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09-Oct-2009

Nokia Test Criteria for Symbian C++ Applications
This document covers all requirements that Nokia has set in addition to the Symbian Signed test criteria that need to be fulfilled when Symbian C++ applications will be embedded to Nokia devices as part of Nokia Total Product Offering (TPO) or an operator variant project.

29-Sep-2009

Design and User Experience Library
The Design and User Experience Library gathers all essential aspects of design and usability into one. The library includes different kinds of guidelines, material about theme design, graphics design, and game design, as well as the basics of usability.

23-Sep-2009

Nokia Test Criteria for Java™ ME Applications
This document describes test cases that can be conducted in addition to Unified Testing Criteria related to the Java Verified program. It covers all requirements that Nokia has set in addition to the Unified Testing Criteria that need to be fulfilled when Java™ Platform, Micro Edition (Java™ ME) applications or games will be embedded to Nokia devices as part of Nokia Total Product Offering (TPO) or an operator variant project.

19-May-2009

Optimizing Mobile Software with Built-in Power Profiling
This document describes S60 software profiling tools that allow every developer to measure power consumption without any external equipment. Measurement analysis is carried out either on the mobile device or a PC. In addition, the document present a set of guidelines and good practices that energy-conscious developers should follow to maximise application use time. This document was originally published as a chapter in the book Mobile Phone Programming and its Application to Wireless Networking in 2007.

09-Feb-2009

S60 Platform: Power and Resource Management Example
This C++ code example demonstrates the APIs that are available for figuring out battery, charger, and network status. It also demonstrates how to implement some of the power and resource management principles that have been discussed in the document S60 Platform: Effective Power and Resource Management. The updated example has been tested to support S60 5th Edition and touch UI. Main classes: CTelephony, CIdle, CActive.

30-Oct-2008

Game Design
The Game design section of the Design and User Experience Library discusses usability and user experience issues that are specific to game design. The section describes usability from the game design point of view and contains game experience-related information, tools, and examples to assist game developers in developing usable games. The section gives guidance on how to sell and deliver a positive game experience and also describes how mobile game heuristics can be used for evaluating mobile games.

30-Oct-2008

S60 Touch
The S60 Touch section of the Design and User Experience Library provides general usability considerations and a brief introduction of touch components. The section introduces two custom UI example applications and different custom input methods.

30-Oct-2008

General Usability Guidelines
Besides general usability guidelines, this section of the Design and User Experience Library also contains guidelines that are specific to Nokia platforms. This section also includes checklists that you can use to ensure the usability and user experience of your application.

30-Oct-2008

Visual and Graphic Design
The Visual and Graphic Design section of the Design and User Experience Library explains the basic principles of visualisation and graphic design, and provides examples of good and bad design. The section discusses graphic design for the mobile world, for example, colours, contrast, animation, and icon design, and gives tips on how to make the most of the small screen of a mobile device. The example images relate to the S60 platform and the QVGA display resolution, but the same design principles can be applied to virtually any mobile platform, device, or display.

30-Oct-2008

User Experience
The User Experience section of the Design and User Experience Library contains guidance to assist developers in developing usable applications, application-related articles, information, and tools for assisting application developers. The section discusses the different aspects of a mobile application development project from the usability point of view and contains different design patterns and cost justifications.

02-Oct-2008

Introduction to S60 Touch
In S60 5th Edition the software platform supports both traditional keypad and touch screen. This document is an introduction to S60 touch providing user experience guidelines for designing applications. It discusses what needs to be considered when dealing with a touch UI. The document handles interaction styles and touch components, and explains the difference between a touch-enabled and a touch-optimized application.

15-Sep-2008

Allocating Your Time: Career Advancement vs. Company Profit
This is the second article of the four article series from Dr Jakob Nielsen. The article discusses how to allocate user experience resources between various projects in a way that is most profitable for both the company and the career of the UE expert. In the article four different approaches are presented with their pros and cons.

25-Jun-2008

Advertising in Mobile Devices
This article provides guidelines for effective, user-friendly mobile advertising. The guidelines are divided into three subcategories: General, Placement, Content and Context, and Taking care of the user.

25-Jun-2008

Mobile Design Showcases
This document highlights some examples of good mobile design, evaluating them on the basis of interactivity, ease-of-use, and visual look.

05-Jun-2008

The Value of Good Design
This article gives an explanation to what is good design and why it should be pursued in the first place. The article discusses the very core of design and the value that good design can bring to the end product. The article also takes a look into design today and tomorrow.

05-Jun-2008

Getting Started with Mobile Design
This document provides an overview to different aspects of mobile designing, such as the mobile context, tools, and standards. The challenges of mobile design are discussed with guidance of how to overcome them.

02-Apr-2008

S60 Platform: Development and Quality Assurance Process Guideline
Read this updated document to get an overview of the S60 application development process from pre-study to maintenance phase and to see how quality aspects can be integrated into the different phases of the development process. The information provided in the document can be used as a basis for creating a process or to complement and fine-tune an existing process. Most of the content in this document is considered generic and applicable to other than S60 applications as well.

