If you're building an iOS app and you're not an experienced developer, understanding the steps involved helps you find the right people for the job
1 apr. 2020 • Durata lecturii: 9
A fost actualizat la 19 aug. 2020 de Closed User
Closed User

If you think you might have a great idea for an app, but aren’t skilled in app development, knowing who to hire and what you can DIY vs. hiring a skilled app developer isn’t always as straightforward as it seems.
Understanding the steps involved can help you find the right people for the job, while giving you a deeper appreciation for the overall process.
In this post, we outline the key steps involved in building an iOS app.
So, you think you’ve got a great idea for an app; so, what’s next?
In what has felt like an absolute whirlwind of a decade, Apple has revolutionized the retail landscape with their no- fuss marketplace of bite-sized digital indispensables.
An app can be so many different things: a feature to augment your device, a piece of entertainment, a shopping portal within a shopping portal. It's whatever a consumer's heart desires, really. And if you do nail the perfect idea? A multi-million dollar payday could be in your future.
All that being said, there can often be a pretty sizable barrier standing between an inventive visionary (such as yourself) and a quality finished product.
Making a world-class app isn't like whipping up a PowerPoint presentation. Depending on the complexity of your concept, a decent-sized team of specialists could be needed to develop your initial outline and take it through to a fully-fledged app, ready for human consumption and submission to the Appstore.
Without getting too engrained in the finer details, we shall now provide you with a quick and dirty overview that covers
Who you need to hire
What you need to provide them with
The most common steps are in the average development process.
The more you know about what's involved, the more adept you will be at managing the overall app development team along with your own expectations.
First thing'ss first; you can't sell an idea to a designer and have them lay it out if you do not have complete clarity over the purpose and plan for the app yourself.
What exactly will your bapp accomplish?
What makes it unique?
What are the calculations, formulations, or specifications?
Who is your target audience?
Are there any other similar apps on the marketplace?
Sometimes the best course of action is to define your idea by the app store's own categories. Five years ago, these were Utilities, Entertainment, Games, News, Productivity, Lifestyle and Social Networking. More recently, the have expanded to include Books, Business, Catalogs, Education, Finance, Food & Drink, Health & Fitness, Kids, Medical, Music, Navigation, Photo & Video, Reference, Sports, Travel and Weather.
There are a ton of subcategories that reside under these main umbrellas (curated and regularly changed by Apple themselves) but, ideally, your concept should probably pigeonhole into one of the core options.
So, the first step you need to take is to solidify your idea, perfect your pitch, and document as much as you can prior to engaging with any app development exper. The clearer you can be, and the more time you spend fleshing out and detailing your idea, the easier it will be to get an accurate price and timeframe for delivery.
Follow this project spec outline to cover all of the important information your prospective mobile app developer will need.
A one paragraph summary of the primary goal of your mobile app.
Project budget.
Project deadline.
Intended audience.
Detailed mobile app description.
Description of all key features.
Design and implementation constraints.
Assumptions and dependencies.
Functional requirements.
List and descriptions of all external interfaces.
Brand guidelines.
Once you have established the initial framework for your app, along with outlining its key features and functions, you can sketch out the app either by yourself or with your coder.
Mobile app sketches need to follow an objective structure to ensure all involved parties have a unified understanding of it's features.
There are two different types of wireframes, low-fidelity and high-fidelity.
A low-fidelity wireframe communicates the structure of the mobile app. It indicates the relative positions of all the app's elements. Low-fidelity wireframes are purposely simple to help viewers solely focus on the proposed structure without the distraction of fine details.
Once the structure of a mobile app is approved, a high-fidelity wireframe should be created. A high-fidelity wireframe is a mirror image of the final mobile app product, so it's a great opportunity for you to finalize all of the detailed design requirements of your app.
Here's a comparison between low-fidelity and a high-fidelity wireframe.

It's absolutely essential that you complete this two stage wireframe design process before a single line of code is typed out. This reason for this is that any changes to the structure and aesthetics of your prospective mobile app is much faster to execute in the wireframing stages than after the app has been coded. The faster a project can be completed the more cost effective it will be.
Before you start to worry about cost, coders no longer cost a small fortune. The good news, in many cases, is that you won't need a world-class programmer to get a modest app idea off the ground. First of all,
If you're not skilled in Swift and Xcode development,
Believe it or not, sketching out your app can be done without paper and pen. Xcode offers an iOS Simulator that effectively allows you to add, move and resize UI elements pretty easily in a storyboard environment. Once you have the general visual layout you want, you can then select the individual elements and add behaviors and attributes to them to achieve your desired functionality.
Now, this being a visual-heavy side of the app, you should also engage with a
It also has to be said that something as complex as a game will require quite a larger team of creatives: artists, sound designers, engine coders, etc. That's a whole different can of worms that we've covered in a completely separate article that can be found
The end result of this phase needs to lead towards creating a fully-working prototype of the app. Proto.io is one example of an application that can be used for prototyping and it’s been around for over a decade. Apps can be prototyped for anything with a screen-based interface. It uses drag and drop and requires no coding skill whatsoever.
So, if like many budding entrepreneurs with their big ideas and not-so-big budgets, using something such as
The wireframe designs you created in phase 2 will make the prototyping process much quicker.
You can hire a freelance mobile app developer to create your prototype for you.
Once you're happy with a basic layout (Xcode calls it “the storyboard), you can start fleshing everything out with functionality. For this you can dive into Xcode to take the next steps. Obviously, every idea is going to require a slightly different approach, but for the overwhelming majority of projects you can probably expect to make the following (or a very similar) journey.
A
All of the elements in your storyboard now have to be linked to source code. If you're not well versed in
With this step, you're effectively telling the app what images (or possibly sounds and video content) to show onscreen when the user either taps, swipes, screen pinches or tilts their device to initiate the gyro function.
This is an essential part of writing code because it helps you catch any of those pesky errors that you might otherwise overlook. It's best to keep unit tests modular.
Each test should check for a specific, basic type of behavior to see if it's doing what it should be. If you write unit tests that are long or complicated, finding out what's going wrong is going to be much more difficult. If you're a layman who has somehow managed to limp their way to this point, you really shouldn't skimp on hiring a good coder here. Having a pro un-jumble your efforts is a godsend.
As a final note, there is no such thing as doing too much or having too many testers.
Once everything is running as it should in the Simulator (and you've
We're talking about a product blurb, preferably supplied
Last but not least, you need to
While this could be something you can do yourself, hiring an app developer can save you a significant amount of time, and because it’s a process they’ve done time and time again, they will all too often know what to watch out for, and they’ll be able to get the app ready to submit far quicker than someone who is doing this for the first time.
This part of the journey gets considerably more complex if your app deals in user account information or special instructions and/or settings. Failing to provide that info up front can delay the app review process or get you outright rejected. Once again, we'd recommend you dodge these landmines by having a coder on hand to identify anything out of the ordinary before the submission process, especially if you're working to a tight launch window.
Knowing the steps involved in iOS app development helps you figure out who to hire, keep track of your app's progress, and better communicate the specific type of app you want created.
While it’s true that Apple have provided some highly intuitive tools for building iOS apps; to get the best results, you still need a professional app developer, coders, designers, copywriters, and UX experts to help you give your idea the best chance of success.
You can hire professional in any of these industries (and a whole heap more) on
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