Posts in mobile

The Mobile App Design Process: A Tube Map Infographic

**This post was originally published in ACRL TechConnect on March 4, 2013***

The Mobile App Design Process Tube Map:

Last June I had a great experience team-teaching a week-long seminar on designing mobile apps at the Digital Humanities Summer Institute (DHSI). Along with my colleagues from WSU Vancouver's Creative Media and Digital Culture (CMDC) program, I'll be returning this June to the beautiful University of Victoria in British Columbia to teach the course again [1. http://dhsi.org/]. As part of the course, I created a visual overview of the process we use for app making. I hope you'll find it a useful perspective on the work involved in crafting mobile apps and an aid to the process of creating your own.

topological map of the mobile app design process
A visual guide to the process of designing and building mobile apps. Start with Requirements Analysis in the upper-left and follow the tracks to Public Release. (Click for full-sized image.)
Creating the Tube Map:

I'm fond of the tube-map infographic style, also know as the topological map[2. https://en.wikipedia.org/wiki/Topological_map], because of its ability to highlight relationships between systems and especially because of how it distinguishes between linear (do once) and recursive (do over and over) processes. The linear nature of text in a book or images in slide-deck presentations can artificially impose a linearity that does not mirror the creative process we want to impart. In this example, the design and prototyping loops on the tube-map help communicate that a prototype model is an aid to modeling the design process and not a separate step completed only when the design has been finalized.

These maps are also fun and help spur the creative process. There are other tools for process mapping such as using flowcharts or mind-maps, but in this case I found the topological map has a couple of advantages. First and foremost, I associate the other two with our strategic planning process, so the tube map immediately seems more open, fun, and creative. This is, of course, rooted in my own experience and your experiences will vary but if you are looking for a new perspective on process mapping or a new way to display interconnected systems that is vibrant, fun, and shakes things up a bit the tube map may be just the thing.

I created the map using the open source vector-graphics program Inkscape[3. http://inkscape.org/] which can be compared to Adobe Illustrator and Corel Draw. Inkscape is free (both gratis and libre) and is powerful, but there is a bit of a learning curve. Being unfamiliar with vector graphics or the software tools to create them, I worked with an excellent tutorial provided by Wikipedia on creating vector graphic topological maps[4. https://en.wikipedia.org/wiki/Wikipedia:Graphic_Lab/Resources/Draw_topological_maps]. It took me a few days of struggling and slowly becoming familiar with the toolset before I felt comfortable creating with Inkscape. I count this as time well spent, as many graphics used in mobile app and icon sets required by app stores can be made with vector graphic editors. The Inkscape skills I picked up while making the map have come in very handy on multiple occasions since then.

Reading the Mobile App Map:

Our process through the map begins with a requirements analysis or needs assessment. We ask: what does the client want the app to do? What do we know about our end users? How do the affordances of the device affect this? Performing case studies helps us learn about our users before we start designing to meet their needs. In the design stage we want people to make intentional choices about the conceptual and aesthetic aspects of  their app design. Prototype models like wireframe mock-ups, storyboards, or Keynotopia[3. http://keynotopia.com/] prototypes help us visualize these choices, eventually resulting in a working prototype of our app. Stakeholders can test and request modifications to the prototype, avoiding potentially expensive and labor intensive code revisions later in the process.

Once both the designers and clients are satisfied with the prototype and we've seen how potential users interact with it, we're ready to commit our vision to code. Our favored code platform uses HTML 5, CSS 3, jQuery Mobile[4. http://jquerymobile.com/], and PhoneGap[5. http://phonegap.com/] to make hybrid web apps. Hybrid apps are written as web apps--HTML/JavaScript web sites that look and performlike apps--then use a tool like PhoneGap to translate this code into the native format for a device. PhoneGap translates a web app into a format that works with the device's native programming environment. This provides more direct and thus faster access to device hardware and also enables us to place our app in official app stores. Hybrid apps are not the only available choice and aren't perfect for every use case. They can be slower than native apps and may have some issues accessing device hardware, but the familiar coding language, multi-device compatibility, and ease of making updates across multiple platforms make them an ideal first step for mobile app design. LITA has an upcoming webinar on creating web apps that employs this system[6. http://www.ala.org/lita/learning/online/HTML5].

