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Jackson Feijó
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Nokia Developer Days in South Africa
December 01, 2009
Johannesburg, South Africa
Forum Nokia Developer Conference ’09, India
December 07, 2009
Bangalore, India
LeWeb
December 09, 2009
Paris
Web Runtime Coding With Aptana WRT Plug-in
December 09, 2009
9am New York | 2pm London | 4pm Helsinki
Web Runtime Coding With Aptana WRT Plug-in
December 09, 2009
9:30am New Delhi, noon Beijing
| Make the characters look different enough in multiplayer games In multiplayer games, characters need to look different enough so that the players can identify who is who. In addition, make sure that the colors of the characters appear the same for all players. |
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| Go easy on the sounds in mobile games Mobile games are often played in public places with other people around. Music and sounds might be a good addition to the game experience, but a great disturbance for others. Therefore:
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| Use consistent terminology and the user's language and terms Make sure users understand the terms used, avoid acronyms, and make sure the text is grammatically correct. |
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| When a multiplayer game gets paused, inform others about it The player who was not interrupted should receive information on why the game is being paused. For example, "Waiting for other player to continue." |
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| Make restarting the game easy Provide an easy and quick way to restart the game. For example, in the Game Over screen, provide a "Replay", "Play again", or "Restart" command that takes the user back to the beginning of the game, with the same settings as before. |
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| Give useful feedback to the user Let the user know if an action was successful or not. If processing takes more than 0.5 seconds, indicate that something is happening. |
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| Pause the application when it's interrupted, don't autocontinue The application should go into pause mode when any of the following happens: an incoming call, a vCard is received, a clock alarm, a timer alarm, a calendar alarm, an incoming SMS, and an incoming infrared and/or Bluetooth transmission. The application should not autocontinue after the interruption. |
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| The game should correct wrong input as much as possible If the user enters data in the wrong format, make the game correct the user as much as possible. For example, if the user uses comma as a thousands separator but the game expects a space, make the game correct it automatically. |
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| Include relevant information to the About screen General information about the application should be available in the About or Details screen. Provide the following information in the About screen:
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| Indicate the format of data in form fields Text-entry screens should follow users´ expectations, asking for information that users expect and in the order in which they expect it. Users should always understand what is being asked and in which format data should be entered. |
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| Enable vertical, horizontal, and diagonal moving Use keys 2, 4, 6, and 8 for moving vertically and horizontally. When diagonal moving is supported in the device, use keys 1, 3, 7, and 9 for it. |
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| Provide a way to skip the levels the player has already completed If the game is level-based, it should not require the user to replay the levels if no additional challenge is provided. |
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| Enable autosaving when the user presses the End key in Series 40 devices Have the game autosaved when the user presses the End key (Red phone key). Use the destroyApp[] method for this. |
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| Don't keep the Intro splash screen visible for a too long time The intro splash screen should not be displayed for an extended time - no more than four seconds per screen. Enable a way to skip the intro. |
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| Make the application launch at reasonable time The faster the better! The application main screen should open in five seconds or less, and preferably already in three seconds. |
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| Provide a way to turn sounds on/off If your application has sounds, provide an easy way to turn the sounds on/off. Sounds should be off by default. |
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| Use only one Main menu The main menu should be accessible with the left softkey. Provide the most common features of the game in the main Menu: (Continue game), Save game, New game, Saved games, Settings, High scores, Help, About, Exit. |
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| Use the left softkey to pause the game and bring up the Main menu In game state, pressing the left softkey should pause the game and bring up the Main menu. Use the hideNotify[ ] method for this. |
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| Help the user when help is needed Provide context-sensitive help and concentrate on the control in the Help text. Also describe the rules and purpose of the game briefly. |
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| Provide consistent softkey labels Consistent softkey labels in mobile applications enhance learnability and user experience. Use the left softkey for positive actions such as OK, Select, and Menu, and the right softkey for Cancel, Back, and Quit. When the middle softkey is available, use it for the action that the user will most probably do in a certain situation. |