-driven GUI can comfortably be as small as half that size in both directions, such as on a toolbar, or one-third the size vertically, such as for a button with a text label. Or if someone is working on a drawing, it can become tedious to pinch zoom in to make fine strokes with the finger, pinch zoom back out to see the context, and repeat. A larger touch screen can work around the context problem by showing zoomed-in and zoomed-out views side by side, but a larger touch screen also tends to invoke the gorilla arm effect when the user's arm is raised too long.

Finally, affordable touch screens might not be quite as rugged as physical controls, and use with dirty or gloved hands is often problematic.

* In CSS, 1px refers to approximately 1/2700 of the distance from the eye to the display. This translates to 44 pixels on a standard display or 88 pixels on a Retina® display or other high-DPI display.

1
source | link

Advantages

A touch screen has the advantage of greater context sensitivity. The sizes, shapes, colors, and labels of controls can change during operation to reflect what is needed for a particular step of a process. Non-touch devices often simulate this by placing a control next to the bottom or side of the screen and displaying a label next to that control, such as the buttons on the side of a gas pump's screen or the left, OK, and right action buttons of a flip phone.

Multitouch screens give an additional axis of displacement between touch points without needing much additional space. This is used for pinch gestures to zoom and rotate objects on the display, so as not to clutter the screen with rotation and size handles.

Disadvantages

But a flat sheet of glass is a poor choice when the user's eyes are diverted elsewhere. In the case of a car's entertainment system, the user's eyes are on the road. In the case of text editing, the user's eyes are on the document to catch mistakes at the insertion point. In the case of a video game that isn't point-and-click, the user's eyes are on the main character that he is controlling. This will likely become less of an issue once haptic feedback matures.

And even when the eyes are focused on the display, finger touch has another disadvantage. A mouse, trackball, trackpad, or stylus can acquire finer targets than a finger. The iOS Human Interface Guidelines recommend giving a control's hitbox a width of 44px.* Controls in a mouse- or stylus-driven GUI can comfortably be as small as half that size in both directions, such as on a toolbar, or one-third the size vertically, such as for a button with a text label. Or if someone is working on a drawing, it can become tedious to pinch zoom in to make fine strokes with the finger, pinch zoom back out to see the context, and repeat.

Finally, affordable touch screens might not be quite as rugged as physical controls, and use with dirty or gloved hands is often problematic.

* In CSS, 1px refers to approximately 1/2700 of the distance from the eye to the display. This translates to 44 pixels on a standard display or 88 pixels on a Retina® display or other high-DPI display.