A mobile app for postoperative wound care after arthroplasty: Ease of use and perceived usefulness

2019 ◽  
Vol 129 ◽  
pp. 75-80 ◽  
Author(s):  
H. Scheper ◽  
R. Derogee ◽  
R. Mahdad ◽  
R.J.P. van der Wal ◽  
R.G.H.H. Nelissen ◽  
...  
2018 ◽  
Vol 7 (1) ◽  
pp. 1-15 ◽  
Author(s):  
Hory Sankar Mukerjee ◽  
G. K. Deshmukh ◽  
U. Devi Prasad

Present study is an attempt to measure technology readiness of Indian customers towards self checkout service (SCS) through mobile app at retail stores at Hyderabad, India. Self-checkout services (SCS), a key offering of self service technology (SST), ‘is the technological enablement of customers to make payments and complete a checkout, after shopping, with little or no interaction with a service employee.’ Researchers also studied correlations between technology readiness, perceived usefulness, perceived ease of use, and likelihood to use SCS. For the purpose of the study TRI 2.0 developed by Parasuraman and Colby (2015) was used along with items of perceived usefulness and perceived ease of use, adapted from Davis (1989) , and items of ‘likelihood to use’ adapted from Bitner, Ostrom and Meuter (2002) . The findings of the study reveal that respondents’ technology readiness was moderate with respect to mobile based SCS. Significant positive correlations were found between: technology readiness and perceived ease of use, perceived ease of use and perceived usefulness, perceived ease of use and likelihood to use, perceived usefulness and likelihood to use. Further the respondents were categorised in to five technology segments as sceptics, explorers, pioneers, avoiders and hesitators.


2021 ◽  
Author(s):  
Hyung-Jin Yoon ◽  
Ye Seul Bae ◽  
Yujin Park ◽  
Taekhoon Kim ◽  
Taehoon Ko ◽  
...  

BACKGROUND The concept of MyData emerged as a paradigm shift in personal data management and the process of seeking to transform the current organization-centered system. MyData enables the utilization of one’s own personal information that is scattered among various institutions as a system for data subjects to exercise rights of self-determination. OBJECTIVE We aimed to develop and demonstrate a MyData platform (MyHealthData) that allows data subjects to download and manage health-related personal data stored in various medical institutions. METHODS The platform consists of a mobile app for users, API (application program interface) for data conversion and exchange installed in the hospital information system (HIS), and a relay server connected to the blockchain to prove data integrity. User surveys were conducted to explore perceived usefulness, perceived ease of use, and satisfaction. RESULTS We provided four services to users through the platform developed in this study: inquiring about medical and health checkup records, health coaching, checking conditions of participation in clinical research, and claims, by using an app. A total of 1,228 participants signed for the service and the overall user satisfaction was high, especially with ‘inquire about medical and health checkup records.’ CONCLUSIONS MyData brings a user-centered paradigm in which data subjects can directly participate in the use of their own data. MyData will improve healthcare data interoperability, allowing it to be used not only in research areas but also in other areas by sharing and integrating various healthcare data.  


2020 ◽  
Vol 18 (2) ◽  
pp. 17-35
Author(s):  
Shampy Kamboj ◽  
Shruti Rana ◽  
Vinayak A. Drave

The advent of smartphones revolutionized and took the market to a new level. Now a days, majority of internet users spend their maximum time on smartphones, specifically on mobile apps. The emergence of numerous apps in smartphones with games features has brought about a different trend, mobile app gamification. The emerging popularity of smartphone technologies and their mobile apps have led various companies to engage their consumers with mobile apps, specifically through gamification. Therefore, companies gain consumers attention integrate their mobile marketing into their overall marketing strategy. This study explores the domain of consumer engagement and their intentions through the gamification of mobile apps. The research focuses on how mobile app gamification drives consumer engagement and their intentions drawing upon SDT and TAM. Using survey method data collected from 270 respondents, data analysis was done with structure equation modeling (SEM). The findings assert that various features of gamification of mobile apps (perceived ease of use, perceived usefulness and enjoyment) have a significant influence on consumer engagement. However, convenience was unexpectedly found not to be significantly associated with consumer engagement. Additionally, consumer engagement was found to be associated to smartphone user's intentions to use gamification of mobile apps. The results of present study have theoretical and practical implications.


