# data[].attributes.headline
How to Make a Virtual Tour: 10 Steps (with Pictures) - wikiHow

# data[].attributes.subject
How to Make a Virtual Tour: 10 Steps (with Pictures) - wikiHow

# data[].attributes.attachment_link.description
How to Make a Virtual Tour. Real estate sales and leasing activities have largely gone digital. Beginning with the huge computerized listings database and progressing through websites with pictures and floor plans, many of the typical...

# data[].attributes.headline
How to Create a Racing Game in Scratch (with Pictures) - wikiHow

# data[].attributes.subject
How to Create a Racing Game in Scratch (with Pictures) - wikiHow

# data[].attributes.attachment_link.readable_text
wikiHow's mission is to help people learn, and we really hope this article helped you. Now you are helping others, just by visiting wikiHow.

World Possible is a Nonprofit Organization with a mission to connect offline learners to the world's knowledge. They work to ensure that anyone can access the best educational resources from the web anytime, anywhere, even if they do not have an Internet connection.

Click below to let us know you read this article, and wikiHow will donate to World Possible on your behalf. Thanks for helping us achieve our mission of helping everyone learn how to do anything.

# data[].attributes.attachment_link.description
Scratch is a neat program that allows you to create good, fun games as soon as you know the basics. Creating a racing game takes a little planning, but once you get to it, you'll be able to put together your own racing game and make it as...

# data[].attributes.attachment_link.description
Make games, stories and interactive art with Scratch. (scratch.mit.edu)

# data[].attributes.headline
How To Make An App - Create An App In 12 Easy Steps

# data[].attributes.subject
How To Make An App - Create An App In 12 Easy Steps

# data[].attributes.attachment_link.readable_text
Like so many before you, you have a great app idea burring in your brain, and you have no idea how to bring it and all of its profit potential to fruition. And like those who have paved the way for app entrepreneurs, you need to learn the ropes. While some will advise you to hire a developer and invest a fortune in your idea, realists will tell you the risk is too big. There are tons of app building programs out there that can help you make your vision a reality, but the simple truth is with some planning and methodical work on your part, the process is fairly simple.

We've come up with a three-part guide that will walk you through the steps of profiting from your big idea. Let's start at the very beginning of how to create an app...

How To Build An App - Step 1: Set a Goal.

Step away from any form of technology and get out a pen and paper and define what it is you want to accomplish. The starting line in the app development word is a pen and paper, not complex coding and designing. Ask and answer the following questions:

What exactly do you want your app to do?

How are you going to make it appeal to users?

What problem is it going to solve?

How will it simplify life for people?

How will you market your app?

You will not survive in any business if you don't have well defined, clearly set goals! A lack of vision will frustrate you and anyone who you employ to work for you. Before you do anything, create a clear picture of what you want done!

How To Build An App - Step 2: Sketch your Ideas.

No! You still cannot turn on your computer. Now you need to use the pen and paper that has the answers to the questions about your apps purpose to develop a sketch of what it will look like. Here you move your clearly worded ideas into visual representations of your thoughts. Decide if you are going to give your app away and offer ads to generate money, or are you going to offer it as a paid download. You can also choose the option to offer in app purchases. If that is something you are going to do, make sure you sketch out those ideas as well.

How To Build An App - Step 3: Research, research, and then research some more.

Now you can turn your computer on, but not to start blindly designing your app. The leg work is nowhere near done. You have to dig deep and research the competition of your app idea. I know you think you have one of a kind idea, but the numbers are not in your favor-odds are someone has already tried it. You can look at this in two different ways. One you can become deflated and give up, or two, you can examine the competition and make your app better. I prefer the latter. Read the competition's reviews. What did people like/dislike about the app? Then, use that information to your advantage. Refer back to your pen and paper from steps one and two, and modify and adjust your idea accordingly.

After reading and modifying, your research needs to shift focus a bit. It's time to harness the power of the Internet. Is your app a truly feasible idea? Here's where you will examine copyright restrictions and possible technical holds ups. This step is crucial because it will save you money in the long run. You can't move forward and spend time on an idea that won't work. Figure out any glitches, and find ways around them, (notice I didn't say give up-"an ounce of prevention..") so you don't have to back track.

Next, shift your research focus to sales and marketing. Reflect back to your sketch about how you are going to make money with your app. Are you going to stick with your original idea, or are you going to change it? What is your niche? Are you marketing to teens, parents, children, teachers, travelers, gamers? Determine that target audience right away. It will help you narrow down design ideas.

After you've exhausted your foresight skills, you can begin the fun stuff. Start to look for design ideas. 99design is a great showcase for examining new and innovative design ideas. Browse through and see what fits your fancy. Keep your target audience in mind when examining designs. A visual appeal is crucial to your final product.

