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Microsoft Publisher support makes its way to LibreOffice.

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microsoft publisherIn early June we told you about public availability of libmspub — a library for reading Microsoft Publisher files and converting them to OpenDocument and SVG. It's time for an update.

Work on this library, including reverse engineering of PUB files, is a Google Summer of Code 2012 project. Brennan Vincent is the primary developer and GSoC student who is mentored by Fridrich Štrba (LibreOffice) and Valek Filippov (re-lab).

There will be certain issues with the built-in SVG converter that are easy to predict. First of all, SVG doesn't yet have pagination, and according to Tavmjong Bah, an Inkscape's representative in the W3C SVG working group, it's a low priority feature at this point.

SVG also doesn't have a notion of linked text frames, albeit this could be solved thanks to recent Adobe's work on CSS. And then there is the whole sad story of flowed text in SVG. The example below is a good illustration of that, because contrary to that LibreOffice renders the text in frames just fine.

It is important to note, however, that libmspub will just make sure that as many features of Publisher files as possible will be understood, so that anyone could later plug in the code for converting those features to SVG. The library will also provide API for requesting single pages. As for LibreOffice Draw, it simply imports all pages.
tdf-infographics1207
This project is being worked on by Brennan Vincent, a Google Summer of Code student who is co-mentored by Fridrich Strba of LibreOffice team and Valek Filippov of truly yours re-lab team. Fridrich also keeps working on both Corel DRAW and Visio support in LibreOffice.
The libmspub library is the 3rd collaborative project between LibreOffice and re-lab. Architecturally it's a lot like both of the other libraries and has pretty much the same prerequisites: libwpd, libwpg, writerperfect. All source code is in a public Git repository.

The story of the libmspub project dates back to late 2010 when the Scribus team expressed an interest in at least a basic reverse-engineered specification of Microsoft Publisher files. The re-lab project did that, but the Scribus team turned out to be undermanned to have a go at a converter.

Hence the work on reverse-engineering .pub was temporarily put on hold. However OLE Toy app which was specifically created for examining .pub files eventually started supporting all kinds of proprietary file formats such as Visio, Corel DRAW, Macromedia Freehand etc.

Today OLE Toy is the central part of reverse-engineering workflow in both teams, and with this GSoC project it's destined to fulfill its original role. Better late than never.
office11_201
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Monday, July 23, 2012

6:58 AM

Designing the Windows 8 touch keyboard.

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windows8_w8_001-300x299When we began planning how touch and new types of PCs might work on Windows 8, we recognized the need to provide an effective method for text entry on tablets and other touch screen PCs. Since Windows XP SP1, which had Tablet PC features built in, Windows has included a touchable on-screen keyboard. But those features were designed as extensions to the desktop experience. 

