app development at the emc: from concept to launch, production for innovation

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App Development

Ann DeMarleAssociate Dean Emergent Media Champlain College I Director Emergent Media Center demarle@champlain.edu

From Concept to Product

1

Experience:

2

Experience: • Apple Distinguished Educator• IBM Faculty Awardee

2

Experience: • Apple Distinguished Educator• IBM Faculty Awardee

• Founder>Champlain College’s Emergent Media Center • Founder>MS in Emergent Media Shanghai• Founder>MFA in Emergent Media• Founder>Game Development degrees

2

Experience: • Apple Distinguished Educator• IBM Faculty Awardee

• Founder>Champlain College’s Emergent Media Center • Founder>MS in Emergent Media Shanghai• Founder>MFA in Emergent Media• Founder>Game Development degrees

• IEEE Computer Society Governor• Trustee: VT Arts Council• Trustee: Images & Voices of Hope

2

An academic Center of Excellence at Champlain College that, in partnership with industry, public institutions and nonprofits, creates a studio environment in which students collaborate with each other, faculty, and clients to develop new concepts, processes, uses and applications for games and other emergent media.

3

• We blend business and learning.

• We enable Champlain students to become leaders in technology and media.

• We constantly evolve with technology, media, culture, and our students.

• We define future immersive mediums and technologies.

• We aspire to be a positive force in the world.

4

5

Creativity,

5

Creativity, Innovation,

5

Creativity, Innovation, Leadership

5

ONE: Collaboration is Key Partial Client List: America’s Army game levels; Brahma Kumaris; City of

Burlington-Google Earth 3D architecture; Digital Now; Echo Lake Aquarium &

Science Center; Elliott Masie Learning 2007-2009 business games & mobile apps;

Flynn Theater; Ford Foundation WealthBuilders Game; Governor’s Institute of

Vermont in Information Technology; Images and Voices of Hope; JDK/Mamava;

Kingbridge Centre: GameChange Summit; IBM Virtual Worlds app & interactive;

Massachusetts General Hospital Center for Innovation and Integrative Medicine

emergency response training game; Meeting Professional International games;

Microsoft; Planned Parenthood of New England ipad intake app; North American

High Tech Center, Robert Wood Johnson Foundation-Cystic Fibrosis games,

United Nations: BREAKAWAY game, National Endowment for the Humanities—

State of Vermont Virtual Archeology Museum social networking interactive.

6

Seven Day’s news video on the EMC: http://www.youtube.com/watch?v=9SqgHe3cpHw&feature=player_embedded

7

Seven Day’s news video on the EMC: http://www.youtube.com/watch?v=9SqgHe3cpHw&feature=player_embedded

7

e•mer•gent — adj.

arising or developing into new shapes & patterns from previous, more basic parts; standing taller than all others

me•di•a — noun

various forms of mass communication, plural of medium

What is Emergent Media?

8

e•mer•gent — adj.

arising or developing into new shapes & patterns from previous, more basic parts; standing taller than all others

me•di•a — noun

various forms of mass communication, plural of medium

Computational media New media

Digital media

What is Emergent Media?

8

e•mer•gent — adj.

arising or developing into new shapes & patterns from previous, more basic parts; standing taller than all others

me•di•a — noun

various forms of mass communication, plural of medium

Computational media New media

Digital media

What is Emergent Media?TWO: Technological Innovation is Constant

8

Technological innovation removes boundaries shifting paradigms.

What is Emergent Media?THREE: Technology Changes US

9

The Emergent Media Horizon1. Visualization will help solve challenges of big data,

2. Mobile computing will meet the cloud,

3. The need will grow for next-gen mobile computing,

4. The Internet of Things will change how consumers and enterprises use technology,

5. Public interactive displays will become more common,

6. New multimedia applications will emerge for 3D printing,

7. Haptics will become more useful for rehabilitation.

http://www.computer.org/portal/web/pressroom/IEEE-Computer-Society-Announces-13-Technology-Trends-for-201310

ProductsChoice: Designing for Positive Change

11

Demonstrations of Emergent Media:• Center for Integration of Medical & Innovative Technology • Digital Now• Kingbridge Summit

12

Brainstorming:• Archer Mayor• Echo Lake Center• Money Magazine• Rice for Life• Xerox

