Description |
32 pages : color illustrations ; 24 cm |
Series |
Design a better world |
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21st century skills innovation library. Design a better world.
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Bibliography |
Includes bibliographical references (page 30) and index. |
Summary |
"How could a smarter app make life easier for your friends or family? Great inventors use a process called design thinking to help them identify problems, big and small, and create solutions for them. This book introduces readers to design thinking and asks them to look at apps they already use (the pros and cons of them) in a specific way to figure out how to improve them. Design thinking fosters innovation, creativity, and even empathy--essential learning for students. Book includes table of contents, glossary of key words, index, author biography, sidebars, infographics, and instructions"-- Provided by publisher. |
Audience |
Grade 4 to 6. |
Subject |
Mobile apps -- Juvenile literature.
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Application software -- Development -- Juvenile literature.
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Smartphones -- Programming -- Juvenile literature.
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Application software -- Development.
(OCoLC)fst00811707
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Mobile apps. (OCoLC)fst01909896
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Genre/Form |
Readers (Publications) (OCoLC)fst01919959
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Juvenile works. (OCoLC)fst01411637
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Readers (Publications)
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ISBN |
9781534143234 (hardcover) |
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1534143238 (hardcover) |
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9781534139794 (pbk.) |
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1534139796 (pbk.) |
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9781534140998 (pdf) |
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9781534142190 (hosted ebook) |
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