App Development
From a Guided Build to a Real-World Team Challenge
Design interactive mobile app prototypes and wireframes in Figma, solving real problems through user-centered digital design.
Workshop at a Glance
School teachers, coordinators and academic leaders
One day, 4.5 hours
Guided project, team challenge, prototype development, testing and presentation
No prior coding, app-development or design experience is required
Figma design workspace, component systems and interactive prototyping tools
A working interactive prototype developed in response to a real-world problem
About the App Development Workshop
This workshop is part of Creya Learning's Maker in Teacher Workshop Series, a professional-development initiative that enables educators to experience learning as makers, designers and problem-solvers. By combining practical technology skills with design thinking, experimentation and reflection, the series helps teachers build the confidence to facilitate hands-on, inquiry-led learning in their own classrooms.
The App Development workshop brings the maker approach into digital design, enabling teachers to turn an idea into a clickable, working app prototype in just one day. Using Figma, world's leading industry-standard tool for turning creative concepts into interactive visual realities, they step into the role of app designers and creative problem-solvers, creating engaging screens, intuitive navigation and interactive user experiences without writing code.
The workshop takes teachers through the complete innovation journey, from identifying a problem and imagining possibilities to creating, testing and improving a solution. By the end, they will not only have developed an app prototype of their own but will also be ready to bring the same creativity, collaboration and problem-solving approach into their classrooms.
Experiential Learning Guarantee
Every participant builds, tests, improves and leaves with a classroom-ready artefact or working prototype, backed by a structured reflection model.
Core Learning Pillars
The fundamental pedagogical and technical skills educators develop during this session:
Problem and User Understanding
Examine a real-world situation, identify the people affected and clarify their needs.
UI/UX Design
Use visual hierarchy to create clear and engaging screens while ensuring the application is understandable, easy to navigate and appropriate for its intended users.
Interactive Prototyping
Connect screens and interface elements to simulate navigation, decisions, actions and feedback.
Testing and Iteration
Observe how users interact with the prototype, identify difficulties and improve the solution using evidence and feedback.
Presentation and Storytelling
Explain the problem, intended user, proposed solution, design decisions and expected impact through a live prototype demonstration.
Teacher as Maker and Facilitator
Experience the creative process firsthand and learn how to guide students through open-ended, hands-on projects with greater confidence.
4.5-Hour Workshop Schedule
A carefully balanced cadence of inquiry, guided builds, team prototyping, and reflection:
Introduction to App Design and Figma
Explore how applications solve problems and support users. Understand the difference between an app idea, interface design and an interactive prototype. Become familiar with the Figma workspace and essential tools.
Guided Project: Build an Interactive App
Follow the facilitator through the development of a sample application. Create screens, add text and visual elements, build reusable components and connect the screens into an interactive prototype.
Team Challenge: Understand, Ideate and Plan
Receive a real-world problem statement. Identify the target user and user need, generate possible solutions, select one idea, and create a user-flow diagram and screen plan.
Team Challenge: Build and Test the Prototype
Design the application screens, create reusable components and connect the screens into a working interactive prototype. Test the solution with peers and improve it using feedback.
Prototype Showcase and Reflection
Teams present the problem, target user, proposed solution and working prototype. Participants receive feedback and reflect on how the process can be used in classroom and student projects.
Why Attend This Workshop?
Actionable outcomes and mindset shifts teachers take directly into their classrooms:
Learn by building
Develop Figma skills through a complete guided application project.
Apply skills independently
Use the guided experience to solve a new problem during the team challenge.
Move from problems to solutions
Follow a structured process from user understanding to prototype development.
Design without coding
Create a realistic, working app experience without requiring programming knowledge.
Practise design thinking
Understand users, define needs, generate ideas, prototype, test and improve.
Support student projects
Gain the confidence to facilitate similar app-development and innovation challenges with students.
Grow through the Maker in Teacher Series
Build practical skills and an innovation mindset that complement other workshops in the series and strengthen your ability to facilitate experiential learning.
Expected Impact
By participating in this workshop, teachers gain more than familiarity with Figma. They experience how a real-world problem can become the starting point for user research, collaborative ideation, prototyping, testing and improvement.
As part of the Maker in Teacher Workshop Series, this experience strengthens their capacity to design richer learning opportunities, guide student innovation projects and create classrooms in which learners confidently turn their ideas into meaningful solutions.
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Bring This Hands-On Experience to Your Educators
Empower your faculty with the mindset and tools to nurture real-world problem-solvers in your school.