List of Figures

 

Chapter 1. Introduction

Figure 1.1. Considering context is like looking at an app and seeing three different aspects of its use.

Figure 1.2. How the five structural components of an app relate to each other, the user, and external systems

Figure 1.3. An email client

Figure 1.4. A generic news app

Figure 1.5. In this chess-inspired tower defense game, rooks and pawns are placed on the board to stop the knights advancing from the right as they try to storm the castle.

Chapter 2. Who’s using the app?

Figure 2.1. Evaluating app ideas based on their relevance to a sole developer is important.

Figure 2.2. To avoid wasted effort and missed opportunities, match the features an app provides with what people want.

Figure 2.3. As the number of people using an app goes up, so does the number of people affected by bugs.

Figure 2.4. The overconfidence and false consensus effects can easily lead to overestimating a typical user.

Figure 2.5. The belief that an app is for everyone is often a sign of not knowing who it’s for.

Figure 2.6. Venn diagram of potential users for Mitch’s app

Figure 2.7. A formula for assessing the potential financial viability of an app

Figure 2.8. Targeted advertising is still typically based on traditional demographics.

Figure 2.9. An example persona: with it, you can get an idea of someone the app is intended for.

Figure 2.10. Learning to build great mobile apps can help with other types of software, too.