scholarly journals Towards accurate models for predicting smartphone applications’ QoE with data from a living lab study

2020 ◽  
Vol 5 (1) ◽  
Author(s):  
Alexandre De Masi ◽  
Katarzyna Wac

Abstract Progressively, smartphones have become the pocket Swiss army knife for everyone. They support their users needs to accomplish tasks in numerous contexts. However, the applications executing those tasks are regularly not performing as they should, and the user-perceived experience is altered. In this paper, we present our approach to model and predict the Quality of Experience (QoE) of mobile applications used over WiFi or cellular network. We aimed to create predictive QoE models and to derive recommendations for mobile application developers to create QoE aware applications. Previous works on smartphone applications’ QoE prediction only focus on qualitative or quantitative data. We collected both qualitative and quantitative data “in the wild“ through our living lab. We ran a 4-week-long study with 38 Android phone users. We focused on frequently used and highly interactive applications. The participants rated their mobile applications’ expectation and QoE and in various contexts resulting in a total of 6086 ratings. Simultaneously, our smartphone logger (mQoL-Log) collected background information such as network information, user physical activity, battery statistics, and more. We apply various data aggregation approaches and features selection processes to train multiple predictive QoE models. We obtain better model performances using ratings acquired within 14.85 minutes after the application usage. Additionally, we boost our models’ performance with the users expectation as a new feature. We create an on-device prediction model with on-smartphone only features. We compare its performance metrics against the previous model. The on-device model performs below the full features models. Surprisingly, among the following top three features: the intended task to accomplish with the app, application’s name (e.g., WhatsApp, Spotify), and network Quality of Service (QoS), the user physical activity is the most important feature (e.g., if walking). Finally, we share our recommendations with the application developers, and we discuss the implications of QoE and expectations in mobile application design.

2021 ◽  
Vol 113 ◽  
pp. 00058
Author(s):  
M.A. Kulkova ◽  
A.I. Giniatullina ◽  
N.V. Konopleva

This article is devoted to the study of the conditions for the formation of paremiological competence in a foreign language lesson using mobile applications. Their usage allows to improve the quality of the process of learning foreign language thanks to the elements of interactivity. Mobile applications provide the ability of flexible adaptation of educational content to the individual needs of the teacher. Using the mobile application called ‘Quizlet’ is one of the most effective ways to form the paremiological component of communicative competence in schoolchildren at the initial stage of education. The success of using this mobile application in teaching English vocabulary is confirmed by the results of the pedagogical experiment.


2016 ◽  
Vol 34 (2_suppl) ◽  
pp. 157-157 ◽  
Author(s):  
Daniel Xiao Yang ◽  
Jackson Thea ◽  
Yi An ◽  
James B. Yu

157 Background: The use of digital health technology, including mobile applications, in the clinical setting is becoming increasingly more prevalent. Such technology is currently being explored as clinical research tools. While the side effects of prostate radiotherapy are well documented after treatment, there remains a paucity of data on patient-reported outcomes and changes in quality of life (QOL) during the treatment period. Therefore, mobile applications represent a practical platform to enable patient reporting in real-time during prostate radiotherapy. Methods: Using an existing open source code framework (Apple ResearchKit), we developed a novel mobile application that enables prostate cancer patients to report, either during or immediately following daily radiation treatment, changes in urinary, bowel, sexual, and hormonal QOL domains. The mobile application utilizes validated questions from the Expanded Prostate Index Composite for Clinical Practice (EPIC-CP) Survey, and allows for survey responses to be tracked over time throughout the treatment period and at routine follow up. Results: For the initial phase of our study, we are currently piloting the mobile application at a single institution with a goal of accruing 50 patients. Study results will be compared to data from traditional surveys, which are available at follow-up but impracticable for real-time symptom reporting. By ASCO 2016 Genitourinary Cancers Symposium, we plan to begin the second phase of our study where any patient can enroll online through a mobile software distribution platform (Apple App Store). Conclusions: We demonstrate the feasibility of using a mobile application to enable patients to report quality of life changes in real-time during prostate radiotherapy. Moreover, our application facilitates clinical trials where patient data collection can be automated and completed at scale. Future prospective studies are planned to evaluate validity of clinical trial data gathered through such methodology.