Once the prototype has been coded into a hybrid app, we have another opportunity for evaluation and usability testing. We teach a pervasive approach that includes evaluation and testing all throughout the process, but this stage is very important as it is a last chance to make changes before sending the code to an app marketplace. After the app has been submitted, opportunities to make updates, fix bugs, and add features can be limited, sometimes significantly, by the app store's administrative processes.

After you have spent some time following the lines of the tube map and reading this very brief description, I hope you can see this infographic as an aid to designing mobile web apps. I find it particularly helpful for identifying the source of a particular problem I'm having and also suggesting tools and techniques that can help resolve it. As a personal example, I am often tempted to start writing code before I've completely made up my mind what I want the code to do, which leads to frustration. I use the map to remind me to look at my wireframe and use that to guide the structure of my code. I hope you all find it useful as well.

 

(This was originally published on the ACRL TechConnect site. If you care to comment, please join the conversation there.)

eBook Review – Cultivating Change in the Academy: 50+ Stories from the Digital Frontlines

Orignially posted at ACRL TechConnect 2012/11/01.

Cultivating Change in the Academy: 50+ Stories from the Digital Frontlines

This is a review of the ebook Cultivating Change in the Academy: 50+ Stories from the Digital Frontlines and also of the larger project that collected the stories that became the content of the ebook. The project collects discussions about how technology can be used to improve student success. Fifty practical examples of successful projects are the result. Academic librarians will find the book to be a highly useful addition to our reference or professional development collections. The stories collected in the ebook are valuable examples of innovative pedagogy and administration and are useful resources to librarians and faculty looking for technological innovations in the classroom. Even more valuable than the collected examples may be the model used to collect and publish them. Cultivating Change, especially in its introduction and epilogue, offers a model for getting like minds together on our campuses and sharing experiences from a diversity of campus perspectives. The results of interdisciplinary cooperation around technology and success make for interesting reading, but we can also follow their model to create our own interdisciplinary collaborations at home on our campuses. More details about the ongoing project are available on their community site. The ebook is available as a blog with comments and also as an .epub, .mobi, or .pdf file from the University of Minnesota Digital Conservancy.

The Review

Cultivating Change in the Academy: 50+ Stories from the Digital Frontlines [1. Hill Duin, A. et al (eds) (2012) Cultivating Change in the Academy: 50+ Stories from the Digital Frontlines at the University of Minnesota in 2012, An Open-Source eBook. University of Minnesota. Creative Commons BY NC SA. http://digital-rights.net/wp-content/uploads/books/CC50_UMN_ebook.pdf]

The stories that make up the ebook have been peer reviewed and organized into chapters on the following topics: Changing Pedagogies (teaching using the affordances of today’s technology), Creating Solutions (technology applied to specific problems), Providing Direction (technology applied to leadership and administration), and Extending Reach (technology employed to reach expanded audiences.) The stories follow a semi-standard format that clearly lays out each project, including the problem addressed, methodology, results, and conclusions.

Section One: Changing Pedagogies

The opening chapter focuses on applications of academic technology in the classroom that specifically address issues of moving instruction from memorization to problem solving and interactive coaching. These efforts are often described by the term "digital pedagogy" (For an explanation of digital pedagogy, see Brian Croxall's elegant definition.[2. http://www.briancroxall.net/digitalpedagogy/what-is-digital-pedagogy/]) I'm often critical of digital pedagogy efforts because they can confuse priorities and focus on the digital at the expense of the pedagogy. The stories in this section do not make this mistake and correctly focus on harnessing the affordances of technology (the things we can do now that were not previously possible) to achieve student-success and foster learning.

