Creating a successful app is like erecting a house. The building part can become laborious, boring and dangerous at times, especially if very little attention is paid to the planning process and no blueprints are to be found; in some cases it leads to disastrous outcomes, unhappy stakeholders and overrunning costs.
The initial phase of understanding the client’s idea and expectations is the most critical and yet the least talked about: translating requirements into a well structure document is what makes or breaks an app – similar to creating a good architecture document before commencing work on a building.
In this talk, Paul will talk about the things a team should implement before writing a single line of code (diagrams, sketches, prototypes, etc) and affix yet another acronym to the corporate bingo list: DDD (Documentation-Driven Design).
28. Ask the right questions
• usually starts with an idea / project requirement
• sell the vision to the team
• shoot the idea down and scale according to the platform constraints
• communication, communication, communication
• proposal
30. Application Definition Statement
“A concise, concrete declaration of the
app’s main purpose and its intended
audience.”
https://developer.apple.com/library/ios/documentation/
UserExperience/Conceptual/MobileHIG/
31. Solve real problems
"An app must solve a user's problem clearly and elegantly."
Eric Hope, User Experience Evangelist, Apple
35. Wireframing
• identify main areas of the app
• identify screens
• identify relations between screens
• start from the simplest things and build up
• start from the main task of the app
51. Sketching
• start from the most important task
• identify main areas of the app
• identify screens
• identify relations between screens
• Don’t worry! You won’t get it right the first time
68. UML
The Unified Modelling Language (UML) is a general-purpose
modelling language in the field of software engineering, which
is designed to provide a standard way to visualize the design
of a system.