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NL-04 · full course

Mobile Applications

Design, build and test a small mobile app for one real user need, then measure how people use it.

about this course

What you will be able to do

L4 Practitioner8 modules · 140 h guidedPractice 70% · Share 20% · Study 10%

Design, build and test a small mobile app for one real user need, then measure how people use it.

  • Understand Explain the app cycle from need to release.
  • Apply Build screens and a working flow.
  • Analyse Read test and use data to find faults.
  • Create Design a clear, accessible app screen set.

Task, condition and standard

Task

Build and test a small working app for one real user group and report 14 days of use.

Condition

About 140 hours over 3 to 5 months. Computer, free app-building tools, a phone for testing, five testers, a mentor and peer circle.

Standard

Working app; user need statement; test notes from five users; privacy note; 14-day use report; at least 70% on the check.

Learning only. Follow your local law and get written permission before you work with real customers, premises, data or money.

Requirements: none. Who it is for: learners 16 and over, workers changing field, small-business starters, teams. Currency is shown on every number.

lesson by lesson

8 modules with worked examples (140 h guided)

Module 1 Find the need 8 hUnderstand

An app is worth building only when one group of people has one repeated problem that a simple tool cannot solve. This module teaches you to find that problem by listening, not by guessing. You finish with a single written need statement that guides every later choice.

  • Interview five people from your chosen group for 15 minutes each, and ask about the last time the problem happened rather than about ideas for an app.
  • Write the need as one sentence in the form: user, need, reason, for example a parent needs to log feeds because two adults share the task.
  • Count how many of the five people had the problem in the last week, since fewer than three out of five means the need is weak.
  • Check whether a shared note, a spreadsheet or a message group already solves it, and only continue if the app adds something clearly better.
  • A common mistake is to ask people if they would use an app, because people say yes to be polite; ask what they do today instead.
Worked example. You interview 5 parents of toddlers and 4 say they lose track of feed times, which is 4 / 5 = 80%. A shared note was tried by 3 of them but became messy, so the need statement reads: a parent needs to log feeds quickly because two adults share the task.

Activity. Interview five people from your target group, record each answer in a table, and write one need statement of no more than 25 words.

Standard to meet. Complete a table of five dated interviews, write a need statement that names a user, a need and a reason, and show that at least three of five people share the problem.

Module 2 Sketch and flow 14 hCreate

Changing a paper sketch costs minutes, while changing finished code costs days. In this module you draw the screens and the path through them before you build anything. You then test the paper with real people to find confusion early.

  • Sketch five to eight screens on paper, one per card, and draw only boxes, labels and buttons so that nobody argues about colours.
  • Draw one arrow path for the main task and count the taps, aiming for three taps or fewer from opening the app to finishing the task.
  • Ask three people to use the paper by pointing at buttons, and swap the cards by hand when they tap, without explaining anything.
  • Write down every place a tester hesitates for more than three seconds, because each hesitation marks a fault in the design.
  • A common mistake is to add extra screens such as settings and profiles before the main task works, so cut every screen that the main task does not need.
Worked example. Your feed log path is open the app, tap the feed type, tap save, which is 3 taps. Three testers finish in 12, 9 and 15 seconds, so the average is (12 + 9 + 15) / 3 = 12 seconds, and one tester hesitated at the save button.

Activity. Draw five to eight paper screens and the main task path, test them with three people, and write a list of every hesitation you saw.

Standard to meet. Complete the main task in three taps or fewer, have three people test it, and list each hesitation with the screen where it happened.

Module 3 Build the first version 30 hApply

The first version should do one job and run on a real phone. Building small keeps you from getting lost and gives you something to test early. You will work in short versions and note what changed each time.