How To Build An App - Step 4: Wireframe

In the technology world, a wireframe is a glorified story board. Here is where you take your sketch and your design idea, and you give your idea a little more clarity and functionality. This will become the foundation for your apps development, so it really is a crucial step. There are stacks of wireframing websites that you can use to help you bring your sketches to digital life with functionality like click through and icons. The trick is finding one that you like and that is easy for you to use.

Check out these wireframinig tools here:

How To Build An App - Step 5: Start Defining the Back End of Your App

We left off with your wireframe, so at this point in your app development, you have a storyboard of how you want your app to function. Now it's time to use that storyboard to start examine functionality.

Using your wireframe, you need to delineate your servers, APIs, and data diagrams. There are some great do-it-yourself app builders that can provide you with the tools to easily do this. Some of them even do if for you. If you are unclear of what this technical jargon means, you should probably use a service that provides hosting and a means of collecting data about your app usage.

Regardless of what method you choose to use to develop your app, it is imperative that clear diagrams are created as they will serve as the directions for everyone working on your project. Should you run across any technical difficulties, you should revise your wireframe to reflect any changes.
Check out these back end services:
How To Build An App - Step 6: Check Your Model

Here's where you need to call in the troops. Show your demo to friends, family, and anyone else who is willing to give you constructive criticism. Don't waste your time with people who will tell you, "Wow, that's neat." Seek out those cynics and critics. Brutal honesty is crucial at this phase.

Don't be afraid to look over their shoulder as they are checking out your demo to watch how they navigate things. If you need to revise any of the layouts or navigation paths, do so. Keep your users in mind, and try to follow their thinking, not your own.

Your end goal with this step is to finalize your apps structure and foundation. You need to have the brains of your app working before you start adding design to avoid frustration later in the process.

How To Build An App - Step 7: Get Building

With the foundation in place, you can start to put the puzzle together to building your app. First, your developer will set up your servers, databases, and APIs. If you are using a quality do-it-yourself app builder, this will be done for you. Do not forget to reflect on the feedback you got from your testers. Modify the apps functionality to reflect any changes you made based on your first phase of testing.

At this point, it's time to sign up for the stores. You need to create an account with Google Play and Apple so that you can get your app on the market. It may take a few days to go through the process, so don't procrastinate this step.
Check out these app building platforms:
How To Build An App - Step 8: Design the Look

Now its time to employ the designers to create your UI, user interface. The user interface is a very important part of your app because people are attracted to how things look and how easy they are to navigate. Through the design process, you need to keep the feedback you got from your testers in mind, and you need to make sure the design and the navigation reflect the feedback you got. How to design your app?

If you've hired a graphic designer for your app, you will need to get high resolution skins, or visually appealing screens based on your wireframe, for your app.

If you are using a WYSIWYG editor, you need to pick your template and layout for your screens yourself. I'll stress again, keep that testing feedback in mind when developing the look of your app. You are building for users, not for you!
Check out these app design agencies:
How To Build An App - Step 9: Test Your App, AGAIN.

A second round of testing is imperative. In this round, you will have both a functioning app as well as a user interface to test. All the screens of your app should properly work at this point, and your app should be visually appealing as well.

You need to run a battery of tests on your app in its completed form to assure that both the look and the feel of the app meet your expectations. Proto.io and Pixate are great platforms for testing your app. Both of these programs will allow you to add clickable links to navigate your app. They will help you examine the final layers, interactions, and design of your app as well. You can use the information you get from this testing phase to help you move forward.

You may be scratching your head and asking, "Didn't I do this with my wireframe?" The answer is, "Well, kind of." While this may seem similar to your wireframe, it's a lot more detailed. Your wireframe was just the skeleton of your app. At this point, your app should be both aesthetically pleasing as well as functioning.

How To Build An App - Step 10: Modify and Adjust

You've taken your prototype for a spin, and you've learned that there are still a few tweaks you need to make. Now that you've seen your app in it's fully functioning form, you need to call the troops back and ask they to do the same.

Ask the same people who viewed your app in it's development phase to examine it in it's testing phase as well. Again, open yourself up to constructive criticism, and use the feedback accordingly. Lastly, ask your developer and your designer to make any changes that you feel would be valuable to your app.

How To Build An App - Step 11: Beta Testing

You've looked at your app through several different lenses, and you think you've managed to develop a smoothly functioning, aesthetically pleasing, problem solving app. Now, you need to examine how your app is going to function in a live environment.

