KS3 · Computer Science
Designing a mobile app
An app can have every feature and still be a bad app if you can't find the button you need. Good designers start with the person, not the buttons.
Designing Leo's homework app, stage by stage
Leo is in Year 7 and keeps missing homework deadlines. Follow his app from first idea to improved design. Tap any stage to see what it decides for Leo.
Computing · User interfaces
Display or collect?
Here is the Add homework screen from Leo's app. Sort each element: does it display information to Leo, or collect information from him?
Still to sort
Displays information (0)
Shows something to the user. Labels and images do this.
Where the line is: Leo only looks at it. Nothing he does changes what it holds.
Collects information (0)
Takes something from the user. Buttons and text boxes do this.
Where the line is: Leo acts on it: he taps it or types into it, and information goes from him into the app.
The user interface (UI) is the part of an app that users interact with. Every element on it has a job: it either shows information to the user, or takes information from the user.
Computer Science · Structure
Leo's plan: three screens and the paths between them
Tap a screen to see which elements it holds and where they go. Each arrow says what Leo taps to move from one screen to another.
Tap any part of the diagram to see what it does.
WHAT YOU'VE LEARNED
A quick recap of today's lesson.
Great apps are designed backwards: start with the person, and the buttons follow.
What you need to know
- A user interface (UI) is the part of an app that users interact with: how it looks and how they use it.
- Interface elements do one of two jobs: labels and images display information to the user; buttons and text boxes collect information from the user.
- Design starts from the user need: who the users are, and what problem or task the app should help them with.
- Plan the screens as a sketch or wireframe, build them with visual tools, then have users test the app and improve the design from what they found.
The big picture
Designing an app starts with the user: who they are and what task they need help with. From that need you decide what the app must do, plan the screens as a sketch or wireframe, build them with visual tools, then have users test it and improve the design from what they find. The user interface is the part users interact with, and its elements either display information (labels, images) or collect it (buttons, text boxes). A good interface is visually clear and functionally simple.
Key points
Worked example
Problem
The school librarian wants Year 7 pupils to be able to check, from their phones, whether a book is in the library before they walk over. Plan the first screen of the app, deciding each element and its job.
⚠ Watch out
Starting by placing buttons on a blank screen before knowing who the app is for, and then calling the design finished as soon as it works, without its users ever trying it.
Memory hook
Who? What? Wireframe. Build. Try. Tweak. Six steps, and the first one is always a person.
Check yourself
Leo's friend wants an app that reminds her to water her plants. What should the designer find out before sketching a single screen, and who should try the app before the design counts as tested?
Flashcards
(14)What is a user interface (UI)?
What are the two jobs an interface element can do?
Which common elements display information?
Which common elements collect information?
A label sits right next to a text box. Which one collects?
What two things does a user interface include?
What makes a user interface good?
Why must an app be easy to navigate and understand?
Where does designing an app start?
What is the audience of an app?
What does a wireframe show?
How do you build a simple screen with visual tools?
How is an app design tested?
What happens after users test the design?
Tap any card to flip it, or use Study as deck to go through them one at a time. In the full lesson these run as a spaced-repetition deck — you rate each card Hard, Good or Easy and the tricky ones keep coming back until they stick.
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