For Windows 8, we set out to improve on that model and introduce text input support that meets people’s needs, matches our design principles, and works well with the form factors we see today and expect to see in the future.
I’m writing this blog post on our Windows 8 touch keyboard using the standard QWERTY layout in English. As I look at it, the keyboard seems very simple and sort of obvious. This comes partly from having worked on it for a while, but also because keyboards are familiar to us. But there is more here than meets the eye (or, fingertips).
We started planning this feature area with no preconceived notions. As we do with all our features, we began the text input design project with a set of principles or goals. On a Windows 8 PC using touch, we want people to be able to:
  • Enter text quickly, reasonably close to the speed with which they type on a physical keyboard
  • Avoid errors, and be able to easily correct mistakes
  • Enter text comfortably, in terms of posture, interaction with the device, and social setting
You might note that none of those goals explicitly assumes a keyboard. And when we started the project, we cast a broad net across possible approaches to text input. We found that of all the methods of text input we considered, none met the goals above as well as a keyboard. The majority of people are simply faster, more accurate, and more comfortable typing than they are writing any other way. Windows has highly accurate handwriting recognition in several languages, as well as advanced speech recognition, for example. But without a great touch keyboard, we were not going to be able to fulfill people’s needs and expectations for touch-screen devices running Windows. So we set out to create the best touch keyboard on any device.
Optimizing for comfort and posture.
There are many ways to imagine touch keyboards on a tablet, and we sketched a lot of them—large keyboards, tiny keyboards, floating keyboards, circular keyboards, swipe keyboards. But our initial design process was grounded in research we did into the ways that people interact with tablets. Our researchers conducted an in-depth study in which they observed people “living with” tablets over a period of time. Through these observations and interviews, we saw a set of three postures that are most common among people using tablets:
  1. One hand holding the device, with one hand interacting with the user interface
  2. Two hands holding the device, with thumbs interacting
  3. Resting the device on table, lap, or stand, and interacting with both hands
3 images of 3 common ways to hold a tablet and type
Research into people “living with” tablets revealed three common postures.
In these postures, people felt most natural and most likely to use the tablet for longer periods of time. We’ve made many design decisions in Windows 8 to optimize for these postures, and that includes how people intuitively input text. When typing on a tablet, most people either set it on their lap or a table and multi-finger type, or hold it in their hands and type with their thumbs, or hold it with one hand and “hunt and peck.”
Our standard touch keyboard layout is optimized for laying the tablet down and multi-finger typing, and also works well for typing with one hand. We also introduced a new layout we call the thumb keyboard (which we showed for the first time at our very first preview of Windows 8 about a year ago), which is designed for holding the tablet with two hands and typing with your thumbs. This keyboard is adjustable in size, to accommodate different hand sizes. An interesting observation from our posture research is that people frequently switch postures, and that posture switch is often seen as a positive thing, as we move about to remain comfortable. So in our keyboard layouts we also considered what it would be like to type for a period of time—say, an email to your mom—and switch postures while you do it. You might start by typing with the tablet lying on the coffee table, for example, but then you might tire of that posture and pick up the tablet, lie back on the couch, and interact with two thumbs.
Further research into posture and comfort helped us to understand how people hold tablets, and how far our thumbs typically reach. In a follow-up study, we had a wide selection of people with different hand sizes use a tablet with sensors that would indicate where their thumbs could reach most comfortably, where they could extend to, and where reach was just uncomfortable. These results helped us optimize the use of the system with thumbs, and helped shape the thumb keyboard layout.
thumb keyboard at left and right edges of screen, overlaid with green, yellow, and red ovals, one for each side.
This heat map illustrates the typical reach of people’s thumbs, overlaid on the thumb keyboard layout. Green is very comfortable, yellow can be reached, and red is typically uncomfortable.
Typing on glass.
The next challenge we considered was the experience of typing on the glass display of a tablet. At least one of the key postures—laying the tablet down—is analogous to typing on a physical keyboard. So unlike typing text on a phone, we were faced with direct comparisons with the physical keyboard experience. When you type on your laptop or desktop, you enjoy some real benefits. You get a lot of sensory feedback as you type. First, you can position your hands quickly on your home keys, and most keyboards have small bumps on the J and F keys (in English QWERTY keyboards) to confirm that position. Then, as you type, the shape of the keys reinforces where your fingers are as they move about. The keys have “travel,” or small up-and-down movement, which confirms that you struck them. And because the keyboard is mechanical, there is a tapping sound that confirms your key strikes (perhaps to your chagrin, if your colleagues are checking email during meetings J).
If you lay down a piece of glass and type on it, you get no feedback; there is no indication for where to position your hands, and there is no indication of whether you’ve hit a target or not. Recognizing this, we made a few decisions. We needed to provide some type of feedback, and we needed to recognize that people will be more “sloppy” when typing on a touch keyboard. But we also observed that a touch keyboard can do things that a physical keyboard can’t, and we should bring those functions out.
The feedback you see in the touch keyboard comes in two forms—the keys change color when you touch them, and they trigger a subtle sound. This is similar to what you see on most phone touch keyboards. We considered other forms of feedback, but ruled them out as too disruptive or unnatural. For example, we explored haptic feedback (a vibration of the device based on input) which you also find on many phones. But most people find the current state-of-the-art haptics somewhat irritating when typing pieces of any length and a buzz can feel as much like a punishment as a reassurance.
Our two forms of feedback—visual key changes and sounds—are not without controversy either. Visual key changes are not always ideal when you are entering a password, for example, and for that reason we enable you to suppress feedback in these cases. Some people have argued that key press sounds are irritating and artificial. But user testing confirmed our assumption that people clearly find the sounds reassuring and confidence-inspiring when typing on glass. The specific sounds we use (which are very similar to those on the Windows Phone) are designed to be “residual,” where you quickly forget that they are there, but would notice if they were turned off.
Both forms of feedback may be used more when people are first getting used to the experience. We have done eye-tracking studies in the lab, which showed that as people become more proficient with the touch keyboard, they spend more time looking at the input field, and less time looking at the keyboard itself. So the appearance of each character becomes the best feedback when you are typing efficiently. I’ll tell you a little more about these eye-tracking studies later in this post.
eye tracking data overlaid on image of typing on a touch keyboard.
As people spend time with the touch keyboard, their focus moves more consistently to the input field, as this heat map from an eye-tracking study shows.
But even when you “get good” at typing on a touch keyboard on glass, you will still be sloppier and slower than you would be with a physical keyboard. The Windows 8 touch keyboard has some special accommodations to address this reality. The most interesting one is what we call the “touch model.”