Android makes this process simple, while iOS likes to keep things in a controlled environment. There's pros and cons to both approaches, but the bottom line is you need to jump through one last hoop. You can simply upload your app file on any android device and test it in a live environment. From here on out in your Android app development process, you can monitor your apps progress from your device.

iOS requires you use a platform called TestFlight to beta test your app. Apple is pretty thorough with its directions and instructions for using its beta test platform. A great feature to this beta testing option is that you can invite testers to review your app before taking it live. It's yet another user lens through which you can view your app.

How To Build An App - Step 12: Release Your App

You've made it to the finish line. You've brought your idea to fruition, and the last step is to share it with the world. Hopefully, you've gone on to solve a major problem. If not, with any luck your app has some features that can simplify or bring enjoyment to someone's life. Regardless, you've accomplished something big. Now it's time to distribute it!

Android and iOS, again are very different with regard to marketing apps. If you stick with this business, you will see a pattern emerge-Android is a little less strict. Again, there are pros and cons to both approaches, but as an app entrepreneur, you will need to learn the rules for both.

You can simply add your app to the android store. It will not be reviewed right away. You will instantly be selling your app in the Google Play store. iOS, on the other hand, will review your app before it can go live. While there is no set time frame for the Apple team to review your app and push it on the shelves, you can guestimate about a week of waiting.

If you are anxious about getting your app onto the devices of users, you can also publish it in Pre-Apps. This is a great opportunity to have your app viewed by people who like to have a first look at new ideas. Keep in mind, these people are always reviewing up and coming ideas, so their feedback could be great for you. They are familiar with #trendingapps, so I'd advise taking this extra step-if for nothing more than to learn more about the app world.

You need to remember that you still have to sell your app. Just because your app is in the store does not mean you are going to start making millions tomorrow. Marketing is a must. Sadly, marketing cannot just be added onto this guide as "Step 13". It's got quite a few steps of its own. So, now that you know how to make an app, I'd advise you to begin researching app marketing strategies so that you can change the world one app at a time!

How To Build An App - Infographic

# data[].attributes.attachment_link.title
How To Make An App - Create An App In 12 Easy Steps

# data[].attributes.attachment_link.description
Like so many before you, you have a great app idea burring in your brain, and you have no idea how to bring it and all of its profit potential to fruition. And like those who have paved the way for app entrepreneurs, you need to learn the ropes.

# data[].attributes.headline
How to create an app for free with App Builder Appy Pie, best app maker

# data[].attributes.subject
How to create an app for free with App Builder Appy Pie, best app maker

# data[].attributes.attachment_link.title
No-code development & workflow automation platform | Appy Pie

# data[].attributes.attachment_link.description
Create applications & automate workflows with Appy Pie’s workflow automation & no-code development platform.

# data[].attributes.attachment_link.description
Does this small, white ball really represent the next generation in gaming systems? Find out what makes Sphero so much fun -- and how it's more capable than you might think.

# data[].attributes.headline
How to Create an iBook: 10 Steps (with Pictures) - wikiHow

# data[].attributes.subject
How to Create an iBook: 10 Steps (with Pictures) - wikiHow

# data[].attributes.attachment_link.readable_text
wikiHow's mission is to help people learn, and we really hope this article helped you. Now you are helping others, just by visiting wikiHow.

World Possible is a Nonprofit Organization with a mission to connect offline learners to the world's knowledge. They work to ensure that anyone can access the best educational resources from the web anytime, anywhere, even if they do not have an Internet connection.

Click below to let us know you read this article, and wikiHow will donate to World Possible on your behalf. Thanks for helping us achieve our mission of helping everyone learn how to do anything.

# data[].attributes.attachment_link.description
How to Create an iBook. If you're ready to enter the exciting world of digital publishing, e-books, like Apple's iBooks, are a popular format. Whether you're ready to sell your masterpiece novel or just want a convenient way to share...

# data[].attributes.headline
3 Secrets of Successful AR Design | Webdesigner Depot

# data[].attributes.subject
3 Secrets of Successful AR Design | Webdesigner Depot

# data[].attributes.attachment_link.readable_text
Over the past several years, augmented reality (AR) technology has established a home in entertainment, marketing, education and many other industries. The use of AR apps in the enterprise will grow to $2.4 billion in 2019. On the flip side, augmented reality also brings a lot of challenges for designers. Today most experienced designers have got skills in designing web and mobile apps, but these skills aren't always applicable for immersive AR experiences.

This article will look at how AR is affecting UX, and how UX designers can rise to the challenge of designing engaging augmented user interfaces.

What is AR?

