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/****************************************************************************
**
** Copyright (c) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of Qt Creator
**
**
** GNU Free Documentation License
**
** Alternatively, this file may be used under the terms of the GNU Free
** Documentation License version 1.3 as published by the Free Software
** Foundation and appearing in the file included in the packaging of this
** file.
**
**
****************************************************************************/
// **********************************************************************
// NOTE: the sections are not ordered by their logical order to avoid
// reshuffling the file each time the index order changes (i.e., often).
// Run the fixnavi.pl script to adjust the links to the index order.
// **********************************************************************
/*!
\contentspage index.html
\previouspage adding-plugins.html
\page creator-usability.html
\nextpage creator-coding.html
\title Optimizing Applications for Mobile Devices
Before starting application development, analyze and define the
requirements, scope, and functionality of the application to ensure
efficient functionality and a smooth user experience. Design the application
for a single purpose and analyze how it can best serve its users.
The following guidelines help you design and develop usable applications for
mobile devices with varying characteristics, such as screen size and support
for input methods:
\list
\o Know your users
Find out who will use the application, what they will use it for,
and which mobile devices they have. Then design the application to
fit a specific context of use.
\o Design for small screens
The screen size of mobile devices is significantly smaller than that
available on desktop devices. Carefully consider what is the most
relevant content to present on the application UI, as it might not
be reasonable to try and fit as much content into the screen as you
might have in a desktop application.
\o Design for multiple screen sizes
Relate the position and size of each control to the dimensions of
the display. This enables the same set of information to be
presented on the screen in all resolutions; higher resolution
devices just display finer graphics.
\o Design for changing screen orientation
Some devices support screen rotation. On these devices, applications
can be displayed in portrait or landscape orientation. Account for
orientation and dynamically adjust the display when the screen is
rotated.
\o Design intuitive ways of moving within applications
Mobile devices lack a mouse and full-size keyboard, so users must
use the touch screen or five way navigation pad to move within
applications. In addition, many users control the devices with one
hand. To create an optimized user experience, allow users to access
information with one click; do not make them scroll and type.
\o Design for limited input methods
Applications collect information from users on the task at hand. In
addition to touch screen input, some devices contain physical keys
such as a five way navigation pad, a keypad, and a keyboard. Users
enter information by using screen controls, such as lists, check
boxes, radio buttons, and text fields.
\o Keep response times short
Latency can cause delays in user interaction. If users perceive
an application as being slow, they are likely to get frustrated and
stop using it.
\o Save battery time
Mobile devices are not constantly connected to a power source but
run on battery power. Optimize power consumption to keep the total
consumption at an acceptable level and to prevent users from running
out of battery time.
\o Consider network issues
If users do not have a flat-rate data plan or WLAN support, mobile
network connections cost them money. Also, when users move around
with the devices, the networks available for connections constantly
change.
\o Remember the processing limits of the device
The memory available on devices is limited and you should use it
carefully. Although all mobile devices have common functionality,
each device is individual in terms of both the resources available
and extra features. Therefore, you must consider the constraints of
all the target devices.
\endlist
For more information about user experience techniques for mobile devices,
see the \l{http://www.developer.nokia.com/Resources/Library/Design_and_UX}
on Nokia Developer.
*/
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