- From: Tobie Langel <tobie@fb.com>
- Date: Wed, 8 Feb 2012 08:36:30 +0000
- To: Marcos Caceres <w3c@marcosc.com>, Charles Pritchard <chuck@jumis.com>
- CC: "Michael[tm] Smith" <mike@w3.org>, "public-webapps@w3.org" <public-webapps@w3.org>
The general use case is any UI that's been designed exclusively for portrait or landscape mode because displaying it in the other mode either doesn't make any sense (e.g. most platform games), requires some artifice that the designer wanted to avoid (e.g. to function in landscape mode, e-readers rely on the book metaphor), or isn't cost effective (i.e. it requires designing two radically different UIs instead of one). --tobie On 2/8/12 9:16 AM, "Marcos Caceres" <w3c@marcosc.com> wrote: > > > >On Wednesday, 8 February 2012 at 07:39, Charles Pritchard wrote: > >> In case it's needed; use case: >> >> User is drawing a sketch on their mobile phone and their rotation is >>intentional as if they are working with a physical piece of paper. >or a car game where the driving is controlled by how much the device is >rotated (you want the orientation locked, probably to landscape)Š There >are other games, like Rolando [1], that make use of both portrait, >landscape, and a kind of "fixed mode"Š where the orientation is "fixed" >no matter what way you rotate the screen (think of rotating a video >cameraŠ the world in the view finder stays "fixed") > >[1] http://rolando.ngmoco.com/
Received on Wednesday, 8 February 2012 08:42:20 UTC