Guidelines


22
Feb 11

Windows Phone 7 design resources

First up, the UI Design and Interaction Guide for Windows Phone 7 v2.0 . Guide provides detailed information about:

  • UI elements and controls,
  • UI system behaviors
  • nteraction model for the touch interface

Designers and developers should read this guide to learn about the dos and don’ts of UI implementations for their Windows Phone apps.  There is Windows Phone Developer Tools documentation

Another worth telling resource are Design Templates for Windows Phone 7. These are a collection of 28 layered Photoshop template files and the Segoe WP font family that can be used to create pixel-perfect application layouts, to help guide UI development, or to pitch an idea.  On Graffletopia you can find these Windows Phone stencils

Last but not the least  App Hub center with getting started guide which provides the tools and resources you need to create, distribute, and merchandise app.


24
Jan 11

Mobile UX Essentials from Rachel Hinman


4
Nov 10

Nokia User Experience papers

Nokia has recently published two documents with guidelines, checklists and style guide  for Symbian^3. We have:

User Experience Checklist for Touch

This checklist gathers usability guidelines from Nokia UI Style Guides. The selected topics are considered the most important UI style issues to take into account in touch application development to ensure familiar user experience to the device users. Use the list in every phase of your application development to ensure consistent user experience for the device users.

User Experience Checklist for Keypad

This checklist gathers usability guidelines from Nokia UI Style Guides. The selected topics are considered the most important UI style issues to take into account in application development to ensure familiar user experience to the device users. Use the list in every phase of your application development to ensure consistent user experience for the device users.

And last everything you would like to know about Symbian ^3 document

Symbian^3 UI Style Guide

This document gives an overview of the Nokia Symbian^3 (S^3) user interface and describes its essential parts, giving examples of how to use the interface elements. The document can be used as an introduction to the style or as reference material. It provides background material to help user interface designers make decisions about their products.

Enjoy reading


28
Sep 10

Meego UX principles and UI guidelines

MeeGo UX Design Principles and UI Design Guidelines


27
Sep 10

Android App Developers GUI Kits, Icons, Fonts and Tools

Everything what you need to know about Android development by speckyboy blog.


25
Sep 10

D4 m symbian^3 ui & fresh theme


23
Sep 10

Mobile Information Architecture and Interaction Design


22
Sep 10

Reblogged: Design for Mobile: Future of Mobile UX September 22, 2010 by Luke Wroblewski

Original posted on LukeW by Luke Wroblewski

In his opening keynote at the Design for Mobile conference in Chicago IL,. Jonathan Brill discussed several future scenarios for mobile user experience and their potential.

  • The future of mobile isn’t on the phone. It requires being aware of environments. People are more than an eyeball and a finger.
  • Four scenarios on what happens after touch: video everywhere, screens and personal devices, super mobile, and mobile and personal devices interacting.
  • Video everywhere: interactions can happen everywhere because the cost of developing video displays keeps going down. But while display material is cheap, the hardware and components required to run interfaces on displays currently is not.
  • Screens and personal devices: experiences and tasks that move across several screens. This relies on the idea that things need work with the same standards.
  • Super mobile: with cloud computing your mobile device can become incredibly powerful. It took 800k machine hours to create Toy Story. Now you can do it in five minutes on the cloud. Cloud computing accounts for 1-2% of growth of national energy footprint. It’s the largest growth on the grid right now.
  • Mobile and personal devices interacting: example –Nike plus and near field communication between devices.
  • These four scenarios are starting to come into existence. But for any of this to happen: design, hardware, and software needs to be more tightly integrated.
  • We have to move from training users to predicting them. Make devices respond to users instead of the reverse.
  • This has a big impact on process: The timeline between documentation and production has closed up. Documentation, production, and users have now come together. Designers are no longer working with a pre-defined set of tasks. But on ecosystem development. Where the feature set is unknown and is shaped by user behavior and involvement.
  • We need to design for where users are. The reality is phones are mostly inappropriate devices in many contexts. Be aware of environment. There are massive blocks of time where phones are unsafe for people to use. In the future, most mobile devices won’t be phones.
  • Tasks need to occur across multiple devices. The environment is as important as what’s on the display. Computers need to filter, process and deliver relevant content and feedback.
  • Customer ecosystem –how do people spend their time? What are they interested in? When Brill started off as a designer, thinking about customers meant: color palette. Now it’s understanding how/where they spend time.
  • What Brill is focused on now: Multi-display/device interaction, 3D and gestural interfaces, glasses 3D display, Radios in things besides phones, positional and visual search.
  • Voice recognition, roll-up displays, and mesh networks have been “three years away” for a long time now.
  • When investigating, predicting, developing new technologies, laughter and delight signal a business opportunity.

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1
Aug 10

UX Basis

UX Basis is way of combining the numerous tools available to us and forming a unified process that sits within a digital agency and it’s other important departments – creative, tech and client services. The beauty about the model is it is fully adaptive to any clients needs, can fit with tech’s agile process and incorporates creative and development at key stages in the creation process.


21
Jul 10

Mobile UI Guidelines

Here are links to mobile UI guidelines