(AIS) Apps in Society Module Overview

Apps in Society Module Overview

Concept Development
Design
Test
Publish

Now that you have learned the basic features of App Inventor and how to design an app, you will go through the entire process of app creation to create your own app.    

Apps start with an idea. There are many apps that exist that teach, entertain, solve problems, connect people in society and do good by enhancing peoples' lives. You will explore different apps to help brainstorm an idea for your final project.    

In this module, you will learn how to design more complex apps by using intricate layouts, html to create fonts and colors for text in Labels and create apps with multiple screens.

Afterwards, you will go through the design process of ideation, prototyping, designing, building and testing your own app. You will present your final project at the end of the module.  

As you go through the module, keep in mind each step builds upon the next. You must complete one part of the process to advance to the next. You need to pace yourself and stay on track.

Each step progresses through the process:

  • Ideation: Generating an idea
  • Prototyping: Create a prototype of your app
  • User Interface Development: Create the User Interface from the prototype
  • Program Flow: Create a flowchart and algorithms for your app
  • Programming: Program the behaviors based on the flowchart
  • Testing: Test and clean up your app
  • Presentation of Final Project: Present your app

Essential Questions

  • How can you create multiple screens for apps?
  • How do you use color to create an appealing user interface?
  • How do you use layouts to create complex user interfaces?
  • How do you HTML to enhance text?
  • How do you create ideas for app development?
  • What is the process for creating an app?

Key Terms

  1. Algorithm - an algorithm is a step by step set of instructions to accomplish a task.
  2. Attribute - an attribute is a characteristic, trait or property for someone or something.
  3. Data - data is raw unorganized information.
  4. Database - a structured set of data held in a computer, especially one that is accessible in various ways.
  5. HTML - HTML stands for Hypertext Markup Language. It is a set of markup symbols or codes inserted in a file that tells the web browser how to display words and images on a World Wide Web browser page.
  6. Ideation - ideation is the formation of ideas or concepts.
  7. Information - information is converting raw data into usable knowledge.
  8. Logic error - a  logic error produces unintended or undesired output or other behavior.
  9. Prototype - a prototype is a "hand-built" model that represents a manufactured (easily replicable) product sufficiently for designers to visualize and test the design.
  10. Syntax error - a syntax error is an error in a program due to a code that does not conform to order expected by the programming language.
  11. Tag - tags are used by all format specifications that mark a section of a document with a formatting command.
  12. Wireframing - wireframing is known as a page schematic or screen blueprint, is a visual guide that represents the skeletal framework of a screen.

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