When you tap a key on the touch keyboard, we detect the coordinates of your touch, and we can map it to the geometry of the keys. But as your fingers move about across the glass, your press is likely to migrate outside the boundaries of the key you intended to touch. If we relied simply on the geometry mapping of the keys, you would see a lot of errors. To account for this, the key press is first compared against a model that assesses the likelihood that you intended to strike that key or a key near it. This processing is informed by two things. First, we use data from many people’s typing pangrams, or phrases that use every letter of the alphabet, recording trends where peoples bias their touch away from the intended target. For example, they might intend to type a p, but often strike the o, because most people’s fingers curve inward. Based on a set of characteristics, including typing speed, the model weights the likelihood that you intended to type one key over another. Secondly, we use lexical data representing letters and words that are likely to be strung together in writing. This is the same system that enables spelling correction—the system “knows” what you probably intended to type even if you made a mistake.
Based on the touch model, the keyboard is often able to quietly correct cases where you intended to type a p for example, but inadvertently struck the o, on a QWERTY layout. Or consider the example where you are typing the word “the.” If you type t then h and then touch between the e and w but slightly more on the w, the touch model adjudicates this, knows that t-h-e is the common character combination in English rather than t-h-w, and appropriately outputs the e. But if you touch the w fully, the keyboard respects that input and assumes you know best. This all happens while you are typing, so the right character goes into the input field and doesn’t require further correction. When this works best, you don’t realize it’s even happening, increasing your confidence in typing on glass.
Keyboard shown with circles representing the areas where people typically touch to activate each key. Touch areas for P and O overlap.
This map from a report on touch model data illustrates biases that people show toward certain keys when typing on a touch keyboard.
Great for typing.
Once we accounted for feedback and provided “guard rails” for inevitable mistakes, we still had to determine the specific keyboard layouts—what keys go where. Key positions have a big influence over typing speed and accuracy, and people have very strong—and often conflicting—opinions about keys. But the design problem broke down logically, based on our observations of interaction and some physical realities. For example, we confirmed our assumptions that:
  1. Most people have developed very strong habits based on the conventions of physical keyboards. When you break these conventions, it slows their typing down appreciably. This even applies to very young folks or dedicated T9 typists, for example, as most of us learn to touch-type in some form at a young age.
  2. There are optimal targetable sizes of keys. The extensive research Microsoft has done into physical keyboards applied here too. For example, the letter keys on our touch keyboard are 19mm wide, the same as on most physical keyboards, because people showed faster typing speeds with targets of that size (rather than smaller or larger).
  3. The more keys you include, the more likely people are to make mistakes. This is partly because more keys mean the keys need to be smaller and there’s a greater likelihood of hitting a key you didn’t intend. More keys also create visual clutter and distraction and slow your ability to scan and find a key.
  4. You don’t want to obscure more than half the display with a keyboard. A too-large keyboard creates a claustrophobic experience and you lose context. However, there is a counter rule that says obscuring about half the display works fine. This is because entering text is most often a “modal” activity, where your focus is very much on typing something and not on the periphery. Your area of focus outside the keyboard is relatively small, and directed toward the characters you’re typing. Our eye-tracking studies, illustrated in this post, demonstrate this.
  5. People use some keys more than others. We deduce this from analyzing passages of text written in real-world circumstances. There are clear patterns of frequency in the use of letters and symbols.
  6. People will learn to do new things—and learn quickly—if they don’t interfere with habits.
So in the end, the layout of a touch keyboard in any language becomes a balancing act of the different factors. You want to reduce the number of keys in the default layout, for example, but if you remove a key people rely on in typing every day, you will frustrate them. The layout needs to be big enough to support accuracy, but not so big it obscures the application.
There was one more overall rule or principle that we applied to the keyboard layouts specifically: They must be great for typing. That seems obvious but it’s clarifying when you recognize that keyboards are used for a lot of things other than writing words—shortcuts to UI, for example, or sending commands, or entering codes. Our keyboard is optimized for typing, because that is its primary purpose and it must do it well above all other things. Let’s take a look at a few of the decisions we made that fit within these parameters.
Numbers.
We get a lot of questions about why we don’t include a number row in the default keyboard layout. We use numbers frequently in our jobs, and we’re used to finding number keys on the top of our physical keyboard. The Windows 7 on-screen keyboard has a number row, for example. This is consistent with the overall design of that keyboard—it is essentially a software emulation of a physical keyboard. It has not been optimized for a world of touch.
On-screen keyboard that looks similar to many physical keyboards
The Windows 7 on-screen keyboard emulates a physical keyboard and isn’t optimized for touch or typing. 
Some of our early designs and prototypes had a number row too. But when we brought these designs in front of people, the feedback was strong that the keyboard felt “cramped” compared to what they were used to. We observed frequent errors and accidental invocation of keys, especially around the perimeter of the layout. This resulted in a number of changes, and it confirmed the decision to not include a number row. Here’s why: Including a number row meant adding a fourth row of character keys. When we optimize for keys with a targetable size, that means the keyboard must be that much higher. On a typical tablet device (say with a screen size of 10.6 inches) adding a number row would mean that more than half of the display would be covered by the keyboard. When we combined this with the observation that numbers are typed less frequently than most letters and common symbols, and you recognize that the extra keys are causing accidental key presses, we settled on including numbers on the separate number and symbol view.
That settled, we still had debates about whether to display numbers as a row across the top of the numbers and symbols view, or to display it as a numeric pad. We chose the numeric pad for a few reasons:
  1. People often enter multiple numbers at once.
  2. It’s easier to scan an organized group than a long row.
  3. People type number sequences much faster when the numbers are clustered.
We also decided to include the numbers in 1,2,3 order from the top, rather than 7,8,9, as it appears on many extended computer keyboards or cash registers. This is an interesting case where the physical keyboard convention didn’t matter as much, because people have become familiar and very comfortable with the order of number pads on phones, ATMs, remote controls, and other modern devices. 1,2,3 order is simply easier for the eyes to scan and the brain to process than any other order.
Symbols on left include ! @ # $ % & ( ) and more, and numbers on right are arranged as on an ATM keypad.
The number and symbol view includes a numeric pad that reflects modern layouts we find on phones, ATMs, and remote controls.
Tab key.
The tab key has a similar story. It’s a key we use a lot—for formatting documents, but also for things like navigating input fields on a webpage. For that reason, we included it in one of our early touch-optimized layouts, after we had removed a lot of other keys typically found on physical keyboards. It looked like this.
Extra keys include tab, and secondary characters like ( ) _ - / @ ' ; : "
An early layout of the keyboard had extra keys that interfered with accuracy and speed.