13

Prototyping Jams:• Learning 2007-2010• Meeting Professional International

14

MPI and Masie Learning Summits: Game Simulations

15

Masie Learning Summits: Learning Apps

16

City of Burlington, VT: Sketch-up Google EarthChamplain College: 3D visualization

17

State of Vermont: Virtual Archeology Museum

18

ViewBoost Tourism App

19

America’s Army:MORPG Mission Maps

20

Center for Integration of Medical & Innovative Technology: Emergency Response Simulator

21

IBM:Game Tomorrow

22

IBM:Open Sims Business Solutions

23

Planned Parenthood: Mobile Patient Intake Form

24

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Robert Wood Johnson Foundation Innovation Grant:University of Vermont

Cystic Fibrosis Breath Biofeedback Games 25

“It has shown me that it is not about how good your soccer skills are. It is about attitude, teamwork and determination. What you do when you are not on the pitch is important as well.”

—Foluso, age 13, England

United Nations: BREAKAWAY game

26

Tonight’s Focus

Development lifecycle for innovation and communication

27

Ford Foundation:WealthBuilders Game

28

Echo Lake and Science Center:Interactive Mobile Field Journal and Games

29

ProcessHow we insure innovation and meet user expectations and needs

30

• Research & Conceptualization

31

• Prototyping & Proposal

31

• Iterative Design

31

• Production

31

• User Testing

FOUR: Require Constant Feedback Loops

31

• Refinement

FOUR: Require Constant Feedback Loops

31

• Release

FOUR: Require Constant Feedback Loops

31

ConceptualizationMethods for Increased Creativity

Research, Brainstorming, and Prototyping

32

Research:

33

Research: • Uncover the root problem

33

Research: • Uncover the root problem• Take a systems thinking approach

33

Research: • Uncover the root problem• Take a systems thinking approach

33

Research: • Uncover the root problem• Take a systems thinking approach• Discover user needs and behaviors

33

Brainstorming:

34

Brainstorming: • Use brainstorming as a tool, not an answer

34

Brainstorming: • Use brainstorming as a tool, not an answer • Include diversity

FIVE: There are no wrong answers34

Brainstorming: • Use brainstorming as a tool, not an answer • Include diversity• Embrace intuitive rather than logical thinking

FIVE: There are no wrong answers34

Brainstorming: • Use brainstorming as a tool, not an answer • Include diversity• Embrace intuitive rather than logical thinking• Look at other non-technological forms: 1+1+1

FIVE: There are no wrong answers34

Brainstorming: • Use brainstorming as a tool, not an answer • Include diversity• Embrace intuitive rather than logical thinking• Look at other non-technological forms: 1+1+1• Explore platforms

FIVE: There are no wrong answers34

Brainstorming: • Use brainstorming as a tool, not an answer • Include diversity• Embrace intuitive rather than logical thinking• Look at other non-technological forms: 1+1+1• Explore platforms• Serve pizza

FIVE: There are no wrong answers34

Prototyping:

35

Prototyping: • Include users and clients early on

35

Prototyping: • Include users and clients early on • Deploy in a low tech form to demonstrate and test assumptions:

35

Prototyping: • Include users and clients early on • Deploy in a low tech form to demonstrate and test assumptions:

• Paper prototype

35

Prototyping: • Include users and clients early on • Deploy in a low tech form to demonstrate and test assumptions:

• Paper prototype• PPT, Prezi mobile drawing apps, or other quick interactive app

35

Prototyping: • Include users and clients early on • Deploy in a low tech form to demonstrate and test assumptions:

• Paper prototype• PPT, Prezi mobile drawing apps, or other quick interactive app

• Explore different art styles and user interfaces

35

Prototyping: • Include users and clients early on • Deploy in a low tech form to demonstrate and test assumptions:

• Paper prototype• PPT, Prezi mobile drawing apps, or other quick interactive app

• Explore different art styles and user interfaces• Wireframes and “programmer art”

35

Prototyping: • Include users and clients early on • Deploy in a low tech form to demonstrate and test assumptions:

• Paper prototype• PPT, Prezi mobile drawing apps, or other quick interactive app

• Explore different art styles and user interfaces• Wireframes and “programmer art”• Explore combining technologies

