before a deadline so they don’t hold
up production.
Presentation skills. These skills play a
major role, as we often ask students
to present to a variety of audiences on
topics related to their work. Students
in the club have presented at various
app development events in the Baltimore area and met with other schools
to demonstrate their programs.
Social media use. Students learn to use
social media responsibly. The club emphasizes that social media can count for
you or against you. By conducting research, engaging in the creation process,
and networking with others in the field,
students quickly gain an understanding
of the technology’s power.
Perhaps the most rewarding benefit
of the APPlied Club is that students
can take what they learn and apply it
toward any career. There is no better
preparation or experience than hands-on, authentic work. Students have found
that mobile app development jobs are in
high demand right now, and this field
will undoubtedly continue to grow in
the future. With a little bit of experience,
students can be paid right now for their
work experience and knowledge.
Lasting Benefits
APPlied Club helps students step out
of their comfort zones and try new
things they aren’t necessarily familiar
with. The club teaches students to appreciate technology and app development. Throughout the project, students
learn how much effort actually goes
into making what seems like a simple
app, and they quickly realize that 99
cents is really inexpensive for an app
when you take into account the number of hours that go into its creation.
10 Steps to App Creation
After almost two years of APPlied Club and the delivery of three native apps that students
built from the ground up, we’ve determined there are 10 steps in the process that fall into
three phases of production: discovery, development, and distribution.
Phase I: Discovery. At the beginning, the focus is on whether an idea can—or even
should—progress to development. If the idea has merit, students must conduct research
to determine if similar apps already exist. Then the students need to come together to determine who is capable of creating each piece of the puzzle. In the final step of this phase,
students bring sketches to the table for discussion, evaluation, and reflection.
1. Idea generation: Does it solve a problem? Does it serve a niche?
2. Research and investigation: What else is out there? Is there competition? What is the
market? What will make the app different?
3. Roles: Who will do the graphics, the programming, the marketing,
the project management, and the writing?
4. Interactions/game play: Create mock-ups and sketches that include sample user
interface designs and user experience designs.
Phase II: Development. This is the phase where students truly start to see the ideas turn
into something tangible. They prototype their ideas, which includes creating a storyboard.
Then comes the actual build-out of the app. In this step, students collaborate to pull all the
pieces together and bring the app to life. The final step in this phase is the testing. Testing
is critical, because it is more than just testing functionality. It is important to have people
who have not been involved in the process to this point use the app and provide feedback
on everything from usability to graphics to likability.
5. Prototyping: Put the app on a storyboard with a little coding, a little artwork,
and wireframing.
6. Building the app: This is where there is lots of code writing, lots of artwork design,
and lots of time (multiple weeks or even months).
7. Testing and submission: Put the app to the test. Some of the issues that students need
to address include determining who will be the testers and how and what to change
based on suggestions/complaints.
Phase III: Distribution. In the final phase, students work on marketing and approval. There
are more than a million approved apps in Apple’s i Tunes App Store, so students in this
phase look for a market niche and make sure people know the app exists. The last step
is the evaluation of the entire process from start to finish.
At the conclusion of the creation process, students dedicate time to review and reflect.
Evaluation is also a big part of the club. After students finish a project, everyone sits down
and evaluates it together. Collaboratively, the students decide what was good about the process and the outcome and what they would change about it next time. This shows students
that not everything they do is going to be perfect, and there is always a way to better yourself and your product.
8. Marketing preparation: This step is essential as the team waits for approval
of the app. It includes capturing screenshots and writing a marketing plan.
9. Marketing: In this step, students execute the marketing plan.
10. Evaluation: What went well? What could have gone better?
What would we do differently next time?