scholarly journals Predictors to use mobile apps for monitoring COVID-19 symptoms and contact tracing: A survey among Dutch citizens

Author(s):  
Stephanie Jansen– Kosterink ◽  
Marian Hurmuz ◽  
Marjolein den Ouden ◽  
Lex van Velsen

AbstractIntroductioneHealth applications have been recognized as a valuable tool to reduce COVID-19’s effective reproduction number. In this paper, we report on an online survey among Dutch citizens with the goal to identify antecedents of acceptance of a mobile application for COVID-19 symptom recognition and monitoring, and a mobile application for contact tracing.MethodsNext to the demographics, the online survey contained questions focussing on perceived health, fear of COVID-19 and intention to use. We used snowball sampling via posts on social media and personal connections. To identify antecedents of acceptance of the two mobile applications we conducted multiple linear regression analyses.ResultsIn total, 238 Dutch adults completed the survey. Almost 60% of the responders were female and the average age was 45.6 years (SD±17.4). For the symptom app, the final model included the predictors age, attitude towards technology and fear of COVID-19. The model had an R2 of 0.141. The final model for the tracing app included the same predictors and had an R2 of 0.156. The main reason to use both mobile applications was to control the spread of the COVID-19 virus. Concerns about privacy was mentioned as the main reason not to use the mobile applications.DiscussionAge, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance.

2021 ◽  
Author(s):  
Stephanie Maria Jansen-Kosterink ◽  
Marian Hurmuz ◽  
Marjolein den Ouden ◽  
Lex van Velsen

UNSTRUCTURED Background: eHealth applications have been recognized as a valuable tool to reduce COVID-19’s effective reproduction number. In this paper, we report on an online survey among Dutch citizens with the goal to identify antecedents of acceptance of a mobile application for COVID-19 symptom recognition and monitoring, and a mobile application for contact tracing. Methods: Next to the demographics, the online survey contained questions focussing on perceived health, fear of COVID-19 and intention to use. We used snowball sampling via posts on social media and personal connections. To identify antecedents of acceptance of the two mobile applications we conducted multiple linear regression analyses. Results: In total, 238 Dutch adults completed the survey. Almost 60% of the responders were female and the average age was 45.6 years (SD±17.4). For the symptom app, the final model included the predictors age, attitude towards technology and fear of COVID-19. The model had an R2 of 0.141. The final model for the tracing app included the same predictors and had an R2 of 0.156. The main reason to use both mobile applications was to control the spread of the COVID-19 virus. Concerns about privacy was mentioned as the main reason not to use the mobile applications. Conclusion: Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance. Discussion: Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance. Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance.


2017 ◽  
Vol 111 (4) ◽  
pp. 307-323 ◽  
Author(s):  
Nora Griffin-Shirley ◽  
Devender R. Banda ◽  
Paul M. Ajuwon ◽  
Jongpil Cheon ◽  
Jaehoon Lee ◽  
...  

Introduction The literature indicates that few studies have been conducted with persons with visual impairments (that is, those who are blind or have low vision) concerning mobile application or “app” usage. The current study explores the use of mobile apps with this population globally. Methods A total of 259 participants with visual impairments completed an online survey. Descriptive statistics and bivariate tests were used to examine associations between demographic characteristics and mobile app use. Results The participants rated special apps as useful (95.4%) and accessible (91.1%) tools for individuals with visual impairments. More than 90% of the middle-aged adult group strongly agreed with the practicality of special apps, a significantly higher percentage than was observed in the young and old adult groups. In addition, the participants with low vision considered special apps less accessible than did those with blindness (p < .05). Discussion Results show that persons with visual impairments frequently use apps specifically designed for them to accomplish daily activities. Furthermore, this population is satisfied with mobile apps and would like to see improvements and new apps. Implications for practitioners Developers of apps for individuals with visual impairments need to refine and test the existing apps. Practitioners need to be knowledgeable about app usage so they can provide effective instruction to their students or clients. This study provides preliminary information regarding app usage among persons with visual impairments.


