wireframing 101 essential question: can we possibly build an app? l13.pdf · 2017-03-15 · app...
TRANSCRIPT
IT: Wire Framing 101
Pathways to Prosperity Network 1
WIREFRAMING 101
Essential Question: Can We Possibly Build an App?
Learning Targets:
Students will:
Use wireframing to create a design for an app for mobile devices.
Collaborate to make decisions about user flow.
Lesson Overview
This lesson introduces the storyboarding of an app, also known as wireframing. The lesson
begins by looking at comic strips as an introduction to storyboarding. Next, YPs will practice
wireframing using an existing app. The exploration of ideas, content, and flow of the app itself is
then completed through an exercise called paper prototyping.
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Lesson Agenda
Opening o How Does This Story Go? (5 min)
Work Time
o Storyboarding & Designing Wireframes (45 min)
Closure o Sum It Up (5 min)
Materials
Young Professional student packet
Projector and speakers
Storyboarding videos to project
5” x 7” index cards (as many as each group needs)
Status of the Class Progress Form
Mobile device/tablet and cable to connect it to the projector for Wireframing 101:
Modeling activity
FACILITATION NOTES
App Inventor Feature Glossary: This glossary will help to translate basic app features to the
programming vocabulary that appears on the App Inventor Tutorial site. The YPs can use this to
narrow down the correct tutorial that will help them program their app feature. Note: Tutorials
appear in writing on the App Inventor site. To find the video tutorials, have the YPs search for
the tutorial on YouTube. For more information on coding features, see:
http://appinventor.mit.edu/explore/resources/beginner-app-inventor-concept-cards.html.
Media: The engaging clip of “Storyboarding for People Who Can’t Draw: Like Me!” shows
exemplars of amazing storyboards, highlights their use in the movie industry, and emphasizes
that one does not have to be an artist to create the board. Use the first 2:45 minutes:
https://www.youtube.com/watch?v=ux_Em1lVsjI. Pause throughout as exemplars are displayed,
and ask students to predict what story is being told.
Wireframing 101 – Modeling: To model the wireframing process, you will select a well-known
app to project and wireframe the user’s experience as they navigate various features. The app
chosen for this lesson is Pokémon, Go! Be sure to download the app in advance on your device
and create an account so it opens directly to the home page. If deciding to use a different app,
be sure to select a familiar app that students use often so they can reference background
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knowledge as they develop new skills in wireframing. Ensure the app is appropriate for your
students and maintains privacy and school policies (i.e. no social media).
Status of the Class: A Status of the Class chart is used at the end of the work time to gain a
sense of the progress of each group in the wireframing process. This protocol is adapted from
the writer’s workshop process and functions to help teachers keep track of student progress on
a project. It also helps students be aware of where they are and where they are going. It also
provides accountability if used before and after a class session.
Extensions: At this point in the unit, consider providing additional coding practice for students,
if time is available in the class schedule.
Presentation Slidedeck: The final project will follow an “Ignite” format, which is designed to tell
a story through photographs and words. Ignite presentations are designed to be 5 minutes long,
with 20 slides that automatically advance every 15 seconds (for an example, see:
http://www.ignitetalks.io/videos/vaccinate). In the remaining lessons, the exit tickets will be
content that students can add to their slidedecks, with optional usage in the final class period.
IN ADVANCE
Preview the storyboarding video: https://www.youtube.com/watch?v=ux_Em1lVsjI.
Select/download the app you plan to use for the Wireframing 101: Modeling activity.
Set up the Status of the Class Progress Form on large chart paper with headers for
students to fill in following the wireframing activity.
Vocabulary
Content Tier II
wireframing, storyboarding, prototype,
features, troubleshoot
creative, artist, linear, outcomes
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Opening (5 min)
How does this story go?
Today we’re going to think about how storytelling relates to coding. When you write stories,
read, or watch television, you probably understand that strong stories contain a beginning,
middle, and end. They can be long, or quite short. Comic strips are one type of storytelling that
can illustrate short stories quickly.
1. Project the <Comic Strip Activity>.
2. Explain that this comic strip is out of order. Ask “What do you think is happening in this
story?”
3. Invite YPs to discuss their responses with nearby classmates.
4. Ask YPs to write down or re-draw the comic in the correct order.
5. Project the re-organized strip <Comic Strip Activity 2>. Have students compare their
ideas with the screen.
