Nokia’s written up a short article that highlights some examples of what they believe is good design for mobile.

Link: Mobile Design Showcases (nokia.com, via)
Nokia’s written up a short article that highlights some examples of what they believe is good design for mobile.

Link: Mobile Design Showcases (nokia.com, via)
Morten Hjerde has taken a long hard look at text input field design.
“Edit-in-place is preferable in most cases. A person can see the context, and the visuals is consistent. Full screen editing is preferable when the user is likely to enter a large amount of text. Predictive text (T9, etc) may only be available in full screen edit.”

Link: The anatomy of a text input field (sender11.typepad.com)
“I’ve seen many prototypes of mobile UIs that can’t be built and if they could, would not be legible on a small LCD screen. So I thought I’d provide some pointers that might help those of you that is starting out. Often, people starting out prototyping mobile phone UIs get the size of the display right but the size of the font wrong. They try to stuff way too much in there, and they use a font size and font family that is not available in the phone.”
Link: Fonts for prototyping mobile UIs (sender11.typepad.com)
An introductory paper from Nokia about the basic principles of visualization and graphic design principles for mobile devices.
“Most of the new rules relate to the mobile device capabilities and to the context of use. Mobile devices are small and they can be used virtually everywhere: The users can be sitting comfortably on the train or they can be walking on the streets while using the device. Users usually operate the device with one hand and their attention may be distracted at times. These issues pose new requirements in terms of limited display real estate and increased need for clarity and usability to meet the various different use contexts. These issues are discussed in detail in the following sections.
Link: Visualization and Graphic Design Guideline (nokia.com)