35

ALGAE OFFICER TESTINGECHO LAKE & AQUARIUM CENTER & CHAMPLAIN COLLEGE EMERGENT MEDIA CENTER GAME PROJECT

6JG�6KNG�)COG�YCU�VGUVGF�HQT�VJG�ƂTUV�VKOG�QP�VJG�'%*1�ƃQQT�VJKU�HCNN���6JG�ICOG�YCU�VGUVGF�QP�RCVTQPU�YKVJKP�VJG�OWUGWO��WUWCNN[�DGVYGGP�VJG�CIGU�QH���VQ�����6JG�VGUVGTU�YGTG�DQVJ�OCNG�CPF�HGOCNG���#U�VJKU�YCU�VJG�ƂTUV�VGUVKPI�UGUUKQP�HQT�VJG�ICOG��VJG�TGUWNVU�CTG�OQUVN[�OGEJCPK-ECN�CPF�HGGFDCEM�URGEKƂE�CU�QRRQUGF�VQ�OQTG�SWCNKVCVKXG� KPHQTOCVKQP� QP� YJCV� YCU� NGCTPGF�YKVJKP�ICOG�RNC[���#PQVJGT�TQWPF�QH�VGUVKPI�VJG�6KNG�)COG�CHVGT�RQNKUJKPI�CPF�ƂZKPI�OGEJCPK-ECN�KUUWGU�YKNN�IKXG�ENGCTGT�TGUWNVU�

Focus Group

Testers under the age of 11, lost focus quick-

er than other testers. Child testers that were

working with an adult were able to keep focus

longer. More visual feedback within the game

may help to sustain their attention. Many more

boys (between the ages of 6 & 13) were inter-

ested in testing the game than their female

counter parts.

ContentMost users spent the majority of their game

play reading about the different elements

within the game. This allowed for a deeper

understanding of the process. Many questions

about the game play were derived from read-

ing the content.

FeedbackImmediate visual feedback for the user’s ac-

tions is still missing from the game play.

9KVJQWV� HGGFDCEM�WUGTU�JCXG�FKHƂEWNV[�WPFGT-standing the results of their actions. Gaining

awareness happens numerically within game

play but is not shown visually. Visual feedback

for the user should be added.

VisualsTesters were very interested in the graphics

within the game, asking questions about each

GNGOGPV�CPF�KVU�URGEKƂE�WUG��1PEG�VJG[�WPFGT-stood that they could click on the elements to

ƂPF�QWV�OQTG��KV�DGECOG�C�RTKQTKV[�

MechanicsDue to the buggy mechanics and lack of feed-

back users needed coaching to understand the

goal of the game. Directions on how to play

the game have not been added, but should

DG�UJQTVN[��5RGEKƂE�DWII[�OGEJCPKEU� KPENWFG��placing/dragging the objects, accessing the

OQTG� FGVCKNGF� KPHQTOCVKQP�� CPF� ƂPCN� CNICG�blooming feedback / gaining awareness.

Prototyping: • Include users and clients early on • Deploy in a low tech form to demonstrate and test assumptions:

• Paper prototype• PPT, Prezi mobile drawing apps, or other quick interactive app

• Explore different art styles and user interfaces• Wireframes and “programmer art”• Explore combining technologies• Test often

35

ALGAE OFFICER TESTINGECHO LAKE & AQUARIUM CENTER & CHAMPLAIN COLLEGE EMERGENT MEDIA CENTER GAME PROJECT

6JG�6KNG�)COG�YCU�VGUVGF�HQT�VJG�ƂTUV�VKOG�QP�VJG�'%*1�ƃQQT�VJKU�HCNN���6JG�ICOG�YCU�VGUVGF�QP�RCVTQPU�YKVJKP�VJG�OWUGWO��WUWCNN[�DGVYGGP�VJG�CIGU�QH���VQ�����6JG�VGUVGTU�YGTG�DQVJ�OCNG�CPF�HGOCNG���#U�VJKU�YCU�VJG�ƂTUV�VGUVKPI�UGUUKQP�HQT�VJG�ICOG��VJG�TGUWNVU�CTG�OQUVN[�OGEJCPK-ECN�CPF�HGGFDCEM�URGEKƂE�CU�QRRQUGF�VQ�OQTG�SWCNKVCVKXG� KPHQTOCVKQP� QP� YJCV� YCU� NGCTPGF�YKVJKP�ICOG�RNC[���#PQVJGT�TQWPF�QH�VGUVKPI�VJG�6KNG�)COG�CHVGT�RQNKUJKPI�CPF�ƂZKPI�OGEJCPK-ECN�KUUWGU�YKNN�IKXG�ENGCTGT�TGUWNVU�

