An automated mobile app labeling framework based on