The Back Room

Tag: Flash with Touch Screen

Using Adobe Flash/AIR for Museum Touch Screen Kiosk Application Development

by Bruce on Nov.20, 2009, under Hardware, Software

If you’ve never developed a touch screen application before, there’s a lot to think about that makes it different from a browser based or native application. It’s impossible to go through the full breadth of things to consider, but I figured posting a few helpful tips might be good.

Well Spaced and Big Button Sensing Areas
So, this does not necessarily mean giant buttons. Often that’s a good solution, since museum visitors are not just those familiar with computers but include many folks who don’t interact daily with computers. Really though, it’s about making sure that the sensing areas of buttons are forgiving enough to work with clumsy fingers, and to account for the different alignment people will get from looking at the screen from different angles. If you touch a screen from a low angle on what you see as the button area, and then change your perspective, that button area can be drastically different from above. A mouse is absolute. The button is the button. But with a fingers on a large screen, it can actually chance. So, large sensing areas for the buttons, and don’t put them too close together to account for different perspectives and clumsy fingers.

Consider Hand Position
When using a touch screen, a person uses their hand, thus creating a natural block for some of the screen area. With a mouse pointer, it’s small enough that unless an interface is very tiny, it won’t block anything when using it to select menu items, etc. But, with a finger, you’ve got a whole hand attached. So, imagine you have a screen where you have 5 buttons. Each button makes a change to a large image in the center of the screen. Although many web pages have navigation and other items at the top, this makes little sense in our scenario, because you want to see how your selection is changing the screen. If the buttons are at the top, you’ll have to move your hand away each time you press one to see the results. It may make more sense to place buttons along the bottom, or the right side. Although it may seem biased, you have to consider that most people are right handed, and if you have to favor one or the other, then choose right. The main thing to get from this one is just to think about where people’s hands are going to be and if they’ll be blocking items you need them to see when operating the screen.

Choose the Best Viewing Angle
This has more to do with fabrication than the software programming. You should make sure you consider who the audience is when choosing what angle and height to put the screen at. It seems like a basic enough idea, but there are many times when we haven’t been involved in the hardware or installation decisions of an institution, and they’ve installed a touch screen for children flat on a table that’s 36 inches high. How can a kid see that properly without standing on something? Or, a kiosk is supposed to take a photo of a person to put on postcard and email home, yet the camera is pointing almost at the floor, so if you’re over 3 feet tall, you’re bending awkwardly and contorting to get in the picture. Little things like this really affect the usability of a screen.

Hide the Mouse
I really don’t understand museum exhibits that have mice showing. I think people leave it there so that you see where you’re clicking and navigating. The thing is, you don’t want people to walk up to a touchscreen and see it as just a computer program running. You want them to walk up and see it as an experience that is something they can’t get at home. You can click on buttons at home, but you can’t touch a screen and move elements around the same way you can on a touch screen. Having the mouse pointer on screen breaks up your interface and reminds people they’re just looking at a computer screen.

Give Clear Direction
An interface must give users clear direction about what to do. Children will walk up to an exhibit and start banging away on the screen and they’ll figure it out. It’s the visitors that are new to touch screens and computer interactive programs that will just stand and stare at the screen, not sure what to do next. Things need to be clearly defined, and text must be readable. Sure, many people won’t read the directions, not matter how much you highlight them, but they need to be able to understand what to do by visual clues. There is a lot that can be written about creating touch screen interfaces, but my overall comment here is make sure people understand what to do.

I’m open to suggestions here, and I am not saying my comments are the be-all and end-all, but we’ve certainly learned a lot from working in this area for years. Some other miscellaneous items to consider:

- There are no rollOver or rollOut commands. Tooltips, highlights, etc. won’t work since it’s just about single touches.
- It’s good to use high contrast colors to make sure it’s visible to as many people as possible
- Choose a type of touch screen technology that works for what you need. (Capacitive, Resistive, SAW, etc.)

Anyone else have any tips?


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