6 tips for solving software development problems

The software corporate world can be very intimidating with companies requiring developers and designers to know how to do just about anything and everything, with any type of software under very strict deadlines. Its to be expected though, considering the pace at which technology is changing opening up new and exciting possibilities for what is possible.  Its important to realize how critical one’s problem solving skills are as an important part of your arsenal. The bigger the problems you can solve, the more money companies will pay you. Here are six problem solving techniques I have used on numerous projects to get the job done well. Continue reading

Axure vs Balsamiq prototyping

axuremaster-level

Axure is used for designing interactive prototypes for websites and mobile applications. Similarly Balsamiq is a rapid wireframing tool for designing web and app mockups. I use both and wanted to share in this brief article a comparison between the two applications using examples from a case study.

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Mobile app development Part 4 – High fidelity and In-screen Prototyping

This is the fourth part in a series of how the development of a commercial educational  app was conducted. In the first part we looked at the need finding activities used to evaluate what features to include into the application. In the second part explored the creation of personas to reflect target user goals and motivations. The third part looked at the need for prototyping and user testing as being key in creating the perfect experience for the user.

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Why Angry Birds are so darn popular

Angry Birds is the most popular puzzle-type video game developed by Rovio Mobile. And just how much did the agitated feathery creatures bring last year? A very cool $106 million with 60%+ profit margin with only 224 employees. Downloaded 800 million times to date with 200 million active users by end of 2011, Angry birds has turned out to be a worldwide hit.

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Mobile app development Part 3 – Low fidelity Paper Prototyping

This is the third part in a series of how development of a commercial educational  app was conducted. In the first part we looked at the need finding activities used to evaluate what features to include into the application. In the second part explored the creation of personas to reflect target user goals and motivations. In this post we look at the need for prototyping and user testing as being key in creating the perfect experience for the user.

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