Entry 1: Creating an App
The option chosen for the ‘play’ activity for this week regarding mobile technology and information program, was to create an app to fulfil the needs of a particular user. The app that has been created is called ‘HistoryQuizardry’ and is designed for individuals of all ages who are interested in the strange, silly and unique things that have happened in the past. The language is appropriate for individuals 8 years and older.
In reflection, some aspects of the experience such as creating a feasible scope and topic involved a long thinking process. For example, it was felt that the app would need to be unique and appropriate to a particular user group, however some barriers to this was the discovered awareness of the variety of apps available. In addition, the concept of this app was adapted from the value personally perceived by the ‘Horrible Histories’ show, however I wanted to combine this with a trivia information and question element. As well as knowledge that can be adapted from this history, for example, history in popular culture, as well as providing an Australian focus. In some aspects, the app I created reminded me of Creative Commons and at some points I was concerned about the copyright policies regarding information taken, and whether it would need to referenced as undertaken in my learning practices at university.
At present, the base form of the app has been completed, however as a learning experience I would additionally like to continue updating and improving the app. The web software chosen, the appbuilder, is clear and easy to use. In part, it has been considered that the reason for this is that when forming the app and completing the process elements of the interface structure appeared familiar to other information program analysed and explored. The barriers perceived in the constrution of the app was the decision-making regarding how the information was to be organised, what would be included and omitted, and using the correct language to appeal the app to the audience. However, the overall experience provided a positive insight into the value of apps for not just sharing information but as a way of communication and being creative.