6. Reflect on the activity. Ask “Were you able to put the strip back in the correct order?
What visual cues helped you make that decision? If you were to add another square,
what would happen?” Solicit responses from the group.
Work Time (50 min)
Storyboarding & Designing Wireframes (30 min)
Being able to understand the order of events is critical to app design. Before struggling through
the actual coding of the features, many programmers “storyboard” the pages of the app on
paper. In a storyboard, a programmer draws a rough sketch of the app on paper to show the
design and function of each feature; by working out our ideas on paper first, we are ensuring
that we’ll know exactly what we want to create when it’s time to start coding. Storyboarding is
used in many fields to help visualize the final product, particularly in movie-making, theater, and
even comic books. Let’s look at how storyboarding is used in the movie industry. Our process
will mimic some of the outcomes of storyboarding, and in the programming world is known as
wireframing.
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Using sticks
of fate, or
equity sticks,
is a strategy
for cold calling
on students in
a way that
feels
authentically
random
(compared to
teacher
selection).
The instructor
has a jar full
of Popsicle
sticks, with
each stick
bearing the
name or seat
number of a
student in the
class. When
using sticks of
fate, the
instructor
simply pulls a
stick from the
jar and calls
on the student
listed on the
stick.
1. Distribute the <Storyboarding Note-catcher> to students.
2. Tell students to catch notes to the questions as they view the video clips.
3. Project the <Storyboarding for People Who Can’t Draw: Like Me!> video:
https://www.youtube.com/watch?v=ux_Em1lVsjI. (You can stop at 2:40.)
4. Pause the video when exemplars are shown to highlight impressive storyboarding. Ask:
What do you think is happening in this scene?
5. Invite students to turn to a partner and share the answers to the questions on the note-
catcher.
6. Use <equity sticks> to call on students to provide answers to the questions. Listen for:
Storyboards give you a clear plan. They give you the ability to be more flexible when
you’re actually making the final product. You don’t have to be a good artist, because
you know what you have drawn. You want to do a storyboard for an app because you
need to have a clear plan for the screens and how they interact.
We have already experimented with wireframing in a previous lesson, which differs slightly
from storyboarding. In movies, for example, the final product is linear—the story occurs from
one scene to the next. In an app, the final product is more like a “choose your own
adventure”—the users choose how they will move through an app’s pages. Today we are
going to use wireframing to mimic this kind of use. The sketches will represent what users
would see on each screen. They will show the content of the app and the flow.
Wireframing 101: Modeling
Before wireframing our own apps, let’s think back to the screenshots we observed for the
“Zombies, Run!” app (project). What choices did the user have at each page? (Listen for:
One page allowed the user to select the story mission they wanted to complete. The other
page allowed the runner to see the path they completed on a map with the pace of each
kilometer.)
Now, let’s look at another popular app that has helped people get off the couch and exercise:
Pokémon, Go! Using this app, we will navigate and wireframe some of its features.
1. Distribute several 5” x 7” index cards to each student.
2. Project the home screen of the app, Pokémon, Go! Model drawing a design of the
home page on the whiteboard.
3. Have students draw their own interpretations of the home page on their index cards.
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4. Ask: What is the user’s experience on this page? Is this reflected in your wireframe
drawing?
5. If a Pokémon appears, click on it. On the whiteboard, model wireframing what appears
on the screen, and have the YPs draw their own interpretations on their index cards.
6. From the main menu, select 2-3 additional pages, and repeat the process.
7. Check for understanding: Do the images you drew describe the user’s experience?
How? Answers will vary depending on the pages selected for the activity. In the YPs’
responses, be sure connections are made between their drawings and the user’s
experiences.
Wireframing Your App
Now that we’ve practiced the skill, you will begin to wireframe pages for your own apps,
starting with storyboards. Your storyboard will outline the user experience, before you begin
the actual digital coding process. Like in movies, you want to troubleshoot, or solve
problems, before you invest time and money into the coding of your app. Today, your design
team will draft the first three working pages of your app.
