Year 9 · Y9.4 App Development · Lesson 1

Stretch tasks Designing before building

Task 1

Quiz Challenge

A quiz game against four computer players, then short and long written answers.

  1. Quiz Blitz12 questions against the clock
  2. Quick Fire4 short answers
  3. Big Think2 long answers

About 20 minutes

Task 2

This or That

Pixel the cat asks 8 questions. Each has two answers: pick the right one.

  • Two answers to every question
  • A fish treat for every right answer
  • Streaks win Pixel shades, then a party hat

About 4 minutes

Task 3

Memory Match

Flip the cards two at a time to match each stage card to its meaning card.

  • 12 cards: each stage has a meaning
  • One peek at every card
  • Combo points for pairs found in a row

6 pairs, about 4 minutes

The games need JavaScript. Every question is below, with the answers at the end.

Read the lesson: Designing before building

Designing before building: the questions

Quiz Challenge, round 1: Quiz Blitz

  1. Put the stages of the development cycle in order.

    Number these 1 to 6.

    • Maintenance
    • Analysis
    • Design
    • Implementation
    • Testing
    • Evaluation
  2. Which is a good, testable requirement?

    • The user can add a task in two taps
    • The app should be good
    • The app should look modern
    • Users should like the app
  3. A wireframe should show the final colours and fonts.

    • True
    • False
  4. Why are wireframes deliberately rough?

    • Because rough drawings load faster
    • So discussion stays on layout and flow, not colours
    • Because designers cannot draw
    • So the client cannot copy them
  5. What does a navigation diagram show?

    • Where the app's users live
    • How the screens connect, and which buttons lead where
    • The colours of each screen
    • The code behind each button
  6. Which TWO are testable requirements?

    Tick 2.

    • Users enjoy the app
    • The app looks professional
    • Completed tasks move to a separate list
    • Saved tasks are still there when the app reopens
    • The app is easy to use
  7. In which stage do you ask: does the app actually solve the original problem?

    • Evaluation
    • Implementation
    • Design
    • Analysis
  8. Why do real apps go round the development cycle many times?

    • The law requires a rebuild every month
    • Programmers forget the code
    • Each version fixes problems and adds features users need
    • The first version is always deleted
  9. Analysis comes before design, because you need to know who the app is for and what it must do.

    • True
    • False
  10. A team skips design and starts coding at once. What is most likely to happen?

    • Testing is no longer needed
    • Screens and features have to be rebuilt when problems show up late
    • The app is finished faster with no problems
    • The code will not run at all
  11. What is the rough, uncoloured sketch of a screen called? One word.

  12. Which stage covers fixing bugs reported after release and adding new features?

    • Maintenance
    • Analysis
    • Design
    • Evaluation

Quiz Challenge, round 2: Quick Fire

  1. Rewrite the requirement: the app should be fast, so that it can be tested. [2 marks]

  2. Explain why a wireframe is drawn before an app is built. [2 marks]

  3. Give two questions you should ask during the analysis stage. [2 marks]

  4. What is the difference between a wireframe and a navigation diagram? [2 marks]

Quiz Challenge, round 3: Big Think

  1. A student wants to make a revision timetable app. Suggest four requirements, and explain what makes each one testable. [4 marks]

  2. Evaluate this view: it is quicker to start coding an app straight away than to spend time on analysis and design. [6 marks]

This or That: tick the right answer

  1. Which stage of the development cycle comes first?

    • Analysis
    • Design
  2. The user can mark a task as complete. What kind of statement is this?

    • A wireframe
    • A requirement
  3. In which stage is the app actually built?

    • Analysis
    • Implementation
  4. What is a wireframe for?

    • Planning where things go on a screen
    • Testing the app with real users
  5. Which shows how the screens of an app connect?

    • A wireframe
    • A navigation diagram
  6. Which stage comes straight after testing?

    • Analysis
    • Evaluation
  7. Why does a to-do app need its data saved?

    • So it opens faster the first time
    • So tasks are still there when it reopens
  8. Is make it good a requirement?