2019 ◽  
Vol 892 ◽  
pp. 79-87
Author(s):  
Carolyne Alphonsus Tommy ◽  
Jacey Lynn Minoi ◽  
Chin Saw Sian

This paper presents the fun and engagement elements, and the assessment methods of these two elements for children. Fun to children is something they do that is amusing or enjoyable. Engagement refers to how a child shares a positive connection to peers or activities. Both of these elements could be an important factor to support and strengthen learning among children. We employed the Again-again table and the Adaptive Behaviour Scale [24] from Bayley-III to measure and to assess fun and engagement, particularly in educational mobile apps for children with speech delay. A local prototype of speech therapy mobile application was used in the experiment, and the results have shown that both fun and engagement are correlated.


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.


2020 ◽  
Author(s):  
Adam Fowler

AbstractMobile contact tracing apps have been developed by many countries in response to the COVID-19 pandemic. Trials have focussed on unobserved population trials or staged scenarios aimed to simulate real life. No efficacy measure has been developed that assesses the fundamental ability of any proximity detection protocol to accurately detect, measure, and therefore assess the epidemiological risk that a mobile phone owner has been placed at. This paper provides a fair efficacy formula that can be applied to any mobile contact tracing app, using any technology, allowing it’s likely epidemiological effectiveness to be assessed. This paper defines such a formula and provides results for several simulated protocols as well as one real life protocol tested according to the standard methodology set out in this paper. The results presented show that protocols that use time windows greater than 30 seconds or that bucket their distance analogue (E.g. RSSI for Bluetooth) provide poor estimates of risk, showing an efficacy rating of less than 6%. The fair efficacy formula is shown in this paper to be able to be used to calculate the ‘Efficacy of contact tracing’ variable value as used in two papers on using mobile applications for contact tracing [6]. The output from the formulae in this paper, therefore, can be used to directly assess the impact of technology on the spread of a disease outbreak. This formula can be used by nations developing contact tracing applications to assess the efficacy of their applications. This will allow them to reassure their populations and increase the uptake of contact tracing mobile apps, hopefully having an effect on slowing the spread of COVID-19 and future epidemics.


2019 ◽  
Vol 37 (1) ◽  
pp. 49-66 ◽  
Author(s):  
Ali Mansouri ◽  
Nooshin Soleymani Asl

PurposeThis study aims to investigate the essential components needed to develop a practical mobile application for providing library services to its users.Design/methodology/approachThe study was conducted in a descriptive-survey format. The statistical population constituted the libraries worldwide using mobile applications to provide library services to the users of academic and public libraries. The data were collected through the content-analysis method, World Wide Web and checklists.FindingsIt was found that services such as search, ask a librarian, database, renew, circulation and library hours were frequently used at academic libraries, while the services of search, search through barcode scanners and database were mostly common at public libraries. According to the users of academic and public libraries, circulation and renew, search, ask a librarian and library hours were considered as the most essential services to be included in library mobile applications.Practical implicationsMost libraries usually use mobile apps subjectively. Thus, it is important to identify the most important components of their usage and present them in a suitable pattern. The findings of this study identified the most important components in the design and development of mobile apps and proposed the right model for their integration into libraries.Originality/valueThe practical mobile application proposed here for library services is applicable to all types of libraries and provides an appropriate pattern for mobile application designers.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Edmund Wut ◽  
Peggy Ng ◽  
Ka Shing Wilson Leung ◽  
Daisy Lee