Author(s):  
Georg Lausegger ◽  
Michael Spitzer ◽  
Martin Ebner

Colorblind people or people with a color vision deficiency have to face many challenges in their daily activities. Their disadvantage to perceive colors incorrectly leads to frustration when determining the freshness of fruits and the rawness of meat as well as the problem to distinguish clothes with confusing colors. With the rise of the smartphone, numerous mobile applications are developed to overcome those problems, improving the quality of live. However, smartphones also have some limitations in certain use cases. Especially activities where both hands are needed do not suit well for smartphone applications. Furthermore, there exist tasks in which a continuous use of a smartphone is not possible or even not legally allowed such as driving a car. In recent years, fairly new devices called smart glasses become increasingly popular, which offer great potential for several use cases. One of the most famous representatives of smart glasses is Google Glass, a head-mounted display that is worn like normal eyeglasses produced by Google. This paper introduces an experimental prototype of a Google Glass application for colorblind people or people with a color vision deficiency, called OmniColor and meets the challenge if Google Glass is able to improve the color perception of those people. To show the benefits of OmniColor, an Ishihara color plate test is performed by a group of 14 participants either with, or without the use of OmniColor.


2018 ◽  
Vol 23 (2) ◽  
Author(s):  
João Paulo Carneiro ARAMUNI ◽  
Luís Cláudio Gomes MAIA

RESUMO. Este artigo apresenta uma abordagem sobre a influência da engenharia semiótica na experiência do usuário de aplicativos mobile. Uma vez que a semiótica se define como o estudo dos signos, dos processos de significação e como os signos e os significados tomam parte na comunicação, os seus estudos estão atualmente voltados para os processos de comunicação mediada por computador entre designers e usuários de sistema, em seus tempos de interação conjunta. Através dos sistemas de interface, por muitos meios diretos e indiretos, designers dizem aos usuários como eles podem ou devem interagir com o sistema, a fim de adquirir um alcance particular de alvos antecipados pelo momento do designing. A mensagem interativa dos designers para os usuários inclui uma “linguagem de interação” que deverá ser utilizada na comunicação de usuários com o sistema. O objetivo deste estudo é ampliar a visão do leitor sobre esta linguagem de interação e a forma como ela é construída no caso de aplicativos móveis. Este estudo contribui com o preenchimento de uma lacuna teórica na compreensão da relação entre semiose e desenvolvimento mobile. Na perspectiva aplicada, a pesquisa oferece contribuições para à comunidade de desenvolvedores de aplicativos móveis quanto à compressão da influência da semiótica na experiência do usuário com a interface do produto desenvolvido. Palavras-chave: Engenharia Semiótica; Experiência do Usuário; Desenvolvimento Mobile.ABSTRACT. This paper presents an approach on the influence of semiotic engineering on the mobile application user experience. Since semiotics is defined as the study of signs, meaning processes, and how signs and meanings take part in communication, their studies are currently focused on the processes of computer-mediated communication between designers and system users, in their times of joint interaction. Through interface systems, by many direct and indirect means, designers tell users how they can or should interact with the system in order to acquire a particular range of anticipated targets by the time of designing. The designers' interactive message for users includes an "interaction language" that should be used in the communication of system users. The purpose of this study is to broaden the reader's view on this interaction language and how it is built in the case of mobile applications. This study contributes to filling a theoretical gap in understanding the relationship between semiosis and mobile development. In the applied perspective, the research offers contributions to the community of mobile application developers regarding the compression of the influence of semiotics on the user experience with the developed product interface. Keywords: Semiotic Engineering; User Experience; Mobile Development.


Retos ◽  
2019 ◽  
pp. 52-57 ◽  
Author(s):  
Inmaculada Aznar Díaz ◽  
María Pilar Cáceres Reche ◽  
Juan Manuel Trujillo Torres ◽  
José María Romero Rodríguez

