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	<title>Simon Whatley &#187; Mobile</title>
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	<link>http://www.simonwhatley.co.uk</link>
	<description>The opposite of every great idea is another great idea</description>
	<lastBuildDate>Wed, 02 Nov 2011 09:28:34 +0000</lastBuildDate>
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		<title>6 Rules for Designing Amazing Apps</title>
		<link>http://www.simonwhatley.co.uk/6-rules-for-designing-amazing-apps</link>
		<comments>http://www.simonwhatley.co.uk/6-rules-for-designing-amazing-apps#comments</comments>
		<pubDate>Tue, 14 Jun 2011 15:06:47 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[Brian Fling]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[media]]></category>
		<category><![CDATA[ux]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=4237</guid>
		<description><![CDATA[Mobile design is an entirely new breed of design says Brian Fling; you need to think of your app as a great book; it has a clear beginning, middle and end.]]></description>
			<content:encoded><![CDATA[<p>Mobile design is an entirely new breed of design says <a href="" title="Brian Fling" target="_blank" rel="nofollow">Brian Fling</a>; you need to think of your app as a great book; it has a clear beginning, middle and end.</p>
<p>Fling identifies 6 rules for designing apps that we should follow:</p>
<ol>
<li><strong>Understand the medium</strong> &#8211; Get to know the difference between mobile and other mediums.</li>
<li><strong>Get your data dialled</strong> &#8211; Data is the new content and it comes from everywhere.</li>
<li><strong>Be the master of context</strong> &#8211; Dive into context, it is the easiest way to level up to awesomeness.</li>
<li><strong>Design for interaction</strong> &#8211; A gift for pixel perfection and a psychology degree can come in handy.</li>
<li><strong>Focus on the details</strong> &#8211; Small screens don&#8217;t make things easier. They make things a lot harder.</li>
<li><strong>Allow ample time</strong> &#8211; It takes a lot longer than you might think.</li>
</ol>
<p>Fling&#8217;s <a href="http://www.slideshare.net/fling/6-rules-to-designing-amazing-mobile-apps-media-2011" title="Brian Fling - 6 Rules for Designing Amazing Apps" target="_blank" rel="nofollow">presentation at @media 2011</a> can be found on Slideshare. It&#8217;s long, but certainly worth a viewing.</p>
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		</item>
		<item>
		<title>User Interface Guidelines for Mobile and Tablet Devices</title>
		<link>http://www.simonwhatley.co.uk/user-interface-guidelines-for-mobile-and-tablet-devices</link>
		<comments>http://www.simonwhatley.co.uk/user-interface-guidelines-for-mobile-and-tablet-devices#comments</comments>
		<pubDate>Mon, 20 Dec 2010 16:49:17 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[bada]]></category>
		<category><![CDATA[Blackberry]]></category>
		<category><![CDATA[guidelines]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[ipad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[motorola]]></category>
		<category><![CDATA[Nokia]]></category>
		<category><![CDATA[reference]]></category>
		<category><![CDATA[resources]]></category>
		<category><![CDATA[samsung]]></category>
		<category><![CDATA[standards]]></category>
		<category><![CDATA[Symbian]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[userinterface]]></category>
		<category><![CDATA[WebOS]]></category>
		<category><![CDATA[windowsphone]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=3796</guid>
		<description><![CDATA[The official user interface (UI) and user experience (UX) guidelines from the manufacturers, links to which you can find below, are a source of inspiration for mobile web and application design. Here, you will find guidelines, samples, tips, and descriptions of common mistakes. Many of the guidelines focus on native application development, but we can apply most parts of them to mobile web design.]]></description>