Purpose This study aims to investigate whether gamified elements affect the use behaviour of young people (between age 12 and 25 years) on consumption-related mobile applications. Design/methodology/approach A survey was conducted on 151 young people between the ages of 12 and 25 years. Findings The results showed that use behaviour on consumption mobile applications was affected by gamification. Behavioural intention to use was affected by the performance expectancy (PE) and effort expectancy (EE) of mobile application designs. Mobile applications characteristics do not affect behavioural intention to use mobile applications but through the mediator mobile application designs. Research limitations/implications This study also proposes mechanisms that explain how mobile apps characteristics affect EE and PE through app designs. Use behaviour is affected by Gamification elements. Affective need and social need link up uses and gratification (U&G) theory and unified theory of acceptance and use of technology (UTAUT)in gamification context. This study confirms the affective need affecting behavioural intention (Thongsri et al., 2018). In this regard, the mechanism between the relationship of affective need and behavioural intention was showed. Affective need through both PE and EE influencing behavioural intention. Practical implications Corporations should consider adding gamified elements into consumption-related mobile apps to increasing usage behaviour. Lucky draws, quizzes and games could be built in for mobile apps. Mobile app designs and characteristics could improve user experience by allowing consumers to perform their search and buying processes easily. Mobile app designs will not directly influence “behavioral intention to use” but use behaviour. Social implications Practitioners need to look at the problem from technological and customer perspectives. From technological viewpoint, both mobile apps characteristics and design are important in affecting user behaviour. From customer’s perspective, it would be helpful to add gaming elements to the mobile apps and induce emotion. One may also use visual image to create an immersive experience on the development of storyline. Prospective customers might focus on what is going on in the story and pay less attention on its own logic. Thus, simply lucky draw might not have a true effect since player have its own belief working. A suitable story element could have positive effect on mobile apps use behaviour. Originality/value This study is one of the first to examine the association between gamification and use behaviour on consumption-related mobile applications. A new framework was proposed by integrating UTAUT model and U&G theory.


2017 ◽  
Vol 2017 ◽  
pp. 1-9 ◽  
Author(s):  
Konglin Zhu ◽  
Zexuan Liu ◽  
Lin Zhang ◽  
Xinyu Gu

Explosive mobile applications (Apps) are proliferating with the popularity of mobile devices (e.g., smartphones, tablets). These Apps are developed to satisfy different function needs of users. Majority of existing App Stores have difficulty in recommending proper Apps for users. Therefore, it is of significance to recommend mobile Apps for users according to personal preference and various constraints of mobile devices (e.g., battery power). In this paper, we propose a mobile App recommendation framework by incorporating different requirements from users. We exploit modern portfolio theory (MPT) to combine the popularity of mobile Apps, personal preference, and mobile device constraints for mobile App recommendation. Based on this framework, we discuss the recommendation approaches by constraints of phone power and limited mobile data plan. Extensive evaluations show that the proposed mobile App recommendation framework can well adapt to power and network data plan constraints. It satisfies the user App preference and mobile device constraints.


2014 ◽  
Vol 5 (2) ◽  
pp. 177-193 ◽  
Author(s):  
Jin Young Im ◽  
Murat Hancer

Purpose – This study aimed to investigate the direct and indirect relationship of utilitarian motivation, hedonic motivation and self-identity to travelers’ attitude toward travel mobile application usage using the technology acceptance model (TAM). In addition, this study identified the differences in these relationships according to users’ level of experience in general mobile application usage. Design/methodology/approach – This study used a causal research design. Online survey was conducted with a self-administered questionnaire. Findings – Utilitarian motivation is the most important factor in shaping the attitude in using travel mobile applications. However, hedonic motivation plays a role as an important catalyst for utilitarian motivation. Self-identity has a positive direct effect on attitude and an indirect effect through perceived enjoyment. There were differences in these relationships by the years of using similar technologies, general mobile application. Practical implications – This study provided meaningful implications for practitioners who utilize mobile applications as their communication channel with customers in the hospitality and tourism industry. For example, using graphic and simple icons helps users make free of efforts from reading and writing in text. Originality/value – This paper presented an important and needed research for the area of hospitality information technology. This study enhances the understanding of travel mobile application usage behavior by investigating interrelationship of utilitarian/hedonic motivation and self-identity on attitude toward using travel mobile application.


Author(s):  
Javier A. Sánchez-Torres ◽  
Francisco-Javier Arroyo-Cañada ◽  
Ana Argila-Irurita

The objective of this article is to examine factors that affect the attitude to and use of tourist mobile applications. In line with previous studies, an empirical model that integrates variables of a technological nature and others related to the design and architecture of tourist apps was proposed. An online survey of 156 millennials in Spain was carried out and the data were analysed using the partial least squares methodology. The results validated the hypotheses proposed in the model, achieving a high level of statistical prediction. The results supported that, when choosing a tourist mobile application, tourists take into consideration design aspects, such as visual design and navigation design; personal aspects, such as perceived personal outcome expectations, perceived enjoyment and subjective norm; and operational aspects, such as effort expectations, performance expectations, and conversion rate.


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