  • Choose a free app builder or a simple code framework that you can finish with, and avoid learning a second tool halfway through.
  • Build only the main task from your flow, for example save an entry and show a list of entries, and write every other idea on a later list.
  • Run the app on a real phone after every small change, because an emulator on a computer hides problems with touch and screen size.
  • Give each working state a version number such as 0.1, 0.2 and 0.3, and write one line saying what changed and what broke.
  • A common mistake is to build for weeks without testing, so set a rule that the app must run on the phone at least once every three working hours.
Worked example. You plan 3 small builds: version 0.1 shows the screen layout (6 hours), version 0.2 saves an entry (10 hours) and version 0.3 shows the daily list (8 hours). That is 6 + 10 + 8 = 24 hours, which leaves 6 hours of a 30-hour module for phone testing and fixes.

Activity. Build and run the main task on a phone, and keep a version note with a date, a version number and one line of change for each build.

Standard to meet. Run the main task from start to finish on a real phone, and write at least three version notes that show what changed.

Module 4 Data, privacy and safety 14 hApply

Any app that stores information about people carries a duty to protect it. The safest data is data you never collect. In this module you decide what to store, write it in plain words and plan how a user can have it deleted.

  • List every piece of data the app stores and cross out each item that the main task does not need, such as full name, birth date or location.
  • Write a one-page note in plain words saying what is stored, why, where it is kept, who can see it and how a user asks for deletion.
  • Never store passwords as plain text and prefer a sign-in method that a trusted service handles, because a leak of readable passwords harms users on other sites too.
  • Ask for permission on the phone only at the moment the feature needs it, and make the app still work if the user says no.
  • Check with your local authority which data-protection rules apply, and have an adviser read your note before you share the app with outside testers.
Worked example. Your feed log keeps 3 fields: time, feed type and amount, and no names. With 5 testers logging 6 feeds a day for 14 days you hold 5 x 6 x 14 = 420 entries, none of which identify a person, so a leak would cause very little harm.

Activity. Write a one-page privacy note that lists each data field, the reason for it, where it is stored and how a user can delete it.

Standard to meet. Write a note that lists every field with a reason, names a deletion route, and contains no data that the main task does not need.

Module 5 Design for everyone 14 hCreate

People use apps in bright sun, with tired eyes, with one hand, or with a screen reader. Accessible design makes the app easier for all of them. You will check your screens against a short list and fix what fails.

  • Use text at least 16 points in size and test that every screen is readable without zooming in.
  • Keep a colour contrast ratio of at least 4.5 to 1 between normal text and its background, and check it with a free contrast checker.
  • Make every tap target at least 44 by 44 points, about 7 millimetres, so a thumb can hit it without touching its neighbour.
  • Never show an error or status with colour alone, and add words or a symbol, because about 1 in 12 men cannot tell some colours apart.
  • Give every button and image a text label that a screen reader can speak, and test the main task once with the screen reader turned on.
Worked example. Your save button measures 30 x 30 points, which is smaller than 44 x 44, so you enlarge it to 48 x 48 points. Your error message was red only, so you add the words Save failed and a warning symbol next to it.

Activity. Check every screen against a six-item list covering text size, contrast, tap size, colour use, labels and screen reader, and fix each failed item.

Standard to meet. Test all screens against the six checks so that each passes or has a dated fix, and complete the main task once with a screen reader.

Module 6 Test with users 20 hAnalyse

Watching people use your app shows faults that you can no longer see yourself. The skill is to give a task, stay quiet and write down what happens. You then fix the faults that affect the most people.

  • Recruit five testers who match your user group, because five testers usually reveal most of the biggest faults.
  • Give each tester one task in a sentence, such as log a feed and find today's list, and do not explain how or point at anything.
  • Write down the screen, the time and the words of the tester each time they stop, tap the wrong thing or ask a question.
  • Count how many testers hit each fault and sort the list so that faults hitting three or more testers are fixed first.
  • Fix the top three faults, then test again with the same task to prove the fix worked, rather than assuming it did.
Worked example. Four of five testers miss the save button, which is 4 / 5 = 80%. You move it to the bottom and enlarge it, and in a second round only 1 of 5 misses it, which is 20%, so the fix cut the failure rate by 60 percentage points.