El uso de aplicaciones (apps) móviles en la práctica deportiva se ha convertido en algo habitual. Cada vez es más común ver a personas practicando deporte mientras utiliza su dispositivo móvil para medir su rendimiento o simplemente por el hecho de estar usando una app lúdica que requiere el desplazamiento. Por tanto, debido a la relevancia de la temática, en este estudio se propuso como objetivo analizar el efecto de las aplicaciones móviles en la actividad física a partir de la revisión de las investigaciones indexadas en las bases de datos Scopus y PubMed (2013-2018). La metodología utilizada ha sido una revisión sistemática con meta-análisis, poniendo el foco de interés concretamente en cinco variables de análisis en base a estudios previos: muestra, aplicación móvil, diseño metodológico, instrumentos de recogida de datos y principales hallazgos. La muestra se compuso por investigaciones de carácter empírico con mínimo de un grupo experimental y otro control (n = 18). Entre los resultados, se constata la variabilidad de apps utilizadas en la actividad física, así como el efecto estadísticamente significativo a favor del grupo experimental. Finalmente, los dispositivos móviles son un potente recurso para la mejora y aumento de la práctica deportiva, al mismo tiempo que se establecen nuevos componentes motivacionales para realizar deporte y sus implicaciones en la enseñanza de la educación física.Abstract. The use of mobile applications (apps) in sports has become common practice. It is increasingly common to see people practicing sports while using their mobile device to measure their performance or simply because they are using a playful app that requires movement. Therefore, due to the relevance of the subject, this study aimed to analyse the effect of mobile applications on physical activity from the review of the research indexed in the Scopus and PubMed databases (2013-2018). The methodology used was a systematic review with meta-analysis, placing the focus of interest specifically on five analysis variables based on previous studies: sample, mobile application, methodological design, data collection instruments, and main findings. The sample was composed of empirical research papers with at least one experimental group and another control (n = 18). Among the results, the variability of apps used in physical activity is verified, as well as the statistically significant effect in favour of the experimental group. Finally, mobile devices are a powerful resource for the improvement and increase of sports practice, while establishing new motivational components for sports and their implications in the teaching of physical education.


2021 ◽  
Vol 56 (5) ◽  
pp. 433-441
Author(s):  
Ahlam Mohamed Elmghirbia ◽  
Azham Hussain ◽  
Nur Hani Zulkifli

This paper aims to discuss the usability evaluation model for mobile applications used by low vision users. Low vision users have difficulties using mobile applications due to limited view, bright sunshine, small text, and other reasons. This type of user uses mobile applications designed for users with normal vision, and they have many difficulties in reading, accessing, and understanding. Therefore, this paper provides a mobile application usability evaluation model for this type of user, and the proposed model includes usability measures that fulfill their usability requirements. This study employed a systematic review of previous research on good practices and requirements for low vision users to use mobile applications. Also, the new model was evaluated by the domain experts through a focus group session. This model aims to support the development of a mobile application that low vision users can use, which has not been supported in previous studies since it guides mobile application developers to develop mobile applications that fulfill low vision users' usability requirements. It also helps to identify usability problems in the current mobile applications for this type of user. This study will benefit low vision people in using mobile applications effectively, easily, and comfortably.


2021 ◽  
pp. 21-42
Author(s):  
Claudia Leticia Preciado-Ortiz

The main objective of this research work was to analyze the factors that influence satisfaction and the intention to continue with the use of mobile transport applications in young university students from Guadalajara, Jalisco, Mexico. The approach was quantitative. 144 valid responses were used, and partial least squares structural equation modeling (PLS-SEM) was used to test the model. The software employing was the SmartPLS 3. The results indicate that the quality of the design, the quality of the information and the quality of the system are predictors of influence on satisfaction. Companies that offer individual passenger transport through a mobile application have increased in recent years, generating strong competition both between existing brands and with established traditional taxis. This study provides new and recent information for marketing managers and academics on application user behavior in the transportation industry.


Author(s):  
Vijay Ekambaram ◽  
Vivek Sharma ◽  
Nitendra Rajput

Statistics hold that 80% of the mobile applications are deleted after just one-time use. A significant reason for this can be attributed to the quality of the mobile application, thus impressing on the need for testing a mobile application before it is made available on the app stores. At the same time, the mobile application lifecycle time is shrinking. So while operating systems used to get release about once in a couple of years, mobile operating systems get updated within months. And talking of apps, new apps are expected to be built and released in a matter of weeks. This impresses the need for automated mechanisms to do mobile testing. The space of mobile application testing is challenging owing to the variety of phone devices, the operating systems and the conditions under which an app can be used by the user in the wild. This chapter is focused on tools and techniques that are used for automated testing of mobile applications.


2018 ◽  
Vol 2018 ◽  
pp. 1-12 ◽  
Author(s):  
Almudena Díaz Zayas ◽  
Laura Panizo ◽  
Janie Baños ◽  
Carlos Cárdenas ◽  
Michael Dieudonne

This paper presents the TRIANGLE testbed approach to score the Quality of Experience (QoE) of mobile applications, based on measurements extracted from tests performed on an end-to-end network testbed. The TRIANGLE project approach is a methodology flexible enough to generalize the computation of the QoE for any mobile application. The process produces a final TRIANGLE mark, a quality score, which could eventually be used to certify applications.


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