			<content:encoded><![CDATA[<p>The official user interface (<abbr title="User Interface">UI</abbr>) and user experience (<abbr title="User Experience">UX</abbr>) guidelines from the manufacturers, links to which you can find below, are a source of inspiration for mobile web and application design. Here, you will find guidelines, samples, tips, and descriptions of common mistakes. Many of the guidelines focus on native application development, but we can apply most parts of them to mobile web design.</p>
<p>To provide the best possible experience on each platform, don&#8217;t deliver an iPhone experience to a BlackBerry or Android user. Every platform has its own <abbr title="User Interface">UI</abbr> and usability guidelines that every user is expecting from your application. For example, the popular Twitter application TweetDeck has a different user interface and therefore user experience between its iPhone and Android versions, albeit the TweetDeck team aims to provide a similar user experience on both devices. The same can be said between mobile an tablet devices with <a href="http://reederapp.com/" title="Reeder App" target="_blank" rel="nofollow">Reeder</a> and <a href="http://www.alphonsolabs.com/" title="Pulse from AlphonsoLabs" target="_blank" rel="nofollow">Pulse</a> prime examples on iOS devices.</p>
<h2>Apple (iOS)</h2>
<ul>
<li><a href="http://developer.apple.com/library/ios/#documentation/UserExperience/Conceptual/MobileHIG/Introduction/Introduction.html" title="iPhone Human Interface Guidelines" target="_blank" rel="nofollow">iOS Human Interface Guidelines</a> or the <a href="http://developer.apple.com/library/ios/documentation/userexperience/conceptual/mobilehig/MobileHIG.pdf" title="iPhone Human Interface Guidelines PDF Version" target="_blank" rel="nofollow">PDF version</a> (PDF 12.9MB, pp. 150)</li>
</ul>
<h2>BlackBerry</h2>
<ul>
<li><a href="http://docs.blackberry.com/en/developers/deliverables/17965/index.jsp?name=UI+Guidelines+-+BlackBerry+Smartphones6.0&amp;language=English&amp;userType=21&amp;category=Java+Development+Guidelines&amp;subCategory=" title="UI Guidelines for BlackBerry 6.0 Smartphones" target="_blank" rel="nofollow">UI Guidelines for BlackBerry 6.0 Smartphones</a> or the <a href="http://docs.blackberry.com/en/developers/deliverables/17964/BlackBerry_Smartphones-UI_Guidelines-T893501-980426-0721013746-001-6.0-US.pdf" title="UI Guidelines for BlackBerry 6.0 Smartphones PDF version" target="_blank" rel="nofollow">PDF version</a> (PDF 9.2MB, pp. 109)</li>
<li><a href="http://docs.blackberry.com/en/developers/deliverables/20196/index.jsp?name=UI+Guidelines+-+BlackBerry+Smartphones2.5&amp;language=English&amp;userType=21&amp;category=Java+Development+Guidelines&amp;subCategory=" title="UI Guidelines for BlackBerry 4.x, 5.x Smartphones" target="_blank" rel="nofollow">UI Guidelines for BlackBerry 4.x, 5.x Smartphones</a> or the <a href="http://docs.blackberry.com/en/developers/deliverables/20195/BlackBerry_Smartphones-UI_Guidelines-T1011811-1011811-0903100131-001-2.5-US.pdf" title="UI Guidelines for BlackBerry 4.x, 5.x Smartphones PDF Version" target="_blank" rel="nofollow">PDF version</a> (PDF 7.4MB, pp. 89)</li>
<li><a href="http://docs.blackberry.com/en/developers/deliverables/4305/BlackBerry_Browser-4.6.0-US.pdf" title="BlackBerry Browser Content Design Guidelines" target="_blank" rel="nofollow">BlackBerry Browser Content Design Guidelines</a> (PDF 356KB, pp. 29)</li>
</ul>
<h2>Google (Android)</h2>
<ul>
<li><a href="http://developer.android.com/guide/practices/ui_guidelines/index.html" title="Android User Interface Guidelines" target="_blank" rel="nofollow">Android User Interface Guidelines</a></li>
<li><a href="http://developer.motorola.com/docstools/library/Best_Practices_for_User_Interfaces/" title="Motorola's Best Practices for Android UI" target="_blank" rel="nofollow">Motorola&#8217;s Best Practices for Android UI</a></li>
</ul>
<h2>Microsoft (Windows Mobile, Windows Phone 7)</h2>
<ul>
<li><a href="http://msdn.microsoft.com/en-us/library/bb158602.aspx" title="UI Guidelines for Windows Mobile" target="_blank" rel="nofollow">UI Guidelines for Windows Mobile</a></li>
<li><a href="http://msdn.microsoft.com/en-us/library/cc872774.aspx" title="Windows Touch UI Guideline" target="_blank" rel="nofollow">Windows Touch UI Guideline</a></li>
