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Wrapping Up
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Nokia s product portfolio spans the gamut of prices, with sales numbers in the tens to hundreds of millions each quarter. Nokia s broad and deep reach around the world drives a software market for almost any mobile application developer. To address the myriad markets where Nokia sells handsets, Nokia groups devices into three platforms: Series 40, Symbian, and MeeGo. One platform, Qt running on Symbian, lets you target mid-range and premium (Symbian and MeeGo) devices using C++ and a robust porting layer. Nokia s support for HTML5 and other web standards leverages your knowledge of HTML, JavaScript, and CSS to develop hybrid and web-based environments using the latest web technologies. Most applications can be easily constructed using tools from either platform, letting you choose the platform that most closely meets your skills and prior projects. Using Qt requires skills in C++, but provides the highest possible performance, while the web route provides more-than-adequate
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CHAPTER 1: Introducing Nokia s Software Platform
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performance with the added benefit that since it s based on W3C standards, porting from other platform s web-based applications isn t difficult. In the next chapter, we look at what you need to know to get started designing your application for Qt and HTML5 on Symbian and MeeGo. 2 is preliminary information for all developers new to mobile software; if you re ready to dive in and begin developing your application, skip ahead to 3, where we introduce the various tools at your disposal.
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Designing Your Application
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Design, followed by develop and distribute, is the first of three steps you must go through to create your Nokia application. In this section we talk about design. This chapter covers the theory and practice of designing your mobile application. We discuss how designing for mobile is different from the desktop, present the steps in the design process, and then go into some practical details for designing your application. This chapter cannot even come close to covering design for mobile completely not even a full book dedicated to the topic would suffice. To comprehensively cover design in detail, a university level master s course might begin to do the topic some justice. Our goal for this chapter is to give you, the application developer, enough of an overview of design so that you can write your first application well. After that this material can serve as a framework upon which to continue your study. In the next chapter of this book, we do some hands-on exploration of the tools you will use to actually design and later develop your application. Now, let s get started.
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Designing for Mobile
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Designing a mobile application is different from designing a desktop application. Yes, both applications run on computers and both are built using technologies such as the Web or C++. Even the underlying platforms are remarkably similar: the mobile device of today has virtually the same amount of volatile memory, non-volatile storage, network bandwidth, and processing power as the desktop of only a few years ago. Yet mobile is different. The user expects different things from an application on his mobile device as from his desktop. To understand this better, we need to think about User Context.
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CHAPTER 2: Designing Your Application
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User Context
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What is the user doing when he is running an application How is the mobile device used differently from the desktop computer What special scenarios arising from mobile must you consider different from the desktop These are all questions considered in User Context. User Context is consideration for what the user is doing and where he is when he is using your application. The mobile device is different because it is mobile. It can be used in noisy, crowded environments. It may be used in bright environments. The user may be in a situation where he has time to interact with his device only for a small amount of time and only with partial attention and not the long interaction timeframe typical with a desktop. Mobile applications, therefore, are typically designed to do one task or activity well. The user may be doing something else while using your application. Consider this when designing.
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