You might observe that on the right and the left, there are borders of keys that aren’t letters or symbols. This layout yielded the results described above—people experienced a cramped feeling. And worse than that, they frequently missed character keys and inadvertently touched one of the border keys. When we removed them, people raved about the openness and comfort of the layout, their errors went down, and their speed went up. With the Tab key on the numbers and symbols view, it was harder to reach—but the keyboard was better for typing, and so the Tab key’s peregrinations were over.
Downshift: a mistake to learn from.
The last example we’ll share involves a feature we had in the product and have subsequently cut. This is a feature inspired by our desire to make punctuation easier to get to, without a complete view switch. In this design, the left shift key acted as the shift key does today—it enabled capital letters and access to alternate symbols from the default view. We used the right shift key differently—it provided a “peek” into frequently-used symbols or punctuation. The idea was that you would “downshift” briefly to select punctuation, for example, but not lose the context of the main view, and thus be faster. We theorized that this was a place where we could deviate from convention and provide value you could only get with software. Here’s a picture of the “downshift” keyboard.
Downshift key on right edge of keyboard exposes punctuation keys
The downshift design was intended to provide fast way to access symbols, but interfered with expectations for shift behavior.
Suffice to say this prototype did not succeed in the lab. Participants continually struck the right shift key for the usual reasons you’d use a shift key. And when the keyboard showed the “peek” to symbols, they were confused and their typing came to a halt. So this was a case where we had to stick with the convention of a physical keyboard.
There is an interesting counter example in press-and-hold behavior. On a physical keyboard, when you press and hold a character, it repeats. On our touch keyboard when you press and hold, we show alternate characters or symbols. This is something a touch keyboard can do well and a physical keyboard can’t. If you don’t know the specific key combination to show ñ or é or š, for example, it’s painful to type on a physical keyboard. It’s easy to find on the touch keyboard. Practically no one has complained about this departure from convention. We built on it, in fact. You might discover that you can simply swipe from a key in the direction of the secondary key, and that character will be entered, without an explicit selection from the menu. So if you use accented characters a lot, you can get pretty fast with this. Try it out!
Keyboard shown with press and hold menu for letter e, including several types of accented e characters
When you press and hold a key, it reveals related keys. If you swipe quickly toward the secondary key you want, you can select it quickly.
Testing and validating.
We’ve been conducting a series of eye-tracking studies, where cameras record the direction of the participants’ gaze as they are interacting with the system. These studies help us determine a few things: Where do people look when typing on a touch keyboard? Does visual gaze change over time? Are these patterns consistent across different views or layouts? And is visual gaze correlated to speed of typing?
Woman sitting in front of a PC with eye tracking device positioned in front of her
An eye-tracking study participant begins the session.
We’ve found very consistently that people primarily look at the text field where their characters appear, and they look at the keyboard. This is so consistent that we designed our text suggestion experience to optimize for this tendency. Text suggestions (words that are predicted as you type) appear right by the cursor in the text field, and you insert them by touching the “Insert” key on the touch keyboard. This is optimized for where we saw people putting their attention as they typed. It is notably different, for example, from text suggestion UI you see on many phones, where there is a band of possible words that run across the top of the keyboard. On a PC with a full-sized keyboard, people just don’t look there, and they don’t want to stop typing and change their posture to select these words.
Eye tracking study showing focus mainly on keyboard and on text input area, but not in between.
Individual fixations, or recordings of a stabilized retina, show that people look either at the keyboard or at the text field. We do not typically look in between the two. Our text prediction UI appears near the caret for this reason.
We also found that our gaze does change over time, and as the gaze changes, we type faster. You can see this very clearly in the gaze plots of the eye-tracking studies. A full range of people show this tendency—from slow typists unfamiliar with tablets to skilled typists who spend a lot of time with tablets. In all cases, at first, there is more attention on the keyboard, and the speed is slower. Over time—say, about 90 minutes over a few days—there is markedly less attention paid to the keyboard, more to the text field, and words per minute go up significantly.
Two eye-tracking studies shown side-by-side
We can see in lab studies that the focus of our gaze changes over time. The left hand image shows a typist after just a few minutes. The right image shows the gaze plots after about 90 minutes. You can see that focus moves to the text field. This typist doubled her speed during the session.
Continued refinement.
Lastly, below is a picture of the current English QWERTY layout, which we have in the Windows 8 Release Preview. It is intentionally spare and open, and the keys that remain are there for explicit reasons. Each of these has its own story, but we can call out a few highlights:
  • The backspace key is there because it’s used very frequently on physical keyboards and touch keyboards. If we removed it, you would find your finger groping for it repeatedly.
  • The mode switch key is essential to moving between views and languages and for hiding the keyboard. IME users will find that this is how you switch to Windows IMEs, which also feature touch-optimized keyboard layouts.
  • The CTRL key and the right and left arrow keys are intended for text editing operations. You can move your input cursor and cut, copy, and paste without moving your hands from the keyboard. (Note that the CTRL key works just as it does on a physical keyboard—so any supported combination will work. We include labels for things like cut, copy, paste, and bold, because they are related to text editing. The touch keyboard is not intended for “commanding,” which is why you don’t see things like the Windows key or function keys. That is a deliberate decision to stay focused on the goal of being really great for typing.
  • The space bar is centered and wide. Physical keyboard research shows that about 80% of strikes on the space bar occur on the right (if you look at older keyboards, you will notice the wear on that side). This holds for touch keyboards too, where people will miss the spacebar if it’s not ample-sized, and this creates errors that are hard to recover from.
  • The “emoji” or emoticon key switches you to emoji view, where we support a full set of Unicode-based emoji characters. The use of emoji continues to grow worldwide, and has become a part of how people write and express themselves.
  • We also include an option for a standard keyboard layout, which can be useful on a PC without a keyboard when using desktop software that requires function keys or other extended keys. This is easily enabled from the settings Charm, in the General Settings section of PC Settings.
As you use the keyboard, we hope you also discover some extra features we’ve added to make things easier. For example, if you hold down the &123 key, you can select symbols or numbers with your other hand, and when you release, you return to your original view. The team calls this “multi-touch view peek.”
Layout includes: q w e r t y u i o p Backspace a s d f g h j k l ' Enter Shift z x c v b n m , . ? Shift &123 Ctrl Emoticon Spacebar < > Mode Switch
The current touch-optimized layout reflects decisions about each of the keys based on a series of studies.
These optimizations apply across the input languages we have in Windows, as we support a touch-optimized typing experience worldwide. We expect to make a few more improvements to the typing experience, and we are really grateful and delighted by the feedback we’ve received so far. 
Download this video to view it in your favorite media player:
High quality MP4 | Lower quality MP4
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Sunday, July 22, 2012