<li><a href="http://www.google.co.uk/url?sa=t&#038;source=web&#038;cd=3&#038;sqi=2&#038;ved=0CC0QFjAC&#038;url=http%3A%2F%2Fdownload.microsoft.com%2Fdownload%2F7%2F7%2F3%2F77371bbd-6613-4c1a-acbf-08365c09d5fa%2Fui%2520design%2520and%2520interaction%2520guide%2520for%2520windows%2520phone%25207%2520v2.0.pdf&#038;ei=bIMPTY7WHIOqhAe3rpG3Dg&#038;usg=AFQjCNF76tSvSGaMqRhGRYVRBlm-r1tcjg&#038;sig2=JsJWTzAEW6cn1vhO9q1jfQ" title="UI Design &amp; Interaction Guide for Windows Phone 7 version 2.0" target="_blank" rel="nofollow">UI Design &amp; Interaction Guide for Windows Phone 7 version 2.0</a> (PDF 11.9MB, pp. 101)</li>
</ul>
<h2>Nokia (Symbian)</h2>
<ul>
<li><a href="http://library.forum.nokia.com/index.jsp?topic=/Design_and_User_Experience_Library/GUID-A8DF3EB8-E97C-4DA0-95F6-F464ECC995BC_cover.html" title="Nokia Design &amp; User Experience Library" target="_blank" rel="nofollow">Nokia Design &amp; User Experience Library</a></li>
<li><a href="http://www.forum.nokia.com/dp?uri=http%3A%2F%2Fsw.nokia.com%2Fid%2Fa80c6de9-d56c-472d-af19-7a3eca265f50%2FSymbian_3_UI_Style_Guide_v1_0_en.pdf" title="Symbian^3 UI Style Guidelines" target="_blank" rel="nofollow">Symbian^3 UI Style Guidelines</a>  (PDF 4.5MB, pp. 105)</li>
<li><a href="http://www.forum.nokia.com/Design/" title="Forum Nokia Design Portal" target="_blank" rel="nofollow">Forum Nokia Design Portal</a></li>
<li><a href="http://developer.symbian.org/wiki/User_Interface" title="Symbian UI Wiki" target="_blank" rel="nofollow">Symbian UI Wiki</a></li>
<li><a href="http://www.forum.nokia.com/info/sw.nokia.com/id/73e935fe-8b59-43b2-ab3e-1c5f763672db/Series_40_UI_Style_Guide.html" title="Nokia Series 40 UI Style Guide" target="_blank" rel="nofollow">Nokia Series 40 UI Style Guide</a></li>
<li><a href="http://www.forum.nokia.com/info/sw.nokia.com/id/eb8a68ba-6225-4d84-ba8f-a00e4a05ff6f/Hildon_2_2_UI_Style_Guide.html" title="Hildon UI Guidelines for Nokia Maemo" target="_blank" rel="nofollow">Hildon UI Guidelines for Nokia Maemo</a></li>
</ul>
<h2>Palm/Hewlett Packard (webOS)</h2>
<ul>
<li><a href="http://developer.palm.com/index.php?option=com_content&amp;view=article&amp;id=1836" title="webOS UI Guidelines" target="_blank" rel="nofollow">webOS UI Guidelines</a></li>
</ul>
<h2>Sony Ericsson</h2>
<ul>
<li><a href="http://developer.sonyericsson.com/cws/download/1/716/984/1262667210/DW-102212-UI_Rulebook.pdf" title="Sony Ericsson UI Rulebook" target="_blank" rel="nofollow">Sony Ericsson UI Rulebook</a></li>
</ul>
<h2>Others</h2>
<ul>
<li><a href="http://dpimg.ospos.net/contents/docs/resources_1004/com.osp.appuiguide.help/html/FramesetMain.html?menu=MC01010403&amp;mtb1=&amp;mtb2=" title="Bada Application UI Guide" target="_blank" rel="nofollow">Bada Application UI Guide</a></li>
<li><a href="http://meego.com/developers/ui-design-guidelines/handset" title="MeeGo UI Design Guidelines" target="_blank" rel="nofollow">MeeGo UI Design Guidelines</a></li>
</ul>
<p>If you know of any other examples of <abbr title="User Interface">UI</abbr> guidelines for mobile or tablet devices or have any general thoughts, please feel free to add them to the comments.</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Thinking Mobile? If You Build It, They Will Come</title>
		<link>http://www.simonwhatley.co.uk/thinking-mobile-if-you-build-it-they-will-come</link>
		<comments>http://www.simonwhatley.co.uk/thinking-mobile-if-you-build-it-they-will-come#comments</comments>
		<pubDate>Thu, 04 Feb 2010 14:35:59 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[Appcelerator]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Apple iPhone]]></category>
		<category><![CDATA[Blackberry]]></category>
		<category><![CDATA[Brushes]]></category>
		<category><![CDATA[CSS]]></category>
		<category><![CDATA[documentation]]></category>
		<category><![CDATA[ebay]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[GPS]]></category>
		<category><![CDATA[HIG]]></category>
		<category><![CDATA[HTML]]></category>
		<category><![CDATA[HTML5]]></category>
		<category><![CDATA[human interface guidelines]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[IPhone OS]]></category>
		<category><![CDATA[iPod]]></category>
		<category><![CDATA[iTunes]]></category>
		<category><![CDATA[JavaScript]]></category>
		<category><![CDATA[Mobile Development]]></category>
		<category><![CDATA[Mobile operating system]]></category>
