**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.
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 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.)