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app-concept
Define what an app is before designing it: the angle, the person it is for, the one promise, the feature map, and what it is not. Use when starting an app, a redesign, an onboarding or any marketing surface, or when a design "has no coherence" or keeps changing direction.
Every screen later borrows from this page. If the concept is vague, the opening is vague, the story is generic, and the paywall sells features instead of a result.
Produce one page with exactly these parts
- The angle, in one sentence. What the app does differently, said as a result for a person. Not a category ("a time tracker") and not a feeling ("be more productive"). Good: "It tracks your workday for you, so you see where the hours went without starting a timer."
- Who it is for. One person, their day, the moment the app matters to them.
- The promise. What is true for them after a week. Measurable if possible.
- The hero object. The one visual that carries the brand through the flow (a candle, a plant, a ring). It will appear on the first screen and the last.
- The feature map. Every feature as one line: what it does for the person. Mark which three carry the promise; those are the only ones the opening shows.
- What it is not. The two or three things people will confuse it with, and why it is not those. This line stops later screens from selling the wrong product.
- Proof the numbers are honest. Any figure the onboarding will show (hours lost, money saved) and the formula behind it. Exaggerate the scale (a decade, a year), never the facts.
Rules
- Write it in the reviewer's words. If they said "it's not a blocker", the page says so.
- If two features compete for the opening, the one that is unique wins; the other goes to the story.
- The concept page is re-read before every new section of the flow.
Anti-patterns
- A tagline instead of an angle ("Your time, reimagined").
- A feature list without the person in it.
- Promises the app cannot keep in week one.