One particularly impressive story, Web-Based Problem-Solving Coaches for Physics Studentsexplained how a physics course used digital tools to enable more detailed feedback to student work using the cognitive apprenticeship model. This solution encouraged the development of problem-solving skills and has to potential to scale better than classical lecture/lab course structures.

Section Two: Creating Solutions

This section focuses on using digital technology to present content to students outside of the classroom. Technology is extending the reach of the University beyond the limits of our campus spaces, this section address how innovations can make distance education more effective. A common theme here is the concept of the flipped classroom. (See Salmam Khan's TED talk for a good description of flipping the classroom. [2. http://www.ted.com/talks/salman_khan_let_s_use_video_to_reinvent_education.html]) In a flipped classroom the traditional structure of content being presented to students in lectures during class time and creative work being assigned as homework is flipped.  Content is presented outside the classroom and instructors lead students in creative projects during class time. Solutions listed in this section include podcasts, video podcasts, and screencasts. They also address synchronous and asynchronous methods of distance education and some theoretical approaches for instructors to employ as they transition from primarily face to face instruction to more blended instruction environments.

Of special note is the story Creating Productive Presence: A Narrative in which the instructor assesses the steps taken to provide a distance cohort with the appropriate levels of instructor intervention and student freedom. In face-to-face instruction, students have body-language and other non-verbal cues to read on the instructor. Distance students, without these familiar cues, experienced anxiety in a text-only communication environment. Using delegates from student group projects and focus groups, the instructor was able to find an appropriate classroom presence balanced between cold distance and micro-management of the group projects.

Section Three: Providing Direction

The focus of this section is on innovative new tools for administration and leadership and how administration can provide leadership and support for the embrace of disruptive technologies on campus. The stories here tie the overall effort to use technology to advance student success to accreditation, often a necessary step to motivate any campus to make uncomfortable changes. Data archives, the institutional repository, clickers (class polling systems), and project management tools fall under this general category.

The University Digital Conservancy: A Platform to Publish, Share, and Preserve the University’s Scholarship is of particular interest to librarians. Written by three UM librarians, it makes a case for institutional repositories, explains their implementation, discusses tracking article-level impacts, and most importantly includes some highly useful models for assessing institutional repository impact and use.

Section Four: Extending Reach

The final section discusses ways technology can enable the university to reach wider audiences. Examples include moving courseware content to mobile platforms, using SMS messaging to gather research data, and using mobile devices to scale the collection of oral histories. Digital objects scale in ways that physical objects cannot and these projects take advantage of this scale to expand the reach of the university.

Not to be missed in this section is R U Up 4 it? Collecting Data via Texting: Developing and Testing of the Youth Ecological Momentary Assessment System (YEMAS). R U Up 4 it? is the story of using SMS (texting) to gather real-time survey data from teen populations.

Propagating the Meme

The stories and practical experiences recorded in Cultivating Change in the Academy are valuable in their own right. It is a great resource for ideas and shared experience for anyone looking for creative ways to leverage technology to achieve educational goals. For this reader though, the real value of this project is the format used to create it. The book is full of valuable and interesting content. However, in the digital world, content isn't king. As Corey Doctorow tells us:

Content isn't king. If I sent you to a desert island and gave you the choice of taking your friends or your movies, you'd choose your friends -- if you chose the movies, we'd call you a sociopath. Conversation is king. Content is just something to talk about.[2. http://boingboing.net/2006/10/10/disney-exec-piracy-i.html]

The process the University of Minnesota followed to generate conversation around technology and student success is detailed in a white paper. [3. http://bit.ly/Rj5AIR] After reading some of the stories in Cultivating Change, if you find yourself wishing similar conversations could take place on your campus, this is the road-map the University of Minnesota followed. Before they were able to publish their stories, the University of Minnesota had to bring together their faculty, staff, and administration to talk about employing innovative technological solutions to the project of increasing student success. In a time when conversation trumps content, a successful model for creating these kinds of conversations on our own campuses will also trump the written record of other's conversations.