Apps for Appalachia: Reading Krug, Prepping for App Inventor

Reading Krug, Prepping for App Inventor

(Most) every week, I’ll link to an article or video on the web that is relevant to usability, programming, identity, or perhaps something that you think is relevant or exciting. These articles provide a broader context for the work we are doing in the course.

First, we’ll keep it light:

Hm. Humor, of course, is kinda subjective. And, it might make a bit more sense after you’ve read some of the Krug.

Reading: Krug 1-4

Slightly less funny (or, perhaps not?), I’m going to ask you to read the first four chapters of Krug. They’re short, and in Moodle. When you’re done, I’ve got a few reflection questions for you to respond to below.

This reading helps lay a foundation for discussing and practicing the design of mobile applications.

App Inventor: App Ideas

Although you won’t have one of the tablets with you, open up App Inventor at home. Explore. What things does it looks like you can do? Make a list. Google around for explanations of things that you don’t understand. (You can also go to and look things up in the course text, if you like.)

Armed with that bit of exploration, tell me about some app ideas you have. What, if you could write anything, would you write? Why? In particular, are there any app ideas that you would be particularly interested in that serve a community you are part of—be that local, regional, or otherwise?

Learning Objectives

  • Usability Testing and Theory 1.1: Demonstrate the ability to develop basic mobile interfaces in low-fidelity materials.
  • Usability Testing and Theory 1.2: Develop personas to guide interface design.