12:55 AM

Reading Microsoft Publisher documents with LibreOffice Draw has just become available thanks to Google Summer of Code program.

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microsoft publisherReading Microsoft Publisher documents with LibreOffice Draw has just become available thanks to Google Summer of Code program.

Fridrich Strba officially announced public availability of libmspub, a free library for reading and converting MS Publisher documents.
The code will be first used in LibreOffice 3.7.

So far the library is capable of reading v2003+ files with bitmaps, basic text formatting features (typeface, font size and color), shapes with fills.

Here is an example from stocklayouts.com opened with LibreOffice Draw:
microsoft_publisher1
There will be certain issues with the built-in SVG converter that are easy to predict. First of all, SVG doesn't yet have pagination, and according to Tavmjong Bah, an Inkscape's representative in the W3C SVG working group, it's a low priority feature at this point.

SVG also doesn't have a notion of linked text frames, albeit this could be solved thanks to recent Adobe's work on CSS. And then there is the whole sad story of flowed text in SVG. The example below is a good illustration of that, because contrary to that LibreOffice renders the text in frames just fine.
mspub_russian_draw
It is important to note, however, that libmspub will just make sure that as many features of Publisher files as possible will be understood, so that anyone could later plug in the code for converting those features to SVG. The library will also provide API for requesting single pages. As for LibreOffice Draw, it simply imports all pages.

This project is being worked on by Brennan Vincent, a Google Summer of Code student who is co-mentored by Fridrich Strba of LibreOffice team and Valek Filippov of truly yours re-lab team. Fridrich also keeps working on both Corel DRAW and Visio support in LibreOffice.
The libmspub library is the 3rd collaborative project between LibreOffice and re-lab. Architecturally it's a lot like both of the other libraries and has pretty much the same prerequisites: libwpd, libwpg, writerperfect. All source code is in a public Git repository.

The story of the libmspub project dates back to late 2010 when the Scribus team expressed an interest in at least a basic reverse-engineered specification of Microsoft Publisher files. The re-lab project did that, but the Scribus team turned out to be undermanned to have a go at a converter.

Hence the work on reverse-engineering .pub was temporarily put on hold. However OLE Toy app which was specifically created for examining .pub files eventually started supporting all kinds of proprietary file formats such as Visio, Corel DRAW, Macromedia Freehand etc.

Today OLE Toy is the central part of reverse-engineering workflow in both teams, and with this GSoC project it's destined to fulfill its original role. Better late than never.
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Saturday, July 21, 2012

2:48 PM

Office 2013 makes concessions to tablet users, but they're far too few.

