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Computer Programming
Key Terms in preparation for app development
Term | Definition |
---|---|
Advertising (Paid Media) | This form of marketing creates exposure for your application and is paid or purchased advertising or promotion. It can take place through various mediums (television, print, Internet, etc.) |
Analytics | Developers set up analytics to collect data on various aspects of app usage. This information allows them to analyze the app to evaluate where it is successful, and how it can be improved in future updates. |
Beta Test | A trial of software in the last phases of its development, conducted by an outside source not associated with its development. |
Button | Allows a user to perform a specific action. Examples are tapping a button to travel to a different screen, or tapping a "submit" button to send information through the app. |
Competitor | Applications in the market with similar concepts, functionality, and capabilities. AS an example, competitors of the social-media platform Facebook include Twitter, Tumblr, and LinkedIn. |
Concept or Creative Brief | A document used by creative professionals and agencies to develop a broad creative concept and a time line for application development. The creative brief also allows for internal approval and is required before work can commence. |
Elevator Pitch or Elevator Speech | A short summary used to quickly and simply define a person, product, service, or organization, and its value, in the time span of an elevator ride, or approximately 30 seconds to two minutes. |
Friction | App developers aim to reduce friction by reducing the number of steps it takes a user to accomplish a task within the app. |
Functional Specifications Document (FSD) | This document outlines the desired behavior, user experience, and interface of an application, includes the wireframes and the actions that each screen will have. |
Gestures | Hand movements used to control software on a mobile device. |
Home Screen | This is the first screen that appears when the app has loaded. The screen can be a log-in screen or an overview of the app contents such as navigation buttons and icons. |
Icon | Often the symbol on which users click. Represents information and action, and helps users understand an app and what it can accomplish. |
Iterative Development Cycle | The process of coding in repeated cycles of designing, developing, and testing. In this way, programmers create new versions of software. |
Language or Code | How the developers program the app. There are multiple options, all of which allow different functions and experiences. |
Market | For the purposes of this program, the term refers to the app market, and where apps enter and exist for consumers to download and use. |
Minimum Viable Product (MVP) | A product with just those core features that allow the product to be deployed and no more. |
Mobile | Relating to cell phones, tablets, and other portable, wireless, handheld devices. |
Mobile Application (App) | Software that runs on a mobile device such as a smartphone, and allows the device to perform specific tasks that are typically restricted to computers. |
Native App | An app written for a specific hardware platform. It will always run faster than a web app because there is no translation processing taking places. |
Navigation | How a user travels through the app. This usually remains in a fixed spot within the user interface as buttons, and allows users to tap and go from screen to screen. |
Nested Interaction | When a user interacts with an app via sub-menus. In other words, the user accesses a menu from a more general menu. |
Pair Programming | Two programmers working side-by-side at a single computer. One person, the programmer or driver, writes code, while the other person, the navigator, guides and reviews each part of the code. |
Platform (Hardware) | Various electronic devices such as a notebook computer, mobile phone, personal digital assistant, music or video player, or handheld tablet |
Platform (Operating System Software) | An application can be released on various platforms, such as Android, BlackBerry, Windows, and iOS. The more platforms an app is released on, the more exposure and potential downloads an app will have. |
Primary Navigation | Drives access to the app's core features |
Proof of Concept | A prototype of an app, meant to serve as a limited test of a concept or idea |
Secondary Navigation | Additional navigation points |
Software Development Kit (SDK or "Devkit") | A set of software development tools that allows for the creation of applications for a certain software package, software framework, hardware platform, computer system, video game console, operating system, or similar development platform |
Splash Screen | The image that appears as the app is loading |
Target Audience | A group of people in a desired market that a product or message is aimed toward |
Toggle | A key or command that switches between two electronic options |
Tone | How the design makes the user feel about the app |
Toolkit | Software included in an SDK that is designed to perform a specific function, especially to connect or control hardware or out-of-the-box functions |
User Experience (UX) | The way a user interacts the app, how he or she feels about the app, how easy it is to use the app, and how the app runs and funtions |
User Interface (UI) | How a user interacts with the visual experience of an app, which permits the user to navigate and use the application |
User Journey | Labeled flow diagram of steps that users take to complete tasks within an app. |
Wireframe | A visual tool depicting labeled screens of the mobile device. Wireframes illustrate the functions, experience, and interface of the app. |
Version 1.0 | The first release of a software program. The software may not be entirely reliable at this point, and the developer may intend to add more features in the future. |