		<category><![CDATA[Multi-touch]]></category>
		<category><![CDATA[Nokia]]></category>
		<category><![CDATA[Ovi Store]]></category>
		<category><![CDATA[Palm]]></category>
		<category><![CDATA[paypal]]></category>
		<category><![CDATA[PhoneGap]]></category>
		<category><![CDATA[Qik]]></category>
		<category><![CDATA[RedLaser]]></category>
		<category><![CDATA[Rim]]></category>
		<category><![CDATA[RjDj]]></category>
		<category><![CDATA[Smartphones]]></category>
		<category><![CDATA[StreetCar]]></category>
		<category><![CDATA[Symbian]]></category>
		<category><![CDATA[The Guardian]]></category>
		<category><![CDATA[User interface]]></category>
		<category><![CDATA[web-based application]]></category>
		<category><![CDATA[WebOS]]></category>
		<category><![CDATA[Windows Mobile]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=2232</guid>
		<description><![CDATA[Smartphone applications are predicted to overtake the desktop software market. So who will win the multi-billion-pound [dollar] application economy, and what are the new rules?]]></description>
			<content:encoded><![CDATA[<p>Smartphone applications are predicted to overtake the desktop software market. So who will win the multi-billion-pound [dollar] application economy, and what are the new rules?</p>
<p>In January 2010, Apple announced to great fanfare that they had recently sold their 3 billionth iPhone application. Of course not all these applications are paid-for, but with a 30% levy taken on each and every paid-for application, Apple are taking a significant share of the revenue from the application pie. However, as a distribution channel, the AppStore is second to none, whilst <a href="http://metrics.admob.com/2010/01/mobile-browsing-trends-from-quantcast/" title="Mobile Browsing Trends from Quantcast" target="_blank" rel="nofollow">the iPhone uptake is staggering</a>, with a majority share of the smartphone market in many regions of the world. There is a significant opportunity for any developer to make a huge return on investment, assuming the idea is a winning one.</p>
<p>iPhone, Android, Windows Mobile, Blackberry, Nokia and now the larger form factor iPad and Kindle support the idea of applications, or will do in the near future. So what do you need to do to design and build your first application?</p>
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<ol>
<li><strong>Familiarise yourself with the rules</strong><br />
Whether you&#8217;re going to build applications for the <a href="http://developer.apple.com/iphone/" title="Apple iPhone Developer Centre" target="_blank" rel="nofollow">iPhone OS</a>, <a href="http://developer.android.com/" title="Android Developer Resources"  target="_blank" rel="nofollow">Android OS</a> or any other of the mobile platforms, you will need to familiarise yourself with how each operating system does things. Smartphone development is different from the development we are accustomed with on the Web. Reading the user interface guidelines for each platform will go a long way to developing your first application. Smartphones are personal devices and know where you are almost all the time through <abbr title="Global Positioning System">GPS</abbr>. They have rotation detectors, compasses and multitouch screens with gestural interfaces. Only once you know what is possible with each smartphone platform can you begin to design your application.</li>
<li><strong>Brainstorm the issues</strong><br />
This is the creative part of your application development process. You have a basic idea, but you need to take it forward into something that has features and benefits. Will the application be paid-for or free? Will it provide a service or be a marketing channel? Will it be standalone or link closely with other online presences and networks? Smartphone applications, unlike <em>ordinary</em> websites, invariably need to actually do something. There is an element of artificial intelligence at play, whereby the phone can actually know where it is in the world and it&#8217;s orientation, whilst the user interface is remarkably different from that of simply a mouse and keyboard. Smartphone applications can&#8217;t simply be flat catalogues, they need to do something and do it well. Whether this is