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126861530With Windows 8, Microsoft has created an operating system that is, at least in part, genuinely usable with nothing more than fingers. While it took the company a long time to recognize that finger-based touch systems were more approachable than stylus-based ones, and that touch-based software needed to be designed to accommodate the imprecision that fingers imply, Microsoft has its finger-based platform at last with the new Metro-style interface and new Metro-style applications. Office 2013, however, isn't a new Metro-style application.

Instead, the suite contains two Metro-style Office apps: a new OneNote client (that will work alongside a regular desktop version) and a Lync client. Everything else is a desktop application, which poses a problem. Office is an important product for Microsoft and makes up a significant part of the Windows 8 sales pitch. Windows RT, the ARM variant of Windows 8 that will be used on the company's Surface tablets, will ship with Word, Excel, PowerPoint, and OneNote, and the presence of these applications will be one of the big things that sets Windows RT apart from the iPad. For these programs to have any value at all, they have to be touch friendly.
So how did Microsoft do?

Ready to touch

Historically, the Office team never made any concessions to Microsoft's broader tablet ambitions. With the exception of OneNote, the Office apps have never been comfortable for pen users, and it seemed that the Office team was happy with that. That's no longer the case with Office 2013. The suite contains a range of improvements to make finger access better. Across the board, menus created in the main UI are given wider spacing when invoked with fingers. The same is true of the hovering formatting toolbars in Word and Excel; when touching the screen, they're much larger and easier to manipulate.

The sizing of the rest of the UI is controlled by a new "full screen" mode that changes the interface to better accommodate touch input. In theory, the applications will use this mode by default when installed on tablet hardware (though they didn't for me on a mouseless Samsung tablet); otherwise, the applications all have a full screen mode button next to the minimize button.

Enlarge / Above, Outlook 2013's ribbon in touch mode. Below, the ribbon in normal mode.
Hit this button and a few things happen. The ribbon, title bar, and quick access toolbar all disappear, replaced by a strip along the top of the window with a "..." either in the center (for OneNote) or on the right-hand side (for everything else). Tap that strip and the ribbon and status bars reappear. The status bar also disappears and similarly reappears when the "..." strip is touched. Windows 8's standard "swipe from the top of the screen" gesture doesn't bring up the ribbon; I think it would be more consistent if it did.

Word's floating toolbar in touch mode, above, and normal mode, below. The same buttons in the same order, just spaced out a little more.
--> When the ribbon is displayed in this mode, its spacing is altered to make the targets a little bigger. This is especially apparent on the various menus that can pop up from the ribbon; these are normally quite tightly packed.

As well as these spacing adjustments, the applications now respond to two-finger zooming. This mainly performs a conventional zoom, but in Outlook's calendar view it does a semantic zoom, allowing you to zoom right in to a single day, or all the way out to a month at a time. To this, Word also adds a tap-to-zoom feature when in Read Mode, to allow tables, images, or other objects to be zoomed in a similar fashion to touch-based browsers.

And... that's about it, the full extent of the finger support that Microsoft has added to Office 2013. If it doesn't sound like much, there's a good reason for that: it isn't. For stylus users, the company says that accuracy has been improved, particularly in OneNote, but using the software with fingers is problematic.

Inappropriate touching

First of all, there's all the stuff that's simply not touch enabled. The options screens, for example. While the drop-down lists do pick up the wider spacing when invoked with touch, that's about the only concession they make: tightly packed checkboxes and radio buttons remain the norm.

Enlarge / A few examples, boxed in red, of UI elements that don't work on touchscreens. There are many more than just these.

Even worse are the dialog boxes such as Excel's "Format Cells" or Word's "Paragraph." These don't have any concessions to touch control at all. Want to set up an e-mail account in Outlook? You'll be using the same dialogs as you do in Outlook 2010, in spite of their mouse-and-keyboard design.
Microsoft has even added new features in Office 2013 that are inaccessible to touch users. Outlook 2013's "peek" feature, which allows quick glancing at calendar, contacts, and tasks, is invoked with a mouse hover—something that has no analog for touch users.

These are not touch applications, and you will not want to use them on touch systems. They're designed for mice and they're designed for keyboards, and making the buttons on the ribbon larger does nothing to change that fundamental fact.

The Office 2013 apps also highlight more general flaws with Windows 8's touch support of desktop applications. The on-screen keyboard has two modes; it can either be free-floating above the desktop applications, or it can be docked to the bottom of the screen, which forces applications to resize to fit the remaining area. This latter mode is important for accessing, for example, forms that reach the bottom of a webpage, as the form fields would normally lie behind the keyboard.

Used in this docked mode, I found many visual glitches, particularly in Word. Tapping the "..." button to display the ribbon would dismiss the keyboard, but the status bar would then appear mid-way up the screen, as if it were trying to make room for the (now invisible) keyboard. I'm sure such issues are fixable—PowerPoint does quite a good job of making space for the keyboard and ensuring that the text you're editing is visible—but they point to the generic difficulties that Windows 8 has in trying to retrofit touch accessibility to desktop applications.