Activity. Test the app with five users on one task, produce a fault log with counts, fix the top three faults and re-test them.

Standard to meet. List each fault in the fault log with a count out of five, fix the three most common faults, and re-test to show fewer testers hitting them.

Module 7 Release and measure 30 hEvaluate

A small release to a trusted group tells you whether people really use the app. Numbers such as daily users and task completions are more honest than opinions. You will collect a few of them for 14 days.

  • Share the app with a small trusted group of 10 to 15 people and tell them it is a trial, so they expect rough edges.
  • Decide before release which three numbers you will count, for example daily active users, share of people who return after a week, and share of attempts that finish the main task.
  • Count from a simple log or a spreadsheet each day, and write the date, the number of users and the number of completed tasks.
  • Ask each user one open question each week, such as what almost made you stop, and record the answer in their own words.
  • A common mistake is to count downloads or installs only, which says nothing about use, so always count returns and completions.
Worked example. After 14 days, 12 people installed the app and 9 opened it again on day 7, so return rate is 9 / 12 = 75%. Users tried the main task 120 times and finished it 84 times, so completion is 84 / 120 = 70%.

Activity. Run a 14-day release to a small group, keep a daily count of the three chosen numbers, and write one page of what the numbers show.

Standard to meet. Record all 14 days, calculate the three numbers correctly, and write a page that names one thing the numbers prove and one they do not.

Module 8 Decide and plan 10 hEvaluate

After a trial you must decide whether to improve, pause or stop. A fair decision uses numbers and compares impact with effort. You will rank the faults and write a short plan with dates.

  • List every fault and request from the trial, and give each an impact score from 1 to 3 times the number of users it affected.
  • Estimate the effort for each item in days, and divide impact by effort to get a value per day of work.
  • Choose the top two or three items that fit the time you really have, and leave the rest on a later list instead of promising everything.
  • Write three lessons in plain words, one about the user need, one about the build and one about the testing.
  • Set a review date and one number that will tell you whether the next version worked.
Worked example. Fault A hit 8 users with severity 3, so impact is 8 x 3 = 24, and costs 2 days, giving 24 / 2 = 12 per day. Fault B hit 3 users with severity 2, so impact is 6, costs 1 day, giving 6 per day, so you fix A first.

Activity. Rank at least five faults by impact divided by effort, then write a next-version plan with dates, one target number and three lessons.

Standard to meet. Show the sums in the ranking, write a plan with dates and a target number, and point each of the three lessons to evidence from the trial.

assessment

How you are checked

Evidence: your records, numbers and reflections. Two peers and one mentor mark it with this rubric. Pass: no criterion at "Not yet" and at least 70% on the check.

Marking rubric
CriterionNot yetMeetsExceeds
Evidence qualityClaims without recordsRecords for most claimsEvery claim linked to a dated record
Numbers and unitsMissing units or currencyCorrect, units shownCorrect, with a check calculation
Rules and safetyRules ignoredRules named and followedRules checked with the local authority, note kept
User focusNo real userOne real userSeveral users, changes made from feedback
ReflectionNo lessons writtenThree lessons writtenLessons turned into a changed plan with dates

Ten-question check, with model answers

Q1. What three parts does a good need statement contain and why ask about the last time the problem happened?

Model answer: It contains the user, the need and the reason. Asking about the last real event gives true behaviour, while asking about future app ideas gives polite guesses. (Covered in module 1: Find the need. To pass that module: Complete a table of five dated interviews, write a need statement that names a user, a need and a reason, and show that at least three of five people share the problem.)

Q2. Why should you count taps and what is a sign of a design fault during a paper test?

Model answer: Counting taps shows how much effort the main task needs, and fewer taps is easier. A hesitation of more than a few seconds or a wrong tap shows the screen is unclear. (Covered in module 2: Sketch and flow. To pass that module: Complete the main task in three taps or fewer, have three people test it, and list each hesitation with the screen where it happened.)