2019 ◽  
Vol 28 (1) ◽  
pp. 28-49 ◽  
Author(s):  
Lara Stocchi ◽  
Nina Michaelidou ◽  
Milena Micevski

PurposeThis study aims to examine the drivers and outcomes of the usage intention of branded mobile applications (apps), revealing findings of theoretical and practical relevance. First, it uncovers the specific technological features that underpin the perceived usefulness and ease of use of branded apps driving (directly and indirectly) usage intention. Second, it outlines two key outcomes that are relevant to the strategic management of branded apps: willingness to recommend the app and willingness to pay to continue using the app.Design/methodology/approachThis study uses data randomly derived from a panel of one million UK consumers, analyzed via structural equations modeling. The unit of analysis was individual apps prominently displaying a brand identity. The study tested indirect relationships between the key drivers considered and usage intention via perceived usefulness and ease of use.FindingsConsumers who view branded apps as protecting their privacy, customizable and compatible with what they do, will have stronger perceptions of usefulness and ease of use and greater intention to use the app. These effects also occur indirectly. Furthermore, usage intention drives the willingness to recommend the app and to pay to continue using it.Practical implicationsTo influence usage intention, managers can improve the perception of usefulness of branded apps by protecting consumer privacy and improving the app’s design and its compatibility with people’s needs and lifestyle. Managers can also enhance the perception of ease of use of the branded app by heightening its security and ubiquity. Combined, these factors can enhance (directly and indirectly) the intention to use the app, which will lead to the willingness to recommend the app and pay for it.Originality/valueThis study extends previous research by examining factors driving the intention to use branded apps and the resulting outcomes. It also offers a model that yields predictions for individual branded apps (not the brand powering the app), thus providing practical recommendations on how to manage, in general, apps with a brand identity.


2015 ◽  
Vol 28 (5) ◽  
pp. 680-697 ◽  
Author(s):  
Chen-Ying Lee ◽  
Chih-Hsuan Tsao ◽  
Wan-Chuan Chang

Purpose – The methodology of mobile commerce as a significant application for both enterprises and customers are becoming crucial, but few studies discuss the usage attitude toward and customer satisfaction with mobile application (app) services in the life insurance industry. The purpose of this paper is to investigate the effects of attitude toward using life insurers’ mobile app services on customer satisfaction. Design/methodology/approach – The study is based on a questionnaire survey of 538 respondents in Taiwan. The data are analyzed through ANOVA, multiple regression, and path analysis. Findings – The results indicate that all variables significantly and positively affected usage attitude. Among them, compatibility had the most significant influence. In addition, consumers’ perceived usefulness and perceived ease of use positively affected customer satisfaction. Furthermore, the path analysis result demonstrates that usage attitude is the most significant factor for customer satisfaction, and the second-most important factor is the cognition of compatibility’s indirect effect on usage attitude. Originality/value – The paper extends our understanding of the insured’s usage attitude toward and satisfaction with life insurers’ app services by integrating the technology acceptance model and innovation diffusion theory. The results have practical implications for reinforcing customer relationship management and contribute to fulfilling the need for marketing evidence in life insurance.


2020 ◽  
Vol 12 (17) ◽  
pp. 6753
Author(s):  
Miluska Murillo-Zegarra ◽  
Carla Ruiz-Mafe ◽  
Silvia Sanz-Blas

This paper examines consumers’ behaviours towards mobile advertising alerts offered by branded mobile apps in the fashion industry. While consumer-driven factors have attracted much attention, little research has examined the impact of data-driven mobile advertising alerts on consumer continuance intention for branded mobile apps. This paper analyses the combined influence of consumer beliefs, data-driven mobile advertising alerts, and perceived value on mobile advertising acceptance, intention to repurchase, and recommendation behaviour towards branded mobile apps on social media. In total, 340 valid responses from Spanish customers of an online fashion outlet, all social media users, who make their purchases from the company exclusively through its branded mobile application, were analysed to test the hypotheses, using structural equation modelling. The results showed that mobile advertising acceptance, intention to repurchase, and recommendation behaviour are driven by the perceived value of the branded mobile app. Perceived value is determined by the usefulness of the branded mobile app, attitudes towards mobile advertising alerts, and irritation. Mobile advertising content (informativeness and credibility) improves attitudes towards mobile advertising alerts. Ease of use increases perceived usefulness, while perceived control decreases irritation. Managerial implications are provided.


Author(s):  
Daniel Baier ◽  
Alexandra Rese ◽  
Stefanie Schreiber

Increasingly, brick and mortar retailers compete with their counterparts by enriching the point of sale through technological innovations that make use of customer-owned mobile devices. So, for example, IKEA, the world's largest furniture retailer, has introduced an interactive mobile app that provides the customer with additional insights in a personalized and convenient way: by scanning quick response codes in the printed catalogue, 3D objects, pictures, text, or videos are provided on the customer's smartphone or tablet. They inform about a furniture's interior or its potential usage, give planning aids, or visualize the furniture in alternative surroundings. In this chapter, the perceived usefulness, ease of use, and attitude towards such new technology-based innovations are discussed. Customers' perceptions are measured by applying a modified technology acceptance model. Traditional customer surveys as well as online customer reviews are analyzed. The results are encouraging: the mobile app is seen as an enrichment of the shopping experience but can be improved. Both data collection formats lead to similar results.


