Homework: Due February 7th


Read: Read The App Design Handbook pages 1-26. Know the material — read it twice and take notes if you need to.

Research:
•  Understand the capabilities of an iPhone and what is possible for an app to do (this is covered in the reading).
•  Learn about what kinds of apps are out there already. (See: App StoreApp Smart, but don't limit yourself to just these two sources).
• Identify issues that people have may be solved with this technology (Think big and broad, as well as specific and small).

Ideate: What is an app that will make life better for someone? Once you have a grasp on what an app has the ability to do, think up as many ideas for new apps as you can. Go for quantity over quality — you can edit down to your best ideas later.

Prototype: Take your best app idea and develop it:
• Name the app
• Write the App Definition Statement: a short, concise, clear declaration of your app's main purpose and it's intended audience.
• Create a bullet-point list of it’s features (the main things that your app does to enable users to accomplish the app's main purpose)

Also: We will be using the software Sketch and the online software InVision in this class.
• If you plan to buy a $50 student copy of Sketch for your personal computer, order it here: https://www.sketchapp.com/store/edu/
• Using your school email address sign up for unlimited use of InVision here: http://www.invisionapp.com/education-signup. Use this code: 56-73-13-19
Accept my emailed invitation to your class Dropbox folder



Due February 7 (before the beginning of class)

1. Teach us about an innovative app that is new to you:
• In just a few well-written sentences:
- describe with the existing app does,
- describe how it does it what it does,
- tell us why it is interesting and innovative. 

2. Show your ideation process:
• Take pics of your notebook/sketchbook pages and upload to Dropbox. It should show tons of different ideas and how one idea leads to another.

3. Refine your best idea or ideas:
• Name the app. Write the App Definition Statement: Write a short, concise, concrete declaration of your app's main purpose and it's intended audience. Create a bullet point list of it’s features (resources: The App Design Handbook &  iOS Human Interface Guidelines).
• Repeat this process if you have multiple ideas you want to explore.

4. Sign up for InVision and order your copy of Sketch if you plan to.

Upload your word document and pictures of your notebook pages to Dropbox. Have a printed copy of your refined best idea (#3) and your existing innovative app description (#2).

Spring 2018 Syllabus

Queens College
ΑRTS-263
App Design

Wednesdays
8:10 am – 12:00 pm
I-Building 213

Professor: Andrew DeRosa
andrewderosa@gmail.com

Office hours:
Wednesday
12:15 – 2:00pm
Klapper 432

Course Description
This course will focus on mobile app design. Students will gain skills designing mobile apps from ideation to high-resolution prototypes ready for development. We will cover user-centered and other research methods,  ideation, prototyping, user experience, flowmaps, wireframes, interactive prototypes, visual design, brand creation, and presentation. No coding experience is necessary but basic knowledge of design principles and proficiency in design software is necessary. We will learning new tools (like Sketch, InVision, and AfterEffects) and also drawing, writing and working collaboratively.

Course Requirements
This is a hands-on course, and regular attendance is necessary for participation. You are expected to participate in a positive, constructive manner, and produce the best work you are capable of. You are also expected to spend twice as much time working outside the classroom as you work inside the classroom. This means you need to spend at least seven hours per week on homework. Schedule your time accordingly. It is your responsibility to turn in assignments on time. Students who miss numerous classes or fail to hand in work on-time will find it difficult to pass the course.

Frequently visit arts263-appdesign.blogspot.com for the most up-to-date information regarding this class and what is due.

Materials
Sketchbook/Notebook
Flashdrive (or cloud storage to transport files)
Pens and Pencils

Learn software skills as needed at www.lynda.qc.cuny.edu/

Pre-Requisite
ARTS-214 Web Design

Required Reading
Readings will be provided by instructor throughout the semester

Attendance Policy 
Two unexcused absences result in full letter grade drop and four absences result in a failing grade. Late arrival or early departure from class is the equivalent of ½ absence. If you know you are going to be absent or late notify the professor in advance.

Grading
Your final grade will be compiled accordingly:
Assignments and Projects: 65%
Final Project: 25%
Participation: 10%

Assignments and projects will be graded based on technical merit, ingenuity, and your demonstrated ability to understand the material, as outlined in the assignments posted on the class website. The criteria for your grades are given to you with the assignment, so read the assignments carefully.

A Work is of exceptional quality and beyond the stated goals of the class

A- Work is very high quality

B+  Work is high quality and exhibits significantly better than average ability.

B Work is very good and satisfies the goals of the course

B- Good Work

C+ Above average work

C Average work that demonstrates understanding of class material. Satisfactory completion of the course.

C- Passing work but demonstrates below average ability and understanding of course material.

D Below average work that demonstrates poor understanding of class goals and assignments and severe lack of effort. Lowest passing grade in the class.

F Failure, no class credit.

W Withdrawal. If a student officially withdraws from a class during the add/drop period it will be deleted from his/her permanent record.


Class Schedule (partial)
Class 1
Course Overview // Lecture & Discussion: Design Process Overview // Assignment 1 Introduction // Homework: Assignment 1.1

Class 2
In-class Lecture and Workshop (bring all work that is due and supplies to class) // Homework: Assignment 1.2

Class 3
In-class Lecture, Workshop, Critique (bring all work that is due and supplies to class / be prepared to speak about your work in critique) //
Homework: Assignment 1.3

Class schedule subject to change. Please visit www.arts263-appdesign.blogspot.com for the most up-to-date information about this class.