Comet has already drawn a single giant screen packed with every number Beacon could ever show.
Wren tilts his head at it. "What do you notice? Lena would need a magnifying glass to find her dry row."
Comet laughs at her own sketch. "Okay, okay. We can improve it."
Nova projects three empty rectangles onto the greenhouse wall. "Would you like a hint?" she asks.
"Give each requirement a home. One screen for the plants, one for alerts, one for mission control."
Comet tears off three fresh index cards and slides them across to you. "Developer, you sketch. I will hold the pencils."
The design phase of a program may include brainstorming, storyboarding and diagrams of the user interface layout.
Today you storyboard Beacon on paper. A storyboard is a set of sketches that plans each screen and what the user does on it.
You will place each requirement on the right screen, then test your storyboard with a partner.
| Requirement | Which screen? |
|---|---|
| R1: Show the water level of every row. | |
| R3: Send one photo of the beans each morning. | |
| R4: Message mission control only when a plant needs attention. | |
| R5: Show light and temperature readings next to each row. | |
| R6: Let a crew member add a short note to a photo. |
| What the lab shows | True or false? |
|---|---|
| A storyboard can be tested before any code is written. | ? |
| Every requirement should be crammed onto one screen. | ? |
| Watching a partner use your sketch is a kind of user testing. | ? |
| If your partner gets confused, the partner made a mistake. | ? |
Excellent lab work. Tomorrow you learn how teams build a program one piece at a time.