Q3. Why should version 1 contain only the main task and why run it on a real phone?

Model answer: A small version can be finished and tested quickly, so faults appear early. A real phone shows true touch, speed and screen problems that a computer hides. (Covered in module 3: Build the first version. To pass that module: Run the main task from start to finish on a real phone, and write at least three version notes that show what changed.)

Q4. Why is collecting less data a safer choice, and what must the privacy note tell a user?

Model answer: Data you never collect cannot leak or be misused. The note must say what is stored, why, where, who can see it and how to delete it. (Covered in module 4: Data, privacy and safety. To pass that module: Write a note that lists every field with a reason, names a deletion route, and contains no data that the main task does not need.)

Q5. Why must tap targets be large, and why is colour alone not enough to show an error?

Model answer: Large targets stop mistaken taps for people with big thumbs, shaky hands or one-handed use. Some users cannot tell colours apart, so words or symbols must carry the message too. (Covered in module 5: Design for everyone. To pass that module: Test all screens against the six checks so that each passes or has a dated fix, and complete the main task once with a screen reader.)

Q6. Why stay quiet during a user test and how do you decide which faults to fix first?

Model answer: Staying quiet shows real confusion instead of guided success. Fix first the faults that the most testers hit, especially those that block the main task. (Covered in module 6: Test with users. To pass that module: List each fault in the fault log with a count out of five, fix the three most common faults, and re-test to show fewer testers hitting them.)

Q7. Why count returns and completions instead of installs alone?

Model answer: An install only shows curiosity. Returns show the app was useful enough to open again, and completions show people can finish the main task. (Covered in module 7: Release and measure. To pass that module: Record all 14 days, calculate the three numbers correctly, and write a page that names one thing the numbers prove and one they do not.)

Q8. How do you rank fixes, and why divide impact by effort?

Model answer: Multiply severity by the users affected to get impact, then divide by effort in days. This favours fixes that help many people for little work. (Covered in module 8: Decide and plan. To pass that module: Show the sums in the ranking, write a plan with dates and a target number, and point each of the three lessons to evidence from the trial.)

Q9. What is the task of this course, in one sentence?

Model answer: Build and test a small working app for one real user group and report 14 days of use. (Covered in: Task, condition and standard, near the top of this page.)

Q10. What standard must your final evidence meet?

Model answer: Working app; user need statement; test notes from five users; privacy note; 14-day use report; at least 70% on the check. (Covered in: Task, condition and standard, near the top of this page.)

where next

Ladder L1 to L7, slide by slide with notes

  1. Slide 1: L1 Basic, First words, tools and safety. Speaker note: Learner can say what Mobile Applications is about and name the safety rule. Use module 1, Find the need, as the first short unit (about 2 to 6 hours). Say this rule aloud: Learning only. Follow your local law and get written permission before you work with real customers, premises, data or money. No record is needed at this level.
  2. Slide 2: L2 Awareness, What the field is and who it serves. Speaker note: Learner explains the idea in plain words: Explain the app cycle from need to release. Shared with schools and community groups. Note for the guide: ask one learner to explain it to a neighbour and check the words are right.
  3. Slide 3: L3 Foundation, Guided tasks with a checklist. Speaker note: Learner does guided tasks from the first three modules (Find the need; Sketch and flow; Build the first version) with a checklist. Evidence is a small set of dated records. Note for the guide: sit beside the learner for the first record, then step back.
  4. Slide 4: L4 Practitioner, Run the full task alone (this course). Speaker note: Task: Build and test a small working app for one real user group and report 14 days of use. Standard: Working app; user need statement; test notes from five users; privacy note; 14-day use report; at least 70% on the check. Note for the guide: a mentor reviews the records; two peers mark with the rubric above.
  5. Slide 5: L5 Specialist, One narrow area to depth. Speaker note: Learner picks one area, for example Build the first version (the longest module at 30 h), and goes deeper than this course asks. Learner then teaches a peer circle of three or four. Note for the guide: check the teaching, not only the work.
  6. Slide 6: L6 Advanced, Lead a team and review evidence. Speaker note: Learner leads a small team or designs a service in this field and marks other people's evidence against the rubric. Roles this points to: App tester; Junior app builder; Product assistant. Note for the guide: sample three records from the team and compare marks.
  7. Slide 7: L7 Super expert, Set and audit the standard. Speaker note: Learner writes the method for Mobile Applications as a short guide, audits other learners' evidence, and publishes worked examples back to learners. Note for the guide: worked examples keep currency and units on every number and are checked by a second expert.

