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  3. UX guidelines for Windows Store apps are a bit... toylike?

UX guidelines for Windows Store apps are a bit... toylike?

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designadobequestion
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  • F Offline
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    Franc Morales
    wrote on last edited by
    #1

    No disrespect intended. Most likely, my ignorance is to blame. I was looking through the design guidelines to have an application approved for the store and could not avoid thinking that applications for "real" work (e.g., Photoshop, AbiWord, you name it) would be turned down because they don't fit the touch-tile-whatever metro paradigm. I mean, I understand this criteria for the Windows Phone but, for a desktop OS, how on earth? Anyone with experience with the approval process? What am I missing here?

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    • F Franc Morales

      No disrespect intended. Most likely, my ignorance is to blame. I was looking through the design guidelines to have an application approved for the store and could not avoid thinking that applications for "real" work (e.g., Photoshop, AbiWord, you name it) would be turned down because they don't fit the touch-tile-whatever metro paradigm. I mean, I understand this criteria for the Windows Phone but, for a desktop OS, how on earth? Anyone with experience with the approval process? What am I missing here?

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      R Offline
      Rob Philpott
      wrote on last edited by
      #2

      I'm developing an app and are familiar with some of the guidelines. The one which irritates me is that as well as supporting touch, you need to support keyboard and mouse input. Mouse ok, but keyboard annoying. That said, of the few apps I've played around with, most of them don't comply that closely but they're still there.

      Regards, Rob Philpott.

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