booking and accessing a car as with <a href="http://itunes.apple.com/gb/app/streetcar/id335331332" title="Apple AppStore: StreetCar" target="_blank" rel="nofollow">StreetCar</a>, buying something from <a href="http://itunes.apple.com/gb/app/ebay-mobile/id282614216" title="Apple AppStore: eBay" target="_blank" rel="nofollow">eBay</a>, paying with <a href="http://itunes.apple.com/gb/app/paypal/id283646709" title="Apple AppStore: PayPal" target="_blank" rel="nofollow">PayPal</a>, creating music with <a href="http://itunes.apple.com/gb/app/rjdj/id290626964" title="Apple AppStore: RjDj" target="_blank" rel="nofollow">RjDj</a>, drawing pictures with <a href="http://itunes.apple.com/gb/app/brushes/id288230264" title="Apple AppStore: Brushes" target="_blank" rel="nofollow">Brushes</a>, price comparison with <a href="http://itunes.apple.com/gb/app/redlaser/id312720263" title="Apple AppStore: RedLaser" target="_blank" rel="nofollow">RedLaser</a>, reading the latest news from <a href="http://itunes.apple.com/gb/app/the-guardian/id340425655" title="Apple AppStore: The Guardian" target="_blank" rel="nofollow">the Guardian</a>, video casting with <a href="http://itunes.apple.com/gb/app/qik-for-3gs/id302767821" title="Apple AppStore: Qik" target="_blank" rel="nofollow">Qik</a> or planning your journey with <a href="http://itunes.apple.com/gb/app/london-tube-deluxe/id300139358" title="Apple AppStore: Tube Deluxe" target="_blank" rel="nofollow">Tube Deluxe</a> your app needs to be compelling.</li>
<li><strong>Create a prototype</strong><br />
You have your compelling idea; create a proof-of-concept prototype. This prototype is used to test some or many aspects of the intended design without attempting to exactly simulate the visual appearance, content or intended interactions. Such prototypes can be used to &#8220;prove&#8221; out a potential design approach such as range of motion, mechanics, sensors, architecture, etc. Making paper prototypes, for example, is a great way to test the application rather than creating low or high fidelity wireframes and <em>hoping for the best</em>. Doing this also provides a perfect opportunity for people around you &#8212; friends, colleagues and family members &#8212; to try out the prototype with little fuss. Only once you&#8217;re happy with the design should you begin any form of coding.</li>
<li><strong>Submit early</strong><br />
You have your application working. You have conducted a number of usability tests and all is looking great. It&#8217;s time to submit it to the appropriate application store. Apple has its <a href="http://www.apple.com/iphone/apps-for-iphone/" title="Apple AppStore" target="_blank" rel="nofollow">AppStore</a>, Android its <a href="http://www.android.com/market/" title="Android Market" target="_blank" rel="nofollow">Market Place</a>, Nokia its <a href="https://store.ovi.com" title="Nokia Ovi Store" target="_blank" rel="nofollow">Ovi Store</a> and so on. Each store has its own nuiances, but if you&#8217;re considering an iPhone application, Apple has been know to <em>drag its feet</em> when approving applications for release. Apple has a <a href="http://news.cnet.com/8301-13579_3-10315328-37.html" title="CNet: Apple sheds light on App Store approval process" target="_blank" rel="nofollow">much discussed approval process</a>, with the possibility of rejection commonplace. Don&#8217;t make plans that depend on Apple. It is better to silently release the application, rather than creating a huge fanfare.</li>
<li><strong>Iterate often</strong><br />
Once your application has been launched your work is nowhere near over, indeed it has just begun! As you gain more and more users, improvements will suggest themselves not only from within your team, but more often, from your users. Here is where you go back to stage two and start brainstorming again. Version 2 may include bug fixes, but also major feature updates. For the latter, your brainstorming will decide what is most important for the next iteration. When your next iteration is complete, the AppStore, for example, makes upgrades far easier to achieve than for normal desktop software.</li>
</ol>