Notes: credits stack and you can step in and out. This course is L4. Aligned with, not accredited by, national credit frameworks.

jobs this leads to

Where this takes you

  • App tester
  • Junior app builder
  • Product assistant
  • Support analyst

ten locations and global

Your place

Local custom changes rules, language, currency and who you practise with. Check each rule with your local authority before you act.

India (Bengaluru)

Language: English, Hindi, Kannada. Currency: INR. Data rule for what you publish: Digital Personal Data Protection Act 2023. Skills frame to cite: National Skills Qualifications Framework (NSQF) and the national credit framework.

Netherlands (Eindhoven area)

Language: Dutch, English. Currency: EUR. Data rule for what you publish: EU GDPR (Dutch: AVG), supervised by the Autoriteit Persoonsgegevens. Skills frame to cite: the Dutch qualification framework (NLQF) linked to the European Qualifications Framework.

UAE (Dubai and Abu Dhabi)

Language: Arabic, English. Currency: AED. Data rule for what you publish: Federal Decree-Law No. 45 of 2021 (personal data protection). Skills frame to cite: the emirate education and training regulators (for example KHDA in Dubai) and the national qualifications framework.

Brazil (Sao Paulo)

Language: Portuguese (Spanish and English support). Currency: BRL. Data rule for what you publish: LGPD (Lei Geral de Protecao de Dados). Skills frame to cite: the national technical-education catalogue and the national S-system training bodies.

Canada (Toronto)

Language: English, French. Currency: CAD. Data rule for what you publish: PIPEDA, with provincial rules where they apply. Skills frame to cite: the provincial colleges framework and the national credential-recognition guidance.

United States

Language: English, Spanish. Currency: USD. Data rule for what you publish: state privacy laws (for example California), and COPPA for children under 13. Skills frame to cite: state and community-college credit systems.

Singapore

Language: English, Mandarin, Malay, Tamil. Currency: SGD. Data rule for what you publish: Personal Data Protection Act (PDPA). Skills frame to cite: the Singapore national skills frameworks and the national credit system.

Australia

Language: English. Currency: AUD. Data rule for what you publish: the Privacy Act 1988 and the Australian Privacy Principles. Skills frame to cite: the Australian Qualifications Framework (AQF) levels.

Hong Kong (Eastern Asia)

Language: Chinese (Cantonese, Mandarin), English. Currency: HKD. Data rule for what you publish: the Personal Data (Privacy) Ordinance. Skills frame to cite: the Hong Kong Qualifications Framework.

Georgia and Israel (Western Asia)

Language: Georgian, Hebrew, Arabic, English. Currency: GEL or ILS. Data rule for what you publish: the personal data law of the country where the learner lives. Skills frame to cite: the national qualifications framework of that country.

Cayman Islands (Caribbean)

Language: English. Currency: KYD. Data rule for what you publish: the Data Protection Act. Skills frame to cite: the local education and training framework.

Mexico

Language: Spanish, English. Currency: MXN. Data rule for what you publish: the federal law on personal data held by private parties. Skills frame to cite: the national competency certification system and the education ministry levels.

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Draft

Draft flagship-depth course. Own wording from the planning booklet; no third-party text. Not live.