If you are targeting certain frame rate, the basic idea is that you should have a timer or thread that executes your game's tick method at desired intervals. With timers the implementation is pretty trivial: just schedule a timer to execute at regular intervals. When using threads you have to put the thread to sleep between consecutive ticks if it runs faster than the desired frame rate.
However, this alone doesn't lead to the best possible results as the interval can vary a bit between the frames. There is a very good article on this issue:
http://gafferongames.com/game-physics/f ... -timestep/.
Also, there are already slower and faster Android phones than the dev phone 1. So you have to prepare for the both cases if you are targeting all Android devices. If your game is not that CPU heavy, it might be that you can achieve the desired frame rate on all the devices. But if you don't limit the frame rate, your game will be too fast on the faster Android phones.