Tooltips are an incredibly useful interface paradigm to know an application. They are the mapping between the visual control and the application specific action associated t
I find tooltips very helpful and I think everybody arguing they are not needed on a good UI design thinks very limited.
Just to give you some idea ...
Generally a good UI design (as a lot of other things in life) is one that is effective and efficient over a certain period of usage time. Effective means, you can do what you expect you could do (e.g. making a call with a mobile). Efficient means, it is doable with minimal user effort (e.g. just typing the numbers and pushin some "dial" button, not having to navigate through some menus first). Over a certain period of time means, that it may not be optimal on first usage or, the other way around, after you got to know it and everything in between (e.g. an airport terminal screen maybe needs to be more focused on one-time-user "dummies" than a video editing software for professionals like Adobe Premiere).
This said I find tooltips extremly helpful in situations, where
Now back to the limitations and possibilities of a touch interface...
The tooltips on onscreen keyboards - echo the letter being touched - is evidence enough for me that tooltips are very useful on a touch interface. I came to this article to see how I could implement that on a mobile web page.
Well, the benefit of the tooltip is that it adds an overlying stage of (very minor) information before an action occurs. So it seems to me that adding that layer back in via a "double click" to perform the action with a "single click" to display information would be an equivalent idea.
I think that we've all seen the movies with the future screen interfaces where someone touches the screen and it splays out a geometric shape of information around that touch. Why not use that concept, have the first touch expand the information about the action as a useful in-page tooltip, and then the second click on the same spot would confirm/perform the action.
If not "click-on-item-shows-tooltip-second-click-performs-action" how about proximity? If you want information about a UI widget, with enough spacing, you could touch next to the widget and receive information on it, touch -on- the widget and perform the action.
Tooltips provide so little information, generally (pointer vs. hand, text-tool-tip, hover bolding) that I think that you could also just duplicate the tooltip information by paying close attention to user action history. If they've been clicking on two thing more frequently than another thing recently, have the default tooltip & added value & emphasis appear for those few more frequently clicked things instead of others.
Edit: Also, thinking about it more, drag in a space that doesn't need scrolling or the like seems like an alright trigger for tooltip information. Take the iphone's keyboard, for example. Each letter has a tooltip while you drag it, whereas the letter itself is actually activated when you release. Aids in repositioning precision.
Beyond that, I think that specifics come into play. Are you talking laptop tablet? phone touch interface with very limited space? I think available space plays a large part in how you have to do things with a touch interface.
My answer isn't perhaps so practical, but...
The problem would be solved if apps all supported undo functionality, and people got used to knowing that they could ALWAYS reverse any action.
As Andreas says, "if you are not sure about some functionality you would hesitate to click a button at all".
But with undo as the safety net, there can be more "doing", and less "hesitate, worry, find out what will happen before I tap... tap".
This is one of the reasons why the Back button is so popular, and Android even made it operating system-wide.
Unfortunately (here are the impracticalities...)
Keeping in mind that hover tooltips are terrific help for beginners and they need no action to learn for them because beginners are always slow and they pop up while insecure moving the cursor. On the other hand, they are excellent because they do not slow down the power users.
For tablets I would pick up the idea of the question mark but add some more complexity:
1) When you tap on the question mark, it switches on the "Help" mode. 2) you can then tap on the control in question and it shows the tooltip. 3) if you then tap on the same control again, it terminates the help mode and executes what ever the control should do. 4) if you tap on any other control, it shows the his tooltip and the help mode keeps switched on. 5) one can terminate the help mode by tapping the question mark again.
What about touch and hold? I think that would be a fairly simple interface rule in terms of both usability and implementation. Like a lot of things to do with usability though it will be hard to say until any one idea has been around for a bit of time to see it used in a bunch of different contexts...