<p>If you&#8217;re planning an application that could disrupt one of the smartphones capabilities, such as <a href="http://www.google.com/mobile/voice/" title="Google Voice for Mobile" target="_blank" rel="nofollow">Google Voice for the iPhone</a>, it may be worth considering whether building an application specifically for that particular operating system is worthwhile. Google Voice was neither approved nor rejected by Apple for the iPhone, but has now been replaced by a fully featured <abbr title="HyperText Markup Language">HTML</abbr>5 web-based application; circumventing the Apple approval process. Of course this now means that the same web-based application can be used for not just the iPhone, but other smartphones.</p>
<p>Now go forth and build it!</p>
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<p><strong>Resources</strong></p>
<p>Smartphone User Interface Guidelines:</p>
<ul>
<li><a href="http://developer.apple.com/iphone/library/documentation/UserExperience/Conceptual/MobileHIG/Introduction/Introduction.html" target="_blank" rel="nofollow">Apple iPhone Human Interface Guidelines (HIG)</a></li>
<li><a href="http://developer.apple.com/iphone/library/documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html" target="_blank" rel="nofollow">Apple iPhone Application Programming Guide</a></li>
<li><a href="http://developer.android.com/guide/practices/ui_guidelines/index.html" target="_blank" rel="nofollow">Android User Interface Guidelines</a></li>
<li><a href="http://binarysheep.com/AndroidCode/AndroidHIG.pdf" target="_blank" rel="nofollow">Android Human Interface Guidelines (adapted from Apple)</a></li>
<li><a href="http://www.forum.nokia.com/Tools_Docs_and_Code/Documentation/Usability/UI_Style_and_Visual_Guidelines.xhtml" target="_blank" rel="nofollow">Nokia User Interface Style and Visual Guidelines</a></li>
<li><a href="http://developer.palm.com/index.php?option=com_content&#038;view=article&#038;id=1606" target="_blank" rel="nofollow">Palm User Interface Guidelines</a></li>
<li><a href="http://docs.blackberry.com/en/developers/deliverables/6625/Screens_373681_11.jsp" target="_blank" rel="nofollow">RIM Blackberry User Interface Guidelines</a></li>
</ul>
<p>Application Development Frameworks:</p>
<ul>
<li><a href="http://phonegap.com/" title="PhoneGap: An open source development tool for building iPhone, Android, Blackberry and other mobile apps with JavaScript" target="_blank" rel="nofollow">PhoneGap</a> an open source development tool for building iPhone, Android, Blackberry and other mobile apps with JavaScript</li>
<li><a href="http://www.appcelerator.com/" title="Appcelerator: Mobile development platform for javascript developers" target="_blank" rel="nofollow">Appcelerator</a> a mobile development platform for javascript developers</li>
</ul>
<p>Mobile Web Application Frameworks:</p>
<ul>
<li><a href="http://www.jqtouch.com/" title="jQTouch: A jQuery plugin for mobile development" target="_blank" rel="nofollow">jQTouch</a> a jQuery plugin for mobile development</li>
<li><a href="http://code.google.com/p/iui/" title="iUI: iPhone User Interface Framework" target="_blank" rel="nofollow">iUI</a> an iPhone/iPod Touch user interface framework</li>
</ul>
<p>Other:</p>
<ul>
<li><a href="http://en.wikipedia.org/wiki/Mobile_development" title="Wikipedia: Mobile Development" target="_blank" rel="nofollow">Wikipedia article on Mobile Development</a></li>
</ul>
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		<title>QR-kill &#8211; The Hi-tech Mobile Game</title>
		<link>http://www.simonwhatley.co.uk/qrkill-the-hi-tech-mobile-game</link>
		<comments>http://www.simonwhatley.co.uk/qrkill-the-hi-tech-mobile-game#comments</comments>
		<pubDate>Thu, 18 Sep 2008 16:57:05 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[2d]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[barcode]]></category>
		<category><![CDATA[extra devices]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[mobile phones]]></category>
		<category><![CDATA[mobile tagging]]></category>
		<category><![CDATA[Nokia]]></category>
		<category><![CDATA[Nokia N95]]></category>
		<category><![CDATA[QR-kill]]></category>
		<category><![CDATA[QRcode]]></category>
		<category><![CDATA[SMS]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=1121</guid>