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Tuesday, July 17, 2012

2:34 PM

Announcing Windows Phone 8.

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windows-phone-8-leaked-features-large-600x314Three years ago I was lucky to join the Windows Phone team at a time when we were “resetting” our approach to mobile operating system software. We made big changes to our design, our approach to partners, and our platform. The result was Windows Phone 7.
Now it’s time to start telling you about the next exciting chapter of our story: Windows Phone 8. Officially announced this morning in San Francisco, it’s the most advanced mobile OS Microsoft has ever made and will arrive on new phones later this year.
Many of Windows Phone 8’s new capabilities come from a surprising source: Windows, the most successful and powerful operating system on the planet, and one used by more than a billion people. Yes, you read that right: Windows Phone 8 is based on the same core technologies that power Windows 8. As a result, Windows Phone 8 will unleash a new wave of features for consumers, developers, and businesses.
Today I’ll give you a high-level sneak peek at the Windows Phone 8 platform and tell you just some of what it’s going to make possible. I’ll also share some exciting news about apps and updates for current Windows Phone customers. This isn’t a full disclosure of everything in Windows Phone 8—look for a more complete tour of new features later.
The power of Windows
If you’ve seen Windows 8, Microsoft’s groundbreaking new release for PCs and tablets, you’ve probably noticed it bears more than a passing resemblance to the look of Windows Phone. Here’s how the Windows 8 Start screen looks in the latest preview release.
The Windows 8 Start screen, as it appears in the preview release.
windows_phone_8
With Windows Phone 8, the similarity is more than skin deep. We’ve based the next release of Windows Phone on the rock-solid technology core of Windows 8. It means Windows Phone and its bigger sibling will share common networking, security, media and web browser technology, and a common file system. That translates into better performance, more features, and new opportunities for app developers and hardware makers to innovate faster.
This new shared core—along with all the extra work we’ve done on top of it—opens up a new world of capabilities, which you don’t have to be a techie to appreciate. Here’s a taste:
    Multi-core processor support: As reviewers have noted, Windows Phone runs buttery smooth on phones with a single processor. But piggybacking on the Windows core provides support for multiple cores—so we’re ready for whatever hardware makers dream up.
    Bigger, sharper screens: Windows Phone 8 supports two new screen resolutions—1280x768 and 1280x720, opening the door to amazing new handsets with high-definition 720p displays.
    More flexible storage: Windows Phone 8 supports removable MicroSD cards, so you can stuff your phone with extra photos, music, and whatever else is important to you, and then easily move it all onto your PC.
    NFC wireless sharing: If you haven’t heard the term “NFC” yet, I’m betting you soon will. This emerging wireless technology lets phones share things over short distances. In Windows Phone 8, it helps make sharing photos, Office docs, and contact info easier—just tap your phone another NFC-equipped device. How cool is that?
    Internet Explorer 10: The next version of Windows Phone comes with the same web browsing engine that’s headed for Window 8 PCs and tablets. IE10 is faster and more secure, with advanced anti-phishing features like SmartScreen Filter to block dangerous websites and malware.
    Wallet: Windows Phone 8’s new digital Wallet feature does two great things. It can keep debit and credit cards, coupons, boarding passes, and other important info right at your fingertips. And when paired with a secure SIM from your carrier, you can also pay for things with a tap of your phone at compatible checkout counters.
    Better maps and directions: Windows Phone 8 builds in Nokia mapping as part of the platform. Our partnership will provide more detailed maps and turn-by-turn directions in many countries, plus the ability to store maps offline on your phone so you can work with maps without a data connection.
    Cooler apps and games: Basing Windows Phone 8 on the Windows core will unleash a new wave of amazing apps and especially games, for reasons I’ll touch on in a moment.
windows_phone_8_03
A new Start.
We’re putting the finishing touches on Windows Phone 8 as I write this. It has a ton of great new consumer features that I can’t wait to tell you about in the months ahead. Today, however, I’m going to show off just one: the beautiful, flexible new Start screen.
The new Start sceen in Windows Phone 8 is even more flexible, with more theme colors and three sizes of Live TilesThe new Start sceen in Windows Phone 8 is even more flexible, with more theme colors and three sizes of Live Tiles.The new Start sceen in Windows Phone 8 is even more flexible, with more theme colors and three sizes of Live Tiles.The new Start sceen in Windows Phone 8 is even more flexible, with more theme colors and three sizes of Live Tiles.
The new Start sceen in Windows Phone 8 is even more flexible, with more theme colors and three sizes of Live Tiles.The new Start sceen in Windows Phone 8 is even more flexible, with more theme colors and three sizes of Live Tiles.The new Start sceen in Windows Phone 8 is even more flexible, with more theme colors and three sizes of Live Tiles.The new Start sceen in Windows Phone 8 is even more flexible, with more theme colors and three sizes of Live Tiles.
windows_phone_8_02
As you can see, we’re making Windows Phone 8 even more personal, with a new palette of theme colors and three sizes of Live Tiles, all of which are under your control. We know Live Tiles are one of the things current owners really love about their Windows Phones, and we wanted to make them even more flexible and unique. This short video shows the new Start screen in action.