28-Mar-2008

Analyzing Application Performance with the Carbide.c++ Performance Investigator
This document provides an introduction to using the Performance Investigator, delivered with Carbide.c++ Professional and OEM Editions, to analyze the performance of an S60 3rd Edition application. The document shows how Carbide.c++ implements performance analysis and then guides the reader through the process of installing and configuring the Performance Investigator Profiler, running a profile session, transferring profile data to a PC, and importing the data into the Performance Investigator Analyzer. The Performance Investigator Analyzer is then demonstrated using an example. The document concludes with a look at other ways performance data can be analyzed.

12-Feb-2008

Designing for the Big Screen: Developing Applications for the Nokia E90 Communicator
This article discusses designing high-quality applications for the Nokia E90 Communicator and gives tips and tricks on designing for a large display. The article describes how to achieve a good balance in terms of both the visual layout of the UI elements and the amount of information presented on the screen, still fully utilizing the big screen.

30-Nov-2007

S60 Platform: Effective Power and Resource Management
Learn how to reduce power and resource consumption in C++ applications without sacrificing their application performance. RAM usage, server design, code efficiency, battery monitoring, and moderate backlight usage are discussed. Available analyzer tools are also presented. The document refers to a separately published example application.

24-Oct-2007

C++ Coding Conventions
The C++ Coding Conventions section of the C++ Developer's Library contains instrucions on how to write C++ code following good programming practises.

12-Jul-2007

S60 Platform: How to Prototype Applications with Flash
Learn how to develop UI prototypes for S60 mobile devices with Adobe Flash Lite. Although the focus is on the S60 platform, most of the techniques in this document are applicable to other mobile platforms, too.

29-May-2007

Nokia Web Browser Design Guide
This article introduces the Nokia Web Browser. It has a fundamental design philosophy — to deliver a full, desktop-like, Web experience with a mobile browser, without the need for creating and maintaining separate Web sites for desktop units and mobile devices.The document includes guidelines and recommendations, as well as best practices, and is supplemented with simple, practical design and code examples that can be used as templates. The document is available in PDF and html format.

16-Jan-2007

Getting Started with Carbide.c++ Performance Investigator Screencast
This video provides an introduction to Performance Investigator, a feature of Carbide.c++ Professional Edition. The video shows how Performance Investigator is installed on an S60 3rd Edition device, and how performance data is captured and then imported into Carbide.c++ for analysis. The various analysis tools are then explored, using data from a simple example application. This video will provide developers using Carbide.c++ Professional Edition with the information they need to start finding and eliminating application performance issues. Running time: 12 minutes

15-Jan-2007

S60 Platform: Dealing with Lead and Device-Specific Features in C++ v1.1
This updated document presents methods to tackle the issues caused by the variance of devices, Symbian OS, and S60 platform versions. Discussed issues are closely related to multiplatform application development, because the supported features and differences in APIs are especially important with cross-platform applications. In this update, comprehensive information on the usage of the Feature Discovery API, Vibra API, and detecting the platform version at installation time has been added.

03-Nov-2006

MIDP 2.0: Signed MIDlet Developer's Guide v2.0
This updated document describes how to create signed MIDlet suites, following the recommendations of MIDP 2.0 and the Java™ Technology for the Wireless Industry specifications.

16-Oct-2006

S60 Platform: Source and Binary Compatibility v1.6
This updated document addresses compatibility across different S60 platform releases — especially compatibility issues that application developers must take into account when moving up from previous S60 platform releases or targeting an application for multiple platforms. The document also discusses several development techniques that ensure better source and binary compatibility when applied, and reduce changes to source code if a compatibility break is unavoidable. The document has been updated to include information about S60 3rd Edition, Feature Pack 1.

29-Sep-2006

S60 Platform: Requirement Creation Guideline
This document is a practical guideline that explains the significance of generating concise requirements for an application. It also describes the process of requirement definition. The information provided in this document is valid for any third-party application based on the S60 platform, however, most of the content is considered generic and applicable to other than S60 applications as well. The documentation package includes a Requirement Specification Template that can be used as a basis for any requirement specification.

29-Sep-2006

S60 Platform: Use Case Creation Guideline
This document is a practical guideline that explains the significance of generating concise use cases for an application. It also describes the use case definition process. The information provided in this document is valid for any third-party application based on the S60 platform, however, most of the content is considered generic and applicable to other than S60 applications as well. The documentation package includes a Use Case Template that can be used as a basis for planning use cases.

06-Jul-2006

Flash Lite: Visual Guide v1.1
This updated document describes how to develop usable S60 Mobile Flash user interfaces that take the best out of the possibilities that Flash Lite offers. Also other factors that affect the total user experience of Flash Lite applications, such as performance, are shortly explained.

08-May-2006

S60 UI Specification Guideline
This document is a practical guideline that explains how to create a good user interface (UI) specification for any application designed for the S60 platform. The document describes the purpose of the UI specification and the process needed for its creation. The S60 UI Specification Template published with this document can be used to plan UI specifications for S60 applications.

31-Aug-2004

Designing MIDP Applications For Optimization
This document provides information on how to design and implement MIDlets that are easy to optimize for different devices having different features.

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