Focus Group

Testers under the age of 11, lost focus quick-

er than other testers. Child testers that were

working with an adult were able to keep focus

longer. More visual feedback within the game

may help to sustain their attention. Many more

boys (between the ages of 6 & 13) were inter-

ested in testing the game than their female

counter parts.

ContentMost users spent the majority of their game

play reading about the different elements

within the game. This allowed for a deeper

understanding of the process. Many questions

about the game play were derived from read-

ing the content.

FeedbackImmediate visual feedback for the user’s ac-

tions is still missing from the game play.

9KVJQWV� HGGFDCEM�WUGTU�JCXG�FKHƂEWNV[�WPFGT-standing the results of their actions. Gaining

awareness happens numerically within game

play but is not shown visually. Visual feedback

for the user should be added.

VisualsTesters were very interested in the graphics

within the game, asking questions about each

GNGOGPV�CPF�KVU�URGEKƂE�WUG��1PEG�VJG[�WPFGT-stood that they could click on the elements to

ƂPF�QWV�OQTG��KV�DGECOG�C�RTKQTKV[�

MechanicsDue to the buggy mechanics and lack of feed-

back users needed coaching to understand the

goal of the game. Directions on how to play

the game have not been added, but should

DG�UJQTVN[��5RGEKƂE�DWII[�OGEJCPKEU� KPENWFG��placing/dragging the objects, accessing the

OQTG� FGVCKNGF� KPHQTOCVKQP�� CPF� ƂPCN� CNICG�blooming feedback / gaining awareness.

Prototyping: • Include users and clients early on • Deploy in a low tech form to demonstrate and test assumptions:

• Paper prototype• PPT, Prezi mobile drawing apps, or other quick interactive app

• Explore different art styles and user interfaces• Wireframes and “programmer art”• Explore combining technologies• Test often

SIX: Be prepared to abandon ideas35

Bringing it all together:

EMC’s Rural Wealth Creation Game video: https://www.youtube.com/watch?v=SYgmyW-9fGg

36

Bringing it all together:

EMC’s Rural Wealth Creation Game video: https://www.youtube.com/watch?v=SYgmyW-9fGg

36

ProductionSoftware Development Methodologies

37

Production:

38

Production: • Pre-production: Concept, funding, platforms

38

Production: • Pre-production: Concept, funding, platforms• Production: Building of assets and code

38

Production: • Pre-production: Concept, funding, platforms• Production: Building of assets and code• Post-production: Localization, launch, marketing, sequel planning

38

Production: • Pre-production: Concept, funding, platforms• Production: Building of assets and code• Post-production: Localization, launch, marketing, sequel planning

SEVEN: Plan for and incorporate user feedback

38

Traditional Software Development: Waterfall

39

• Small core creative team: creative director & key leads: designer, artist, narrative designer, programmer.

Traditional Software Development: Waterfall

39

• Small core creative team: creative director & key leads: designer, artist, narrative designer, programmer.

• Large production team: level designers, game programmers, hardware programmers, AI programmers, concept artist, 3D artists, animators, technical artists, modelers, testers, sound design, music composer

Traditional Software Development: Waterfall

39

Traditional Software Development: Waterfall

40

• Development team assembled

Traditional Software Development: Waterfall

40

• Development team assembled

• Guided by design document that is 90% complete

Traditional Software Development: Waterfall

40

• Development team assembled

• Guided by design document that is 90% complete

• Broken into milestones to measure progress/deliverables.

Traditional Software Development: Waterfall

40

• Development team assembled

• Guided by design document that is 90% complete

• Broken into milestones to measure progress/deliverables.

• Typically fixed from start

Traditional Software Development: Waterfall

40

• Development team assembled

• Guided by design document that is 90% complete

• Broken into milestones to measure progress/deliverables.

