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Class 2: App Prototyping Methods

Agenda

  1. What's an "app"?
  2. Prototyping Methods Overview
  3. Low-Fidelity Prototyping
  4. High-Fidelity Prototyping

Discussion: What is an App?

Form groups of 2-4.

Discuss with your peers what an app is.

Prepare a definition to share with the class. (I will call on each group to share.)


Activity: Design an App

Client: VibesApp is a startup that has contracted with your team to design a new mobile app.

Goal: Design a mobile app that lights up a room with moving colors based on the vibes that the user wants to create in their environment.

  1. Brainstorm a design for this app (or two) on the handout.
  2. With a group of 2-4, sketch a design for an app on the board.
  3. Evaluate the usability of your app. (Does it set the vibes for a room?)

Definition: App

App, short for application, is an interactive program for computational devices (i.e. phones) typically designed to support users with tasks.

Discussion: Is a website an app? It depends...


App's are Expensive!

  • ~$100,000 to $250,000
  • ~3 months to 12 months
  • Significant expertise required
  • 2 major mobile platforms (iOS and Android)
  • 2 major laptop/desktop platforms (Windows and macOS)

Discussion: Should We Build Your App?

  • UX designer/engineer
  • iOS developer/engineer
  • Android developer/engineer
  • Backend developer/engineer
  • QA tester/engineer
  • Project manager

We should know whether the app is worth building before we invest!


Prototyping

A user interface prototype is a hypothesis — a candidate design solution that you consider for a specific design problem.

  • NN/Group

Prototyping Methods

  • Low-Fidelity (Sketches, Wireframes, Paper Prototypes)
  • Medium-Fidelity (Digital Wireframes, Clickable Prototypes)
  • High-Fidelity (Visual Designs, Functional Prototypes)

Low-Fidelity vs. High-Fidelity

  • Low-Fidelity (e.g. Paper Prototype)
    • lower cost
    • less interactive (often static)
  • Medium-Fidelity (e.g. Figma)
    • moderate cost
    • somewhat interactive
  • High-Fidelity (e.g. Interactive Prototype)
    • higher cost
    • more interactive (often dynamic)

Low-Fidelity Prototyping: Paper Prototype

https://www.youtube.com/watch?v=OlbdIXLunt4

Discussion: Should we build a paper-prototype of your app?


Medium-Fidelity Prototyping: Figma

Figma is a web-based design tool for creating digital wireframes and clickable prototypes.

  • Limited interactivity
  • Content is static (no dynamic data)

Discussion: Should we build a Figma of your app?


High-Fidelity Prototyping: Interactive Prototype

A high-fidelity (sometimes referred as high-fi or hi-fi) prototype is a computer-based interactive representation of the product in its closest resemblance to the final design in terms of details and functionality.

Discussion: Should we build a Figma of your app?


High-Fidelity Prototyping: How?

  • Adobe XD
  • Figma (with plugins)
  • InVision
  • Proto.io
  • Web-based (HTML/CSS/JS)

Vue.js

Vue.js is an approachable, performant and versatile framework for building web user interfaces.


Discussion: How to Learn Vue.js?


Learning Objective

Learn how to independently approach problems and technologies that are new to you.


Strategies for Learning New Technologies

  • Tutorials
  • Examples
  • Documentation
  • Ask ChatGPT
  • Exploration
  • Experimentation

Activity: Explore Vue.js

  1. Open your Homework 1 repository as a Codespace.
  2. With a peer (2-4) explore the code and discuss how Vue.js works.
    • How does "You did it!" or your name show on the screen?
    • Can you add another line of text below it?
  3. Can you start to modify the code to implement your app design?

Summary

  • Apps are interactive programs for computational devices designed to support users with tasks.
  • Apps are expensive (cost + time + expertise).
  • Prototyping is a way to evaluate app designs before building them.
  • Low-fidelity prototypes are quick and cheap.
  • High-fidelity prototypes are more detailed and interactive.
  • Vue.js is a web framework for building interactive user interfaces.