1. Distribute 5” x 7” index cards to each design team.
2. Invite students to begin working on the wireframe of their app in their Design Teams. As
each team member contributes their ideas, remind them to also serve one of the
following roles (project roles with descriptions):
o Taskmaster: Ensures the team remains on task at all times and focuses on the
user experience.
o Organizer: Helps the team organize their thoughts into a logical storyboard that
makes sense to the user.
o Artist: Takes notes throughout the brainstorm process and draws a draft of the
storyboard with input from the team.
o Communicator: Ensures the draft storyboard is ready for presentation and
shares the storyboard with the class.
3. Circulate and provide assistance to teams as needed.
Throughout the
wireframing
process,
encourage
teams to
maintain an
exploratory
mindset,
generating as
many ideas as
possible and
keeping an open
mind while
respecting all
ideas.
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Closure (5-10 min)
Sum it up (5-10 min)
1. Distribute the <Presentation Slidedeck>. Ask YPs to locate the page on
Wireframes.
2. In teams, ask groups to identify three characteristics about their apps that will require
coding. Have each YP include this in their note-catcher.
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Name:
Date:
WIREFRAMING 101: Can We Possibly Build an App?
Today’s Learning Objectives:
I can:
Use wireframing to create a design for a mobile app
Collaborate to make decisions about user flow
This lesson introduces the storyboarding of an app, also known as wireframing. The lesson
begins by looking at comic strips as an introduction to storyboarding. Next, YPs will practice
wireframing using an existing app. The exploration of ideas, content, and flow of the app itself is
then completed through an exercise called paper prototyping.
Today’s Activities:
How Does This Story Go?
Storyboarding & Designing Wireframes
Sum It Up
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App Inventor Feature Glossary
I want my app to: As a developer, this also
might be known as:
Notes
Have an animation
Have characters or
items that I can
move on-screen
Characters and items
(really, any
object/item/person that can
be programmed) are called
sprites. You’ll need to
understand how to program
a sprite to begin.
Do something when
I shake or move my
phone
A phone’s accelerometer
can measure movement,
speed, and more
(depending on model). You
can also use this
information to program
sensors! You can also
program sprites to move
when you tilt your phone.
Send a message to
a friend
Using short message
services, or SMS, allows
you to send text messages
from your app to other
devices.
Know where I’m at To make app that uses your
location, you’ll need to use
the LocationSensor.
Take pictures In-app photos require use of
a phone’s camera.
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I want my app to: As a developer, this also
might be known as:
Notes
Have a timer To create an app that
measures time (like a speed
race) or has a countdown
clock, you’ll need to use the
Clock component and
Timers.
Play music or have
sound effects
You’ll want to be adding
sound.
Move a sprite
when a button is
pushed
Look at Movement with
Buttons.
Let me draw
pictures with my
finger
Like in real life, artists (and
programmers) can draw
using the Canvas tool.
Say words or
phrases randomly
You’ll want to program a
list.
Have a menu of
options, or a list of
words or pictures to
choose from
Programming buttons can
help users select from a
“menu” of options.
ListPicker is also used to
program using a list of
options.
Type a word or
phrase and have
the phone read it
aloud
When a phone can read
what you’re typing, that’s
often referred to as text to
speech.
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I want my app to: As a developer, this also
might be known as:
Notes
Have a list of
places to help
people find a place
to go
Programming buttons can
help users select from a
“menu” of options.
ListPicker is also used to
program using a list of
options.
If your app has
more than one
page of content, or
makes a user move
to other pages
If your app has more than
one screen, you’ll need to
look at how to program
multiple screens.
Click on a phone
number to call
To use the PhoneCall
command, try looking at the
PicCall tutorial.
Search for certain
words or phrases in
the app
The ListPicker button can
be used to create a search
feature within your app.
Sends items to a
personal calendar
If you have a Google
Calendar, you can look at
tutorials that discuss using
Google Calendar’s
Application Program
Interface (API).
Sort places based
on proximity to you
or to a certain zip
code
Researching how to use the
location sensor and
activity starter can help
you use global positioning
systems (GPS) in your app.
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Storyboarding Note-catcher
Directions: Answer the following questions as you watch the two videos about the
storyboarding process.
1. How are storyboards used?
2. Why don’t you have to be good at drawing to create storyboards?
3. Why would we use storyboarding to map out an app?
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Design Team Roles
Taskmaster: Ensures the team remains on task
at all times and focuses on the need-idea chosen
to prototype.
Organizer: Helps the team organize their
thoughts into a logical story that makes sense for
the app description.