2019 ◽  
Vol 32 (2) ◽  
pp. 175-205
Author(s):  
S.T. Markun Hanjaya ◽  
S. Kom Kenny ◽  
S.S. S.E. Freddy Gunawan

Summary The development of technology has been significantly given the implication towards consumer’s behaviour in having the online purchase intention via mobile app that has been developed by the e-commerce company to serve better and deliver a better service to the consumers; especially when internet has connected people through their smartphones. The insignificant growth in doing the online purchase via mobile app which does not go along with the growth of internet mobile users in Indonesia and Singapore will deliver this study in order to evaluate and validate the implication of ease of use, usefulness, system quality, information quality, and service quality towards consumer’s behaviour in having the online purchase intention via mobile app. Data was gathered with survey by spreading 100 questionnaires randomly to the respondents who had the experience in doing the online purchase via mobile app in the last 6 months in Indonesia and Singapore. The methodology in doing this study is the quantitative approach by considering the connection amongst the independent variables and the dependent variables. This research found that usefulness and information quality significantly affect the online purchase intention through mobile app in Indonesia while in Singapore ease of use, usefulness, and service quality significantly affect the online purchase intention through mobile app.


2018 ◽  
Author(s):  
Katherine L Hsieh ◽  
Jason T Fanning ◽  
Wendy A Rogers ◽  
Tyler A Wood ◽  
Jacob J Sosnoff

BACKGROUND Falls are the leading cause of injury-related death in older adults. Due to various constraints, objective fall risk screening is seldom performed in clinical settings. Smartphones offer a high potential to provide fall risk screening for older adults in home settings. However, there is limited understanding of whether smartphone technology for falls screening is usable by older adults who present age-related changes in perceptual, cognitive, and motor capabilities. OBJECTIVE The aims of this study were to develop a fall risk mobile health (mHealth) app and to determine the usability of the fall risk app in healthy, older adults. METHODS A fall risk app was developed that consists of a health history questionnaire and 5 progressively challenging mobility tasks to measure individual fall risk. An iterative design-evaluation process of semistructured interviews was performed to determine the usability of the app on a smartphone and tablet. Participants also completed a Systematic Usability Scale (SUS). In the first round of interviews, 6 older adults participated, and in the second round, 5 older adults participated. Interviews were videotaped and transcribed, and the data were coded to create themes. Average SUS scores were calculated for the smartphone and tablet. RESULTS There were 2 themes identified from the first round of interviews, related to perceived ease of use and perceived usefulness. While instructions for the balance tasks were difficult to understand, participants found it beneficial to learn about their risk for falls, found the app easy to follow, and reported confidence in using the app on their own. Modifications were made to the app, and following the second round of interviews, participants reported high ease of use and usefulness in learning about their risk of falling. Few differences were reported between using a smartphone or tablet. Average SUS scores ranged from 79 to 84. CONCLUSIONS Our fall risk app was found to be highly usable by older adults as reported from interviews and high scores on the SUS. When designing a mHealth app for older adults, developers should include clear and simple instructions and preventative strategies to improve health. Furthermore, if the design accommodates for age-related sensory changes, smartphones can be as effective as tablets. A mobile app to assess fall risk has the potential to be used in home settings by older adults.


Author(s):  
Daniel Baier ◽  
Alexandra Rese ◽  
Stefanie Schreiber

Increasingly, brick and mortar retailers compete with their counterparts by enriching the point of sale through technological innovations that make use of customer-owned mobile devices. So, for example, IKEA, the world's largest furniture retailer, has introduced an interactive mobile app that provides the customer with additional insights in a personalized and convenient way: by scanning quick response codes in the printed catalogue, 3D objects, pictures, text, or videos are provided on the customer's smartphone or tablet. They inform about a furniture's interior or its potential usage, give planning aids, or visualize the furniture in alternative surroundings. In this chapter, the perceived usefulness, ease of use, and attitude towards such new technology-based innovations are discussed. Customers' perceptions are measured by applying a modified technology acceptance model. Traditional customer surveys as well as online customer reviews are analyzed. The results are encouraging: the mobile app is seen as an enrichment of the shopping experience but can be improved. Both data collection formats lead to similar results.


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