App Designer

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    App Designer

    Pick a real problem, write user stories, design phone screens that link together, test your app and score it against your design criteria.

    1. 1The problem: pick a project brief or write your own, then build 1 to 3 user stories with the drop-down boxes and choose 3 to 5 design criteria.
    2. 2Design: tap or drag parts onto the phone. Drag them to move, drag the corner to resize, and change words, colours and links in the Properties panel.
    3. 3Link every button to a screen, then press Test and tap through your app like a real user would.
    4. 4Evaluate: read the automatic checks, give yourself stars for each criterion, then copy your design to make Design B and compare the scores.
    5. 5A finished design has 2 or more screens, every button goes somewhere, text is easy to read and every check has a green tick. Download it, share the link or print the summary.

    Australian Curriculum v9.0 · Technologies · Years 2-6

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    About This Game

    App Designer walks children through the same steps real app designers use. First they pick a problem for a real group of people, such as a canteen ordering app for Year 1 students or a bus timetable for a country town, and write user stories like "As a Year 1 student, I want to choose my lunch by tapping pictures so that I do not need to read the menu". They choose 3 to 5 design criteria, then build screens on a phone canvas with headings, buttons, pictures, text boxes, checklists and a navigation bar. Buttons link screens together, so in Test mode the design works like a real app. Evaluate mode checks button size, colour contrast, broken links and empty screens, and children can copy their design to make a Design B and compare the two side by side.

    Top Tip

    Think about the person using your app, not about yourself. A Year 1 student cannot read a long menu and has small fingers, so big picture buttons with one or two words work better than lots of text.

    Skills You Are Practising
    • Defining a problem for a known user
    • Writing user stories: As a user, I want a goal so that I get a benefit
    • Choosing design criteria that fit the user
    • Designing a user interface with several linked screens
    • Testing a design by using it like a real app
    • Evaluating and comparing two designs against criteria
    In the real world

    App designers at banks, councils, schools and game studios sketch screens, link them into a clickable prototype and test them with real users before any code is written. Public transport apps, canteen ordering systems and library catalogues were all designed this way.

    For parents & teachers
    • Ask "Who is this app for, and what do they need?" before your child starts adding buttons.
    • Be the test user: tap through the design in Test mode and say out loud what you think each button does.
    • Look at an app you use together, such as a bus or weather app, and talk about why its buttons are big and its words are short.
    • Praise changes made after testing. Improving Design A into Design B is the real skill.

    Who it suits: Year 2: pick a brief, choose one user story from the drop-down boxes and design two or three screens with big buttons. Years 3 and 4: write user stories, choose design criteria and compare Design A with Design B. Years 5 and 6: write your own brief, design a full user interface with a navigation bar, fix every automatic check and think about how the app affects the wider community.

    Australian Curriculum v9.0

    This game practises these content descriptions. Tap a code to see its full wording and other games for it.

    • AC9TDI2P01 (Year 2 Digital Technologies) investigate simple problems for known users that can be solved with digital systems
    • AC9TDI2P03 (Year 2 Digital Technologies) discuss how existing digital systems satisfy identified needs for known users
    • AC9TDI4P01 (Year 4 Digital Technologies) define problems with given design criteria and by co-creating user stories
    • AC9TDI4P03 (Year 4 Digital Technologies) generate, communicate and compare designs
    • AC9TDI4P05 (Year 4 Digital Technologies) discuss how existing and student solutions satisfy the design criteria and user stories
    • AC9TDI6P01 (Year 6 Digital Technologies) define problems with given or co-developed design criteria and by creating user stories
    • AC9TDI6P03 (Year 6 Digital Technologies) design a user interface for a digital system
    • AC9TDI6P04 (Year 6 Digital Technologies) generate, modify, communicate and evaluate designs

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