Application >
Thinking (you need
to improve on the
process)
Usable vs. Useful
Usable: positive
experience
Useful: negative
experience (generally) -
hide down in the menu
Try to solve the users' needs
Have the customer in
mind
Aesthetics
What makes something beautiful
Rights Management
DRM: Digital Rights Management
Set of access control technologies for restricting the use of proprietary hardware and copyrighted
works.
Design
Mehodologies
Waterfall
You set your expectations at the beginning, and after the requirements, then the design and
architecture of the device happens, etc. etc. It moves in a waterfall flow
You test, you find out what is the one function that you’re going to work on. Then you make it, test it,
and, then you go back and add other features, etc
Ideas
How do you know if you have a good idea?
What other people think!
Customer input/ Testing
Minimum Viable Product
Minimum: simplest functionality
Viability: how sustainable it is, ability to achieve the goal
Design Thinking Tactics
Make a profile of your ideal user
Create a story of the user experiencing the problem
Design from the inside outwards
Native vs. Web applications
Native applications - designed strictly for that platform (ex. iOS or Android)
. Can use phone features such as notifications or gyroscope
Web Applications - Visit a link in a browser . Interoperable, Limitations to access of
phone features Needs internet
Application Analytics
Stickiness
How many power (aka
money-spending, loyal) users you
have
Analog
Recommendations by your friends via word of mouth
Freemium
Parts of your application are free, and decided
when is appropriate to incorporate payments