Augmented Reality refers to technology that uses real-time inputs to create an output that combines both real-world data and some programmed elements. AR adds a programmed layer over actual reality to create a third, dynamic level of augmented experience. With AR apps, instead of just seeing information, users interact with it and receive live feedback on the action they have performed.

AR apps are already thriving in the Android and iOS ecosystems right on our smartphones and tablets. Examples of AR that the majority of users have at least heard of, if not used, are things like:

Pokémon Go: Players can collect game characters that can be uncovered by moving in the real world.

SnapChat lenses: SnapChat uses facial-recognition technology to enable users to enhance images with computer-generated effects.
Snapchat's lenses feature
Microsoft HoloLens: Using tools like Microsoft's HoloLens it's possible to see and interact with complex models such as 3D model of a human heart.

Microsoft HoloLens

How To Design for AR

The field of designing AR user experiences is still in its infancy, and since there are no established UX best practices for it yet, I'd like to share my own personal approach to UX in AR apps...

1. AR Use-Case Needs to be Evaluated

The concept of "measure twice, cut once" is especially important in building AR apps. Before diving in, it's important to have a clear answer on the question "What do I want to achieve with this AR app?" Your ultimate goal is to ensure that the AR experience is right for the project. Keep in mind the following:

AR experiences should be tied to clear business and user objectives. You shouldn't create an AR app just because it's trendy-that's almost a sure way to create a poor UX. Rather, the desired functionality needs to be evaluated to fit with the experience that the AR display medium can offer.

As always, good user experience only comes from close attention to users' needs. This means that if you're going to design an AR experience, you should invest heavily in user research. Spend some time really getting feedback from your target audience, get to know how they do something in the real world without any kind of device, and how AR can help them do it better.

2. Consider the Environment in Which the Product Will be Used

Since you will integrate an AR design solution into the users' environment, you want it to feel as natural as possible. The environment significantly affects AR design:

In a private environment (e.g. home or work) the UX designer can count on long user sessions and a complex interaction model. The whole body can be involved in the interaction, and specific devices, such as a head mounted display, can be used for manipulation.

In public environments, usually outdoors, it's important to focus on short user sessions. Because regardless of how much people might enjoy the AR experience, they won't want to walk around with their hands up holding a device for an extended period of time.

Thus, when designing an AR app, you first need to research the environmental conditions in which the app will be used and how it will affect the user:

Identify interaction scenarios upfront, even before specifying technical requirements for the project.

Collect all the details of the physical environment to be augmented. The more environmental conditions you identify before building a product, the better.

User testing should be a critical step in the review process. When the first working prototype of your AR app is ready, you should run comprehensive user tests on product use in real conditions. Your ultimate goal here is to make interaction with the product comfortable for users.

3. Make the Interaction with AR Simple

AR in an app should be a layer of added value that reduces the time needed to complete simple tasks. Keep in mind that with each product people are seeking out experiences, not technologies, and they won't like a technology that isn't friendly to use. Thus, when designing your AR solution I recommend the following approach:

go to the environment where the user will perform the task;

think through each step that your users will go through in order to accomplish the task;

record each of those steps.

This information will help you conduct a task analysis. The analysis will help you make things more natural for the users. Consider the Google Translate app in the example below. The app uses the phone's built-in camera to translates the captured text into another language. This example perfectly illustrates the value that AR technology can provide.

AR experiences should be designed to require as little physical input from users as possible. When users are looking through the device screen at an augmented picture, it's going to be hard for them to input data at the same time.

# data[].attributes.attachment_link.title
3 Secrets of Successful AR Design | Webdesigner Depot

# data[].attributes.attachment_link.description
Over the past several years, augmented reality (AR) technology has established a home in entertainment, marketing, education and many other industries. The use of AR apps in the enterprise will grow to $2.4 billion in 2019. On the flip side, augmented reality also brings a lot of challenges for designers.

# data[].attributes.headline
How to make a VR app with zero experience – Hacker Noon

# data[].attributes.subject
How to make a VR app with zero experience – Hacker Noon

# data[].attributes.attachment_link.readable_text
Unless you've been living under a rock, you should be fascinated (or at least intrigued?) by VR. Check out some articles that gave me inspiration:

After some investigation, turns out it's actually not that hard to make a VR app, even if you don't have any 3D or coding experience. Just to give you an example, here is an app I made using this method.

Tools you need:

A VR headset (I have Google Cardboard, but others will work just fine.)

Unity (Download and install the free version)

Android SDK (Download from the SDK Tools Only section. I'm using Android as an example, but iOS should work as well.)

Cardboard Unity SDK (Download from Github repo)

An auto walk script made by Jupp Otto (Download from Github repo)

The app we'll be making is a simple virtual environment tour. You can toggle auto walk using the trigger in your VR headset.

