«I have an application idea» is a dangerous phrase: it creates an illusion of completion. The lecture teaches us to turn an emotional guess into a tested project hypothesis with three conditions: there is a real problem, a mobile form is adequate, the proposed scenario creates the observed effect. Without this framework, there is no project; there is only intention.
Why «Ideas» is a weak word

The word «image» is dangerous because it creates an illusion of completion. A man says «I have an application idea,» gets a dopamine dose from how nice it sounds, and he thinks the main job is over. Actually, it hasn’t started yet. The idea is an emotional guess. It may be true, but it does not contain a framework, a direction of verification or a criterion for failure. So far, there is no criterion for failure, nor is there a project. In our time, when I.I. generates hundreds of applications in a minute, the value of a naked idea aspires to zero. What is really expensive is the ability to turn a guess into a work structure. That’s what we’re gonna do now.
What’s a design hypothesis?
The design hypothesis is a short, verifiable assumption that: 1. There is a certain task, situation or stress , which is a user, behavioral, research or experienced one. 2. All right, all right, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay. A mobile application is an adequate form of its decision or research. 3. The proposed interaction scenario creates the observed effect for the user. This definition is recorded in the description of the module. Let’s take him apart.
Interactive 1. From the idea to the hypothesis
Two types of project hypothesis
This module allows for two project formats — two possible design regimes within the same discipline. They can be combined to varying degrees.
The application hypothesis Logic: is a specific user task, and the mobile application is the most appropriate way to solve it. For example: «People moving to a new city cannot quickly find suitable domestic services (doctor, hairdresser, repairs) in the first two weeks because aggregates do not rate context and distance. A mobile application with geolocation and short script questions (what hurts? When do you need it? Are you ready to wait?) it will reduce the search time from hours to minutes and reduce the number of cancellations. What good is this: task specific (first two weeks, new city), mobility justified (geolocation + urgency), effect observed (search time, cancelled records). ## Research / experimental hypothesis Logic: is a phenomenon, experience mode or perception problem that is worth exploring or reorganizing, and a mobile application can become a tool for such research. For example: „A city pedestrian gets used to the route and stops seeing the environment — the city becomes a transit corridor. The application, which each day offers a micro-departure from the normal route (turn to the alley, stop by the window, listen to the sound of the yard), can re-activate attention to the daily space. The effect is checked through an observational diary: does a person in a familiar area notice something that he has not noticed before?“ What good is here: the phenomenon is named (post route), mobility is justified (geolocation + movement + moment), effects are experienced and recorded (diary, new observations).
A prototype is not a result, but an instrument.
The unit of success in this module is not a «ready app» or «almost MVP». You have no code, no infrastructure, no real proliferation. And you don’t have to pretend it’s almost there. Unit of success — hypotheses tested through prototype and testing: 1. hypotheses — what exactly are you suggesting? 2. All right, all right, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay. Prototype — what you’re going through. 3. Testing — how exactly do you test it. 4. All right, all right, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay. The conclusion is that you realized that it proved that it wasn’t, which was surprising. If the project doesn’t have a hypothesis, there’s nothing to test. If there’s no test, he’s a guess. If there is no conclusion, it remains a decorative opportunity, however neat the prototype may be. More about how the test is done and how to draw conclusions, we’ll talk closer to the end of the module. Now it’s enough to remember the formula: hypothesis + prototype + test + output = project.
Interactive 2. Hypothetical stress test
Combating platitudes
