Specifications

Intelligent Building Series C-Touch Programming Reference
10.0 Good Design Practices
Good projects have a number of common features regardless of the design of the
projects. The number of fonts and components is held to the minimum, memory
utilisation is carefully controlled, the ergonomics of the pages and their navigation is
natural and intuitive and finally, good documentation and a user training session
complete a successful project.
10.1 Fonts
The number of fonts should be held to minimum to avoid visual confusion.
Another good reason to use the smallest number of fonts possible is to reduce
memory requirements since each font used must be stored in the C-Touch
memory even if it is only used in one place in the project. In general, larger fonts
are easier to read (although large fonts take up more space than smaller ones,
the gains in readibility are worth it.)
10.2 Components
Components provide a convenient combination of functionality and ease of use
from the programming point of view but the “price” of the component
architecture used in C-Touch is the relatively large amount of memory used by
these same components. If a component aids in comprehension, provides
essential functionality, or creates an impressive visual effect then it should be
used, but it is worth bearing in mind the cost in terms of memory utilization.
Having decided to use certain components then large, “friendly” buttons and
large icons should be used.
10.3 Page Layout
The guidelines for page layout are recommendations rather than “hard and fast
rules” and should be kept in mind where possible. The pages in a project should
have a similar look or style. The Back Buttons and any other navigation buttons
should be in the same place on each page. The overall design should be
uncluttered.
10.4 Project Structure and Navigation
The most common graphical interface similar to C-Touch for the average user
would be that presented by internet browsers. These tend to feature a “Back”
button to return to previously visited pages. Although this scheme can be used
to navigate through any project, other schemes such as the example project
illustrated throughout this Guide may be used (where a page can have buttons
to return to intermediate levels in the project.) Virtually any logical system can
be used to navigate and once a user is familiar with a particular scheme the
exact details are unimportant. The key is to make the scheme logical and
consistent.
Another idea worth enforcing is that of a limit on the number of levels of menus
supported. A project should have no more than three levels of depth for
comprehensibility. If a greater depth is chosen, the user can become
disoriented and frustrated at being unable to find a particular page. If the “three
deep” rule is adhered to this is most unlikely.
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