Step 1: Create a virtual environment

Open Unity. Create a project in the pop up window. No need to modify any settings at this point.

I'll be using this Forest Environment free asset created by Patryk Zatylny, but you can use whatever asset you like. Open the URL, click "Open in Unity". Unity will load it in the Asset Store panel. Then click "Download" (Unity doesn't allow downloading asset directly from the web page).

In the Hierarchy panel, delete First Person Controller and Main Camera.

Unzip the Cardboard SDK you downloaded from the Github repo, you get a cardboard-unity-master folder. In the top menu bar, go to Asset > Import package > Custom package, choose CardboardSDKForUnity in the cardboard-unity-master folder. In the next pop up, click "Import".

Unzip the auto walk script you downloaded from the Github repo, you get a Google-Cardboard-master folder. Drag the Autowalk.cs file and drop it in the Assets folder in the Project panel.

Click to select CardboardMain in the Hierarchy panel, click "Add component" in the Inspector panel all the way to the right, find Autowalk and select it.

Go to top menu bar, File > Build settings. Select Android and click on "Player settings". Enter a Company Name (up on the top) and a Bundle Identifier (in the Other Settings section down on the bottom). In Resolution and Presentation section, change Default Orientation to Landscape Left.

Scroll down to Publishing Settings. If you don't have a keystore, check "Create New Keystore", enter your password, and click "Browse Keystore". In the pop up, enter a name for your keystore and click "Save". Now you should see the file path of your keystore next to "Browse Keystore". (More details on signing an Android app)

In the "Key" section below, in the Alias dropdown, select "Create a new key". Enter your info in the pop up and click "Create Key".

Manage your expectations. It's unlikely that you can build the next Land's End or Google Cardboard Design Lab on your first attempt. Start with something small and keep building on top of it. Lower your expectations, under-promise and over-deliver.

If we want VR to be successful, we need better tools, because have you seen the Unity interface? There needs to something like "Squarespace for VR" to lower the barrier and get more people involved.

Optionally you can add your app icon in the Icon section. Click "Build" in the Build Settings window. During the process, you might get asked to select the root Android SDK folder. Unzip the Android SDK file you downloaded and select that folder. You might also get asked to update SDK. Just confirm to update. After the build is finished, you can install the app on your Android phone, test it out with you VR headset, or even upload it to Google Play Store! (Sometimes when you rotate your head the camera doesn't rotate with you. Exiting and reopening the app should fix it. It might have something to do with the SDK version & Android version. Let me know if you find out more details about this bug.)

You'll see a new Autowalk section in the Inspector panel. Check "Walk When Triggered" and set the speed to 1 (or whatever you like). Now in play mode, you can use mouse click/trackpad tap to simulate the trigger to see autowalk in action!

In your Project panel, you'll see a Cardboard folder. Go to the Prefabs subfolder, drag CardboardMain and drop it in the Scene.

Test it out by clicking on the play button. Use your mouse/trackpad and alt/control keys to simulate camera pan/tilt. When you are not in play mode, you can modify the initial position of CardboardMain usingthe Transform section in the Inspector panel all the way on the right, or using the transform tools in the toolbar in the upper left. (More details on how to position things in Unity)

After the download is finished, you'll see a pop up. Click "Import".

Navigate to your Project panel (If you can't find it, go to top menu bar, Window > Layouts > Default). Double-click the demoScene_free file in the file structure (use the slider in the lower right to change thumbnail size). Now you can see the beautiful view in the Scene panel.

Step 2: Set up Cardboard Unity SDK

Step 3: Add an auto walk function

Step 4: Package the app

You are done! That wasn't too hard, was it?

Rambles

# data[].attributes.attachment_link.title
How to make a VR app with zero experience - Hacker Noon

# data[].attributes.attachment_link.description
Unless you've been living under a rock, you should be fascinated (or at least intrigued?) by VR. Check out some articles that gave me inspiration: After some investigation, turns out it's actually not that hard to make a VR app, even if you don't have any 3D or coding experience.

# data[].attributes.headline
InstaVR - Make your VR apps in minutes -

# data[].attributes.subject
InstaVR - Make your VR apps in minutes -

# data[].attributes.attachment_link.provider_name
InstaVR - Make your VR apps in minutes -

# data[].attributes.attachment_link.title
InstaVR - Make your VR apps in minutes -

# data[].attributes.attachment_link.description
InstaVR allows you to create your VR app by using 360 images or videos without coding. You can publish to Gear VR, Google Daydream, Oculus Rift, HTC Vive, iOS, Android and Web with single-click. Create virtual reality apps, today!