Windows Phone…7.8!
The new Start screen is so useful and emblematic of what Windows Phone is about that we want everybody to enjoy it. So we’ll be delivering it to existing phones as a software update sometime after Window Phone 8 is released. Let me repeat: If you currently own a Windows Phone 7.5 handset, Microsoft is planning to release an update with the new Windows Phone 8 Start screen. We’re calling it “Windows Phone 7.8.”
Some of you have been wondering, “Will we also get Windows Phone 8 as an update?” The answer, unfortunately, is no.
Windows Phone 8 is a generation shift in technology, which means that it will not run on existing hardware. BUT we care deeply about our existing customers and want to keep their phones fresh, so we’re providing the new Start screen in this new update.

100,000 apps and beyond.
Today we announced that the Windows Phone Marketplace officially hit 100,000 apps and games—a milestone we reached faster than Android, and a testament to the thousands of talented developers around the world who’ve supported us since launch. Together they deliver more than 200 new titles, on average, each day.
windows_phone_8_04
On behalf of everybody at Windows Phone, THANK YOU! We appreciate your effort and creativity and the value you bring to Windows Phone users.
To mark the milestone, today we’re announcing a new batch of marquee titles. The official Audible app for audiobooks arrives in Marketplace today. Official apps from Chase and PayPal are in the works. Gameloft has Windows Phone versions of Asphalt 7: Heat and N.O.V.A. 3 Near Orbit Vanguard Alliance on the way.
And Nokia is helping deliver the much-requested Zynga games Words with Friends and Draw Something to Windows Phone later this year. Check out Nokia Conversations today for more details about this and other new Windows Phone-related announcements today. (And don’t miss the fun new “100,000 Apps and Counting” mugs and other goodies in the official Windows Phone Gear Store!)

Developers, developers, developers.
Since we’re talking about apps, I want to tell developers a little bit about what they can expect in Windows Phone 8. Some of the exciting changes on the way include:
    Native code support: Windows Phone 8 has full C and C++ support, making it easier to write apps for multiple platforms more quickly. It also means Windows Phone 8 supports popular gaming middleware such as Havok Vision Engine, Autodesk Scaleform, Audiokinetic Wwise, and Firelight FMOD, as well as native DirectX-based game development.
    In-app purchase: In Windows Phone 8 we make it possible for app makers to sell virtual and digital goods within their apps.
    Integrated Internet calling: In Windows Phone 8, developers can create VoIP apps that plug into our existing calling feature so Internet calls can be answered like traditional phone calls, using the same calling interface.
    Multitasking enhancements. Windows Phone 8 now allows location-based apps like exercise trackers or navigation aids to run in the background, so they keep working even when you’re doing other things on your phone.
windows_phone_8_05
This is just a taste. Later this summer, we’ll have much more for developers on the Windows Phone 8 Software Development Kit (SDK) and the new Visual Studio 11-based development tools. So stay tuned.
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Windows Phone 8 @ work.
In Windows Phone 8, we’re also moving into the workplace in a big way, introducing a number of features and capabilities that companies and their IT departments demand. This is just one more benefit of sharing a common core with Windows 8. Some of the new business-friendly features include:
    Device encryption: To help keep everything from documents to passwords safe, Windows Phone 8 includes built-in technology to encrypt the entire device, including the operating system and data files.
    Better security: Windows Phone 8 supports the United Extensible Firmware Interface (UEFI) secure boot protocol and features improved app “sandboxing,” so the phone is better protected from malware with multiple layers of security.
    Remote management: With Windows Phone 8, IT departments can manage apps and phones remotely, with tools similar to ones they now employ for Windows PCs.
    Company Hub and apps: Companies can create their own Windows Phone 8 Hub for custom employee apps and other critical business info.
windows_phone_8_06

New languages, update process.
I get a lot of tweets asking, “When will my phone get Arabic? Farsi? Turkish?” They’re also the top feature requests on the Windows Phone Suggestion Box site.
I’m happy to tell you these languages are coming! In fact, Windows Phone 8 will support a total of 50 languages, or double the current geographic coverage. We’re also expanding Marketplace, our store for apps and games, to support app downloads in over 180 countries—nearly triple its current footprint.
Another area I know many of you care deeply about is Windows Phone software updates and how they’re delivered—something we’ve gotten a lot of feedback on over the last year. Today I’m excited to tell you that we’ve been working closely with our many partners to improve the update process for Windows Phone 8, and help get you our latest software more quickly and easily.
How? First, Windows Phone 8 updates will be delivered wirelessly over-the-air, so you don’t have to bother plugging your phone into your PC to update anymore. Second, we will support devices with updates for at least 18 months from device launch.
Finally, we’re working to create a program that gives registered enthusiasts early access to updates prior to broad availability—a little gift to our biggest fans and supporters. We think these three initiatives will help keep your phone fresher than ever before.
windows_phone_8_07

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Thursday, July 12, 2012

1:28 PM

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