
An Old #2 Pencil Does the Trick
Measure twice, cut once… That’s our motto for our custom development projects and our own apps. The best way to avoid unplanned changes, budget overruns and missed project deadlines is to plan well before you start to write the first line of code. We have a unique strategy phase that includes pencil sketches, functional specs and several other planning steps.
But let’s talk about the elephant in the room. Yes, that’s right, we actually use a pencil, and paper if you must know… While super low-tech, it’s also uuber successful. We’ve found that it’s the best way to lay out ideas, think through an app’s UI (user interface) and work flow. This is where we come up with features, great ideas and identify problems in our logic. It’s cheap and easy to fix issues at this point vs. doing so after hundreds if not thousands of lines of code are already written.
Below are some samples of pencil sketches that evolved through the created process into actual app screens. We hope you enjoy the sneak peek into the method behind our madness.
Voxie Pro Recorder, Dictation and Transcription
GasBuddy: Save Money at the Pump
GPS
NPR: The Ultimate NPR Experience for iPhone & iPod
Wings Earth: Flight Simulator Experience
Wings Galaxy: Where No App Has Gone Before
Our Methodology
Initial Meeting
Every engagement begins with the first meeting with the client or its representatives. During this meeting we determine the overall scope and complexity of the strategy engagement. This meeting also gives the customer an opportunity to determine their comfort with Bottle Rocket and gives us an opportunity to gather information to set a price for the strategy.
Pricing and Agreement
Based on information gathered in the first meeting, we will quote a price to complete the strategy portion of the engagement. A simple letter agreement is used to memorialize strategy engagement specifics. Or a more in depth agreement will memorialize the full project if scope is known at this time.
Current Condition
To familiarize itself with the client’s past experiences, we will review all appropriate materials, including but not limited to any existing mobile applications, the current web site, advertising materials, brand collateral and brand guidelines.
Business Objectives and Mission Statement
It’s vital to the success of the engagement that we understand the business objective of the project. An application mission statement will be developed based on these objectives to insure achievement of those objectives and to avoid scope creep and budget overrun.
Client Expectations of Features
We will normally request one to three meetings with the client or its representatives to learn as much as possible about their expectations of features going into the project. During these meetings we will help determine the importance of each feature and potentially challenge the value of some. We will also determine the client’s appetite for various possible directions.
Brainstorming
Arguably the most fun part of the engagement, the brainstorming phase allows Bottle Rocket to introduce new ideas to the process and work with the client to determine their probability of success. Starting very broad, these discussions narrow in quickly on several key tactical initiatives that will bring material value to meeting the high-level business objectives set earlier.
Hand-Drawn Screens
We have become known for our strict adherence to a formal methodology that includes hand drawing the entire application. Every major screen and most minor screens are drawn at least once and up to 3 times as the application evolves. Screen flow, layout, button placement, UI object selection and many other valuable decisions are determined here, well before a Photoshop file of XCode directory has been formed resulting in a more successful project. Normally two to four client reviews are required during this phase.
Functional Spec
The functional spec is arguably the most important resource the programming staff has when developing the application. The functional spec is a plain text description and explanation of how each screen works and every button behaves including the final text of all alerts, dialog boxes and screen titles. At this phase, the decision for localization must be made. Normally one to two client reviews are required during this phase.
Creative Design
This phase can start after the hand-drawn screens are complete, but can wait until the functional spec is complete. This phase includes the development of all major screens and some minor screens in Photoshop. Highly detailed, commented and layered files are created to assist in the graphic production later in the project. The app’s icon will also be generated at this time. Normally one to three client reviews are required during this phase.
Graphic Production
The creative design is “cut up” into the appropriate pieces required for the development of the application. It takes a steady hand to produce the files that will result in the amazing iPhone look.
Development
When every screen is designed, every object’s behavior determined, every third party dependency nailed down and everything approved by the client, code starts to fly much faster than in iterative design projects. Multiple ad-hoc builds will be delivered to the client for approval during the development process.
Beta Testing
When the internal testing of the application gets to the point that few bugs remain, beta testing will begin. Usually the client is the beta tester, but a body of professional testers can be arranged at the customer’s request.
Release Materials Production
All required release materials are created including the iTunes description (multi-lingual if requested), up to five App Store promotional images and all required meta data. At this phase, the customer should have a customer support plan and have made a decision on active or passive support. If active support is selected, Bottle Rocket can help set up a customer support system or make vendor suggestions if the client desires to take this on themselves.







