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:
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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
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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.
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• 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.
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Creativity,
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Creativity, Innovation,
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Creativity, Innovation, Leadership
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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.
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Seven Day’s news video on the EMC: http://www.youtube.com/watch?v=9SqgHe3cpHw&feature=player_embedded
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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
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Technological innovation removes boundaries shifting paradigms.
What is Emergent Media?THREE: Technology Changes US
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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
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Demonstrations of Emergent Media:• Center for Integration of Medical & Innovative Technology • Digital Now• Kingbridge Summit
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Brainstorming:• Archer Mayor• Echo Lake Center• Money Magazine• Rice for Life• Xerox
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Prototyping Jams:• Learning 2007-2010• Meeting Professional International
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MPI and Masie Learning Summits: Game Simulations
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Masie Learning Summits: Learning Apps
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City of Burlington, VT: Sketch-up Google EarthChamplain College: 3D visualization
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State of Vermont: Virtual Archeology Museum
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ViewBoost Tourism App
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America’s Army:MORPG Mission Maps
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Center for Integration of Medical & Innovative Technology: Emergency Response Simulator
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IBM:Game Tomorrow
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IBM:Open Sims Business Solutions
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Planned Parenthood: Mobile Patient Intake Form
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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
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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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