    • No: nobody can test it
    • Yes: it is the most important one

Memory Match: match each stage to its meaning

StageMeaning
A Analysis1 Checking it works, even when things go wrong
B Design2 Building the app
C Implementation3 Who is it for and what must it do?
D Testing4 Fixing problems and adding features
E Evaluation5 Planning the screens, the flow and the data
F Maintenance6 Does it solve the original problem?
Answers

Round 1: Quiz Blitz

  1. Analysis → Design → Implementation → Testing → Evaluation → Maintenance Find out what is needed, plan it, build it, test it, judge it, then keep improving it.
  2. The user can add a task in two taps A requirement must be something you can tick off as met or not met.
  3. False Wireframes are deliberately plain so that discussion stays on layout and flow.
  4. So discussion stays on layout and flow, not colours If a sketch looks finished, people argue about the blue instead of whether the screen works.
  5. How the screens connect, and which buttons lead where It maps the journey between screens, so dead ends and missing links show up before anything is built.
  6. Completed tasks move to a separate list; Saved tasks are still there when the app reopens You can check each of the first two with a clear yes or no. The others are opinions.
  7. Evaluation Evaluation judges the finished app against the requirements written during analysis.
  8. Each version fixes problems and adds features users need This is iterative development, which is why apps update so often.
  9. True Designing before you understand the problem means designing the wrong thing.
  10. Screens and features have to be rebuilt when problems show up late Problems found late are expensive, because working code has to be torn up and rewritten.
  11. wireframe A wireframe shows where things go on one screen.
  12. Maintenance Maintenance keeps the app working and useful after launch.

Round 2: Quick Fire

    • Gives a measurable target, such as a number of seconds
    • Says which action it applies to
    Model answer

    The app opens and shows the task list within 2 seconds.

    • To plan the layout and where everything goes
    • Because it is quick and cheap to change, so problems are found before coding
    Model answer

    A wireframe plans the layout of each screen and where everything goes. It is quick and cheap to change, so problems are found and fixed before any time is spent coding.

    • Who is the app for?
    • What problem does it solve?
    • What must it do?
    • What limits are there, such as budget, devices or deadline?
    Model answer

    Who is the app for? What problem does it need to solve?

    • A wireframe shows the layout of a single screen
    • A navigation diagram shows how the screens connect
    Model answer

    A wireframe shows the layout of a single screen: where each thing goes. A navigation diagram shows how the screens connect, and which buttons lead where.

Round 3: Big Think

    • A requirement about adding subjects
    • A requirement about times or dates
    • A requirement about reminders
    • A requirement about saving
    • Each can be checked with a clear yes or no
    Model answer

    The user can add a subject with a name and a colour. The user can give each revision session a date and a start time. The app sends a reminder 10 minutes before a session starts. The timetable is saved and is still there when the app reopens. Each one is testable because it is specific and can be checked with a clear yes or no: either a reminder arrives 10 minutes before, or it does not.

    • A small app or a prototype can be built quickly to try out ideas
    • You can learn what works by building it
    • Without analysis you may build something that does not solve the users' problem
    • Requirements give clear targets to test against
    • Wireframes are cheap to change, but rebuilding code is expensive
    • Planning the navigation makes sure the screens fit together
    • A plan lets a team, or a client, agree and give feedback early
    • A reasoned conclusion
    Model answer

    For a very small app, or a quick prototype to try out an idea, starting straight away can make sense, and you do learn by building. But for a real app the view is usually wrong. Without analysis you can spend weeks building something that does not solve the users' problem, and without requirements there is nothing to test against. Wireframes and a navigation diagram are cheap to change and show whether the screens fit together, whereas finding the same problems in finished code means expensive rebuilding. A plan also lets the team or client agree on the app and give feedback early. Overall, a little analysis and design saves far more time than it costs.

This or That

  1. Analysis Analysis works out who the app is for and what it must do. Only then can you design it.
  2. A requirement A requirement is a specific, testable statement of what the app must do.
  3. Implementation Implementation is building it, once the design has been planned.
  4. Planning where things go on a screen A wireframe sketches the layout of one screen. Testing comes much later.
  5. A navigation diagram A wireframe shows one screen. A navigation diagram shows which buttons lead to which screens.
  6. Evaluation After testing, evaluation asks whether the app actually solves the original problem.
  7. So tasks are still there when it reopens Without saving, every task would vanish the moment the app closed.
  8. No: nobody can test it A requirement must be specific and testable, such as: the user can add a task in two taps.

Memory Match

  • A 3 Analysis: Who is it for and what must it do?
  • B 5 Design: Planning the screens, the flow and the data
  • C 2 Implementation: Building the app
  • D 1 Testing: Checking it works, even when things go wrong
  • E 6 Evaluation: Does it solve the original problem?
  • F 4 Maintenance: Fixing problems and adding features