		<description><![CDATA[Crossed between quasar and a game of tag, QR-kill is the new phenomenon spreading around the mobile community. Utilising high-end mobile phones like the Nokia N95 and Applie iPhone and 2-dimensional barcodes called QR-codes, this game is best played in public places like shopping centres or department stores for added amusement.]]></description>
			<content:encoded><![CDATA[<p>Crossed between quasar and a game of tag, QR-kill is the new phenomenon spreading around the mobile community. Utilising high-end mobile phones like the Nokia N95 and Applie iPhone and 2-dimensional barcodes called QR-codes, this game is best played in public places like shopping centres or department stores for added amusement.</p>
<p><img src="http://www.simonwhatley.co.uk/blog/wp-content/uploads/2008/09/qrcode.png" alt="" title="QR-code" class="aligncenter size-full wp-image-1160" /></p>
<h3>QR-Kill Rules</h3>
<ol>
<li>A QR-code with your name and phone (<abbr title="Short Message Service">SMS</abbr> format) will be printed in a 20cm minimum width sheet of white paper. It will be reinforced by a hard cardboard and stuck to the back using american tape.</li>
<li>The QR-code must be visible at all times. It cannot be covered by any means, wall, floor, etc.</li>
<li>Once you receive the deathly <abbr title="Short Message Service">SMS</abbr> you <strong>must leave the scenario right away.</strong></li>
<li>When team playing, members can only communicate by using same phone they use as a weapon.</li>
<li>Disguising is allowed as along as the QR-code is visible.</li>
<li>Unless playing <q>sniper mode</q> no extra devices can be used to capture the QR-codes (e.g. zoom photo cameras, videocams, etc.)</li>
<li>If there is a conflict deciding who killed first, <abbr title="Short Message Service">SMS</abbr> time will decide (we recommend synchronising watches before the game starts)</li>
<li>No one can assist you to kill the enemy with your phone. However you can hire spies, etc.</li>
</ol>
<p>You can create QR-codes on <a href="http://qrcode.kaywa.com/" title="Kaywa's QR-code generator" target="_blank" rel="nofollow">Kaywa&#8217;s website</a>.</p>
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		<title>The iPhone Application for WordPress</title>
		<link>http://www.simonwhatley.co.uk/the-iphone-application-for-wordpress</link>
		<comments>http://www.simonwhatley.co.uk/the-iphone-application-for-wordpress#comments</comments>
		<pubDate>Tue, 22 Jul 2008 19:46:19 +0000</pubDate>
		<dc:creator>iPhone</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[3G]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Apple App Store]]></category>
		<category><![CDATA[Asides]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[pence]]></category>
		<category><![CDATA[social networking apps]]></category>
		<category><![CDATA[wordpress]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=682</guid>
		<description><![CDATA[Since getting the new iPhone 3G I've been downloading 'useful' applications like there was no tomorrow. I now have the very useful Vicinity app, various social networking apps and the best of all, a Light Sabre.]]></description>
			<content:encoded><![CDATA[<p>Since getting the new iPhone 3G I&#8217;ve been downloading &#8216;useful&#8217; applications like there was no tomorrow. I now have the very useful Vicinity app, various social networking apps and the best of all, a Light Sabre.</p>
<p>But there was something missing in my toolset; a WordPress app. Typepad have long since had one, so it was about time my favourite blog platform upped the ante!</p>
<p>Well, I&#8217;m glad to say, as of today an app has finally reached the Apple App Store that allows me to write posts: thank you Automattic.</p>
<p>In fact, just for good measure, this blog post has been written from the app.</p>
<p>The interface is intuitive and easy to use, although it does lack admin features, which for some may be a concern.</p>
<p>I&#8217;m sure I&#8217;ll get <abbr title="Repetitive Strain Injury">RSI</abbr> if I continually blog via my iPhone, but for those moments when I&#8217;m caught away from a computer and desparately want to offer my 10 pence worth to the blogosphere, it&#8217;s a good tool to have.</p>
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