2017 ◽  
Vol 45 (3) ◽  
pp. 472-484 ◽  
Author(s):  
Jim Hahn

Purpose The purpose of this paper is to investigate new undergraduate student library engagement in the Minrva mobile app during the months of May 2015 through December 2015. Design/methodology/approach This research investigated what parts of a mobile app new students were using in their first semester after downloading the app. The quantitative study used application programming interface log analysis to better understand what parts of the app new students use in the mobile app. Findings By undertaking this study, the author has a better understanding about what students are finding useful within the app and what tools are not being used by this cohort in their first semester. Originality/value The value of this research is in helping system designers and first-year experience planners know what mobile support tools students are finding useful in their first semester. Implication for mobile interface design based on module popularity are discussed.


2019 ◽  
Vol 4 (1) ◽  
pp. 1-7
Author(s):  
Siti Fatimah Abd Raof ◽  
Nor Azzyati Hashim ◽  
Noor Azura Zainuddin

There are many mobile applications that help to boost Quran memorization, but the target users are normally for general people without specifically consider the design for ageing people. This becomes imperative since ageing people need to face with the cognitive and physical decline as they are getting older. Hence, to enhance Quran memorization, a mobile app known as E-Hafazan was developed. For the interface design, the researchers integrated the mobile design guidelines for ageing people that comprise of seven categories: cognitive, content, navigation, visual, audio, perception and dexterity. The aims of this paper are to investigate the usability of mobile interface design and user acceptance on E-Hafazan mobile app for Quran memorization. A total of 30 people around Arau, Perlis participated in the system evaluation. The participants were in the category of middle-aged adults and early elderly, between the ages of 40-74 years old. From the findings, most of the respondents are satisfied with the E-Hafazan app since it is effective, interactive and ubiquitous for memorizing Al-Quran although there is a slight lack in the result of the visual category for the mobile interface design.


2018 ◽  
Author(s):  
Ruby Lipson-Smith ◽  
Fiona White ◽  
Alan White ◽  
Lesley Serong ◽  
Guy Cooper ◽  
...  

BACKGROUND Many patients choose to audio-record their medical consultations so that they can relisten to them at home and share them with family. Consultation audio-recordings can improve patients’ recall and understanding of medical information and increase their involvement in decision making. A hospital-endorsed consultation audio-recording mobile app would provide patients with the permission and means to audio-record their consultations. The Theory of Planned Behavior provides a framework for understanding how patients can be encouraged to appropriately audio-record consultations. OBJECTIVE The aim of this study was to use a co-design process to develop a consultation audio-recording mobile app called SecondEars. METHODS App development began with stakeholder engagement, followed by a series of 6 co-design workshops and then user acceptance testing. Stakeholder engagement included advice from legal, information technology (IT), clinical and allied health leads; digital strategy; and medical records. he co-design workshops were attended by: patient consumers, members of the research team, IT staff, the app designers, clinicians, and staff from medical records. During workshops 1 to 4, the purpose and scope of the app were refined, possible pitfalls were addressed, and design features were discussed. The app designers then incorporated the results from these workshops to produce a wireframe mock-up of the proposed SecondEars app, which was presented for feedback at workshops 5 and 6. RESULTS The stakeholders identified 6 requirements for the app, including that it be patient driven, secure, clear in terms of legal responsibilities, linked to the patient’s medical record, and that it should require minimal upfront and ongoing resources. These requirements informed the scope of the co-design workshops. The workshops were attended by between 4 and 13 people. The workshop attendees developed a list of required features and suggestions for user interface design. The app developers used these requirements and recommendations to develop a prototype of the SecondEars app in iOS, which was then refined through user acceptance testing. CONCLUSIONS The SecondEars app allows patients to have control and autonomy over audio-recording and sharing their consultations while maintaining privacy and safety for medical information and legal protection for clinicians. The app has been designed to have low upkeep and minimal impact on clinical processes. The SecondEars prototype is currently being tested with patients in a clinical setting.


2018 ◽  
Vol 3 (2) ◽  
pp. 138
Author(s):  
Chui Yin Wong ◽  
Rahimah Ibrahim ◽  
Tengku Aizan Hamid ◽  
Evi Indriasari Mansor

Smartphones have become ubiquitous communication tools for everybody, including older adults to stay connected with their family and access to information. However, mobile operators and developers mainly target the youngster cohort in mobile industry. With the rising ageing population, smartphone user interface and some mobile apps are not designed to cater the needs of older adults. This could hinder them from fully utilizing the smartphone functions and its services. A mobile-user interaction study using mixed-methods (questionnaire, interview and observation) was conducted to examine usability and user interface design issues of smartphone and mobile apps among 80 older adults in Malaysia. Four tasks design were ‘making voice calls’, ‘using phonebook’, ‘installing a mobile app from Google Play Store’, and ‘using WhatsApp’. The results were analysed both quantitatively (for usability evaluation) and qualitatively (for interviews and observation). The usability result revealed that the ‘voice call’ task had the highest success task completion rate (83.44%), followed by ‘phonebook’ (70.16%), ‘mobile app download’ (63.13%) and ‘using WhatsApp’ (60.42%). Three themes were emerged from the qualitative thematic analysis, which showed a mismatch between older adults’ expectation and smartphone user interface. A majority had never downloaded a mobile app before, and they had problems downloading it from Play Store. They perceived the Play Store feature as a place for children playing games. To close the discrepancy between user expectation and mobile design, the mobile designers and developers are required to consider the older adults’ needs for better usability of smartphone user interface design


Author(s):  
Xian Peng ◽  
Qinmei Xu ◽  
Yufan Chen ◽  
Chenying Zhou ◽  
Yuqing Ge ◽  
...  

AbstractUnlike the other studies on emotional design in multimedia learning, the present study differentiated the two confounding variables of visual interface design and structured content to manipulate the instructional material. Specifically, we investigated how the visual aesthetics of positive emotional interface design influenced learners’ cognitive processes, emotional valences, learning outcomes, and subjective experience. Eighty-one college students took part in the experimental study. They were divided into the three experimental groups: a holistic layout of positive emotional design group (HPED), a local layout of positive emotional design group (LPED), and a neutral emotional design group (ND). By using a mixed approach of questionnaires and eye tracking, we further explored the differences among the three groups in cognitive processing, learning outcomes, and subjective experience. Results indicated that the LPED group invested higher cognitive effort, put more attentional focus in the relevant knowledge content module, and achieved better learning performance (i.e., retention and transfer tests) in contrast to the HPED group and the ND group. However, no significant difference in dynamic changes of emotional state among the three groups was detected. The analytical results can provide researchers and practitioners with valuable insights into the positive emotional design of multimedia learning, which allows for the facilitation of mental engagement, learning outcomes and subjective perception.


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