• Typically fixed from start

• Avoid adding features (scope creep) during milestone cycles

Traditional Software Development: Waterfall

40

• Development team assembled

• Guided by design document that is 90% complete

• Broken into milestones to measure progress/deliverables.

• Typically fixed from start

• Avoid adding features (scope creep) during milestone cycles

• Game is tested for gameplay & quality issues at distinct points in cycle

Traditional Software Development: Waterfall

40

• Development team assembled

• Guided by design document that is 90% complete

• Broken into milestones to measure progress/deliverables.

• Typically fixed from start

• Avoid adding features (scope creep) during milestone cycles

• Game is tested for gameplay & quality issues at distinct points in cycle

• Estimated time between milestones: about 2 months

Traditional Software Development: Waterfall

40

Traditional Software Development: Waterfall

Concept Master

Roles

41

Traditional Software Development: Waterfall

Concept Master

Roles

• The Idea

41

Traditional Software Development: Waterfall

Concept Master

Roles

• The Idea

• The Pitch/Concept

41

Traditional Software Development: Waterfall

Concept Master

Roles

• The Idea

• The Pitch/Concept

• Proof of Concept or Pre-production

41

Traditional Software Development: Waterfall

Concept Master

Roles

• The Idea

• The Pitch/Concept

• Proof of Concept or Pre-production

• Production

41

Traditional Software Development: Waterfall

Concept Master

Roles

• The Idea

• The Pitch/Concept

• Proof of Concept or Pre-production

• Production

• Milestones

41

Traditional Software Development: Waterfall

Concept Master

Roles

• The Idea

• The Pitch/Concept

• Proof of Concept or Pre-production

• Production

• Milestones

• Alpha

41

Traditional Software Development: Waterfall

Concept Master

Roles

• The Idea

• The Pitch/Concept

• Proof of Concept or Pre-production

• Production

• Milestones

• Alpha

• Beta

41

Traditional Software Development: Waterfall

Concept Master

Roles

• The Idea

• The Pitch/Concept

• Proof of Concept or Pre-production

• Production

• Milestones

• Alpha

• Beta

• Gold Master

41

Agile Production Overview:

42

• Small development team

Agile Production Overview:

42

• Small development team

• Cross-functional

Agile Production Overview:

42

• Small development team

• Cross-functional

• 5-10 in team

Agile Production Overview:

42

• Small development team

• Cross-functional

• 5-10 in team

• Constant communication

Agile Production Overview:

42

• Small development team

• Cross-functional

• 5-10 in team

• Constant communication

• Multi-level planning

Agile Production Overview:

42

• Small development team

• Cross-functional

• 5-10 in team

• Constant communication

• Multi-level planning

• Prioritize and estimate features

Agile Production Overview:

42

• Small development team

• Cross-functional

• 5-10 in team

• Constant communication

• Multi-level planning

• Prioritize and estimate features

• Features defined by users, client, developers together

Agile Production Overview:

42

• Small development team

• Cross-functional

• 5-10 in team

• Constant communication

• Multi-level planning

• Prioritize and estimate features

• Features defined by users, client, developers together

• Rapid delivery—short sprints of development

Agile Production Overview:

42

• Small development team

• Cross-functional

• 5-10 in team

• Constant communication

• Multi-level planning

• Prioritize and estimate features

• Features defined by users, client, developers together

• Rapid delivery—short sprints of development

• Rapidly test and integrate user feedback

Agile Production Overview:

42

• Small development team

• Cross-functional

• 5-10 in team

• Constant communication

• Multi-level planning

• Prioritize and estimate features

• Features defined by users, client, developers together

• Rapid delivery—short sprints of development

• Rapidly test and integrate user feedback

• Continuously test process

Agile Production Overview:

42

Agile Production Methodologies:

Planning & Delivery Cycle

43

Variety of methods, similar same philosophy but with differing practices, terms, and tactics:

Agile Production Methodologies:

Planning & Delivery Cycle

43

Variety of methods, similar same philosophy but with differing practices, terms, and tactics:

• Scrum

Agile Production Methodologies:

Planning & Delivery Cycle

43

Variety of methods, similar same philosophy but with differing practices, terms, and tactics:

• Scrum

• Lean and Kanban

Agile Production Methodologies:

Planning & Delivery Cycle

43

Variety of methods, similar same philosophy but with differing practices, terms, and tactics:

• Scrum

• Lean and Kanban

• Extreme Programming

Agile Production Methodologies:

Planning & Delivery Cycle

43

Variety of methods, similar same philosophy but with differing practices, terms, and tactics:

• Scrum

• Lean and Kanban

• Extreme Programming

• Crystal

Agile Production Methodologies:

Planning & Delivery Cycle

43

Variety of methods, similar same philosophy but with differing practices, terms, and tactics:

• Scrum

• Lean and Kanban

• Extreme Programming

• Crystal

• Dynamic Systems

Agile Production Methodologies:

Planning & Delivery Cycle

43

Variety of methods, similar same philosophy but with differing practices, terms, and tactics:

• Scrum

• Lean and Kanban

• Extreme Programming

• Crystal

• Dynamic Systems

• Feature Driven Development

Agile Production Methodologies:

Planning & Delivery Cycle

43

Agile Continuous Flow of Running Features:

http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/

44

Agile Continuous Flow of Running Features:

http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/

44

Agile Continuous Flow of Running Features:

http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/

44

Agile Continuous Flow of Running Features:

http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/

44

Agile Continuous Flow of Running Features:

http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/

44

Agile Continuous Flow of Running Features:

http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/

44

Agile Continuous Flow of Running Features:

http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/

44

Agile Continuous Flow of Running Features:

http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/

44

Agile Continuous Flow of Running Features:

http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/

EIGHT: Choose best method that works for your project goals, intended user, and team

44

Bringing it all together:

Video: Echo game in action45

App Development

Ann DeMarleAssociate Dean Emergent Media Champlain College I Director Emergent Media Center demarle@champlain.edu

From Concept to Product

46

App Development

Ann DeMarleAssociate Dean Emergent Media Champlain College I Director Emergent Media Center demarle@champlain.edu

From Concept to Product1. Collaboration is key to creativity

46

App Development

Ann DeMarleAssociate Dean Emergent Media Champlain College I Director Emergent Media Center demarle@champlain.edu

From Concept to Product1. Collaboration is key to creativity

2. Technological innovation is constant

46

App Development

Ann DeMarleAssociate Dean Emergent Media Champlain College I Director Emergent Media Center demarle@champlain.edu

From Concept to Product1. Collaboration is key to creativity

2. Technological innovation is constant

3. Technology changes us

46

App Development

Ann DeMarleAssociate Dean Emergent Media Champlain College I Director Emergent Media Center demarle@champlain.edu

From Concept to Product1. Collaboration is key to creativity

2. Technological innovation is constant

3. Technology changes us

4. There are no wrong answers

46

App Development

Ann DeMarleAssociate Dean Emergent Media Champlain College I Director Emergent Media Center demarle@champlain.edu

From Concept to Product1. Collaboration is key to creativity

2. Technological innovation is constant

3. Technology changes us

4. There are no wrong answers

5. Require constant feedback loops

46

App Development

Ann DeMarleAssociate Dean Emergent Media Champlain College I Director Emergent Media Center demarle@champlain.edu

From Concept to Product1. Collaboration is key to creativity

2. Technological innovation is constant

3. Technology changes us

4. There are no wrong answers

5. Require constant feedback loops

6. Prepare to abandon early concepts and designs

46

App Development

Ann DeMarleAssociate Dean Emergent Media Champlain College I Director Emergent Media Center demarle@champlain.edu

From Concept to Product1. Collaboration is key to creativity

2. Technological innovation is constant

3. Technology changes us

4. There are no wrong answers

5. Require constant feedback loops

6. Prepare to abandon early concepts and designs

7. Plan for and incorporate feedback

46

App Development

Ann DeMarleAssociate Dean Emergent Media Champlain College I Director Emergent Media Center demarle@champlain.edu

From Concept to Product1. Collaboration is key to creativity

2. Technological innovation is constant

3. Technology changes us

4. There are no wrong answers

5. Require constant feedback loops

6. Prepare to abandon early concepts and designs

7. Plan for and incorporate feedback

8. Choose best method for goals, user, and team

46

App Development

Ann DeMarleAssociate Dean Emergent Media Champlain College I Director Emergent Media Center demarle@champlain.edu

From Concept to Product

47

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