Scribe: Takes notes throughout the brainstorm
process and scribes the draft paragraph of the
app description with input from the team.
Communicator: Ensures the draft description is
ready for presentation and communicates the app
description to the class.
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Facilitator Documents:
App Inventor Feature Glossary- With Notes
Level of
Difficulty
I want my app to: As a developer, this also
might be known as:
Notes
*** Have an animation
Have characters or
items that I can
move on-screen
Characters and items
(really, any
object/item/person that
can be programmed) are
called sprites. You’ll need
to understand how to
program a sprite to begin.
Really complicated tutorial
(ball bounce), but it does
exist (with video).
Simple movement can be
found on concept cards.
* Do something
when I shake or
move my phone
A phone’s accelerometer
can measure movement,
speed, and more
(depending on model).
You can also use this
information to program
sensors! You can also
program sprites to move
when you tilt your phone.
Easier to program, and a
tutorial exists:
http://appinventor.mit.edu/expl
ore/sites/all/files/hourofcode/T
alkToMePart2.pdf
Testing would be
problematic due to software
constraints.
Also concept card item.
** Send a message
to a friend
Using short message
services, or SMS, allows
you to send text
messages from your app
to other devices.
Tutorial exists, but looks
challenging.
*** Know where I’m at To make app that uses
your location, you’ll need
to use the
LocationSensor.
Advanced.
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** Take pictures In-app photos require use
of a phone’s camera.
Needs phone to test.
** Have a timer To create an app that
measures time (like a
speed race) or has a
countdown clock, you’ll
need to use the Clock
component and Timers.
Surprisingly difficult, but
the tutorial is listed under
“basic” (Mole Mash).
Start/stop timer is a concept
card item.
* Play music or have
sound effects
You’ll want to be adding
sound.
Concept card item.
* Move a sprite
when a button is
pushed
Look at Movement with
Buttons.
Concept card item.
* Let me draw
pictures with my
finger
Like in real life, artists
(and programmers) can
draw using the Canvas
tool.
There’s a ‘digital doodle’
tutorial that is short, but
complicated looking. Video
component as well.
Concept card item.
* Say words or
phrases randomly
You’ll want to program a
list.
The magic 8 ball tutorial
eventually shows how to
make a list (#3).
* Have a menu of
options, or a list of
words or pictures
to choose from
Programming buttons
can help users select from
a “menu” of options.
ListPicker is also used to
program using a list of
options.
Tutorials exist. Unsure level
of difficulty, but looks okay.
http://appinventor.pevest.com/
?p=107
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** Type a word or
phrase and have
the phone read it
aloud
When a phone can read
what you’re typing, that’s
often referred to as text to
speech.
There’s a tutorial for this
(the first one), however,
testing it would be
problematic due to software
constraints.
Speech recognition is a
concept card item.
* Have a list of
places to help
people find a place
to go
Programming buttons
can help users select from
a “menu” of options.
ListPicker is also used to
program using a list of
options.
Buttons are in various
beginning tutorials.
* If your app has
more than one
page of content, or
makes a user
move to other
pages
If your app has more than
one screen, you’ll need to
look at how to program
multiple screens.
Concept card item.
** Click on a phone
number to call
To use the PhoneCall
command, try looking at
the PicCall tutorial.
Tutorial exists, but testing it
will be a problem.
*** Search for certain
words or phrases
in the app
The ListPicker button can
be used to create a
search feature within your
app.
Tutorial exists, but
complicated.
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*** Sends items to a
personal calendar
If you have a Google
Calendar, you can look at
tutorials that discuss using
Google Calendar’s
Application Program
Interface (API).
Advanced.
*** Sort places based
on proximity to you
or to a certain zip
code
Researching how to use
the location sensor and
activity starter can help
you use global positioning
systems (GPS) in your
app.
Advanced.
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Zombies, Run! Screenshot 1
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Zombies, Run! Screenshot 2
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Sample Storyboarding 101: Modeling Screenshots
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Status of the Class Progress Form
Team
Name
What has your team
accomplished today?
To complete your work, where
does your team need to focus?
Does your team need
a conference?
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Presentation Template
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FACILITATOR DOCUMENTS: Comic Strip to project (Out of Order)
Comic Strip to project (Correct Order)
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