Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 Needs Alignment Charts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . | Needs Alignment Two-by-Two Heuristic Competitive Usability Choosing a Impact on the Product Definition PART THREE Developing Your App Chapter 6 Exploring App Creating a Design-Friendly Environment. 112 Effective Brainstorming. 113 Set Aside Enough Time . 114 Establish Goals. 114 Be Inclusive. 114 Have an Agenda. 114 Provide Inspiration. 115 Lay Ground Rules. 115 Capturing Ideas. 116 Select Promising Ideas. 117 Sketching Your Concepts . 117 Characteristics. 118 Benefits. 118 But I Can t Draw. 119 Sketching Types of Sketches. 121 Additional Sketching Common What If I m Working on an App with Few Visuals to Sketch .128 When Should I Create Flowcharts .128 How Much of My Design Time Should Be Devoted to Concept Development .129 Case Study 3 Case Study 4 Not For Tourists. 132 Case Study 5 Chapter 7 Prototyping App Concepts. 137 Why Prototype .138 Solve Design X CONTENTS Download from Evaluate Design Communicate Design Common How Many Variations Should I Prototype .139 How Much of the App Should I Prototype . 139 What If the Designs Aren t Completely Worked Out . 139 What If My Support Content Isn t Finalized .140 What Is the Appropriate Level of Fidelity .140 What Should I Do Before I Start Prototyping . 141 Prototyping Paper Static Images on the Device. 148 Interactive on the Device. 151 Video Prototypes. 152 The iPhone Case Study 6 Prototyping at Dan4 Case Study 7 What s Shakin .160 Chapter 8 Usability-Testing App What Is Usability Testing .164 Why Usability Testing .164 Help Resolve Known Design Uncover Unknown Design Issues. 165 Set a Baseline for Future Study. 165 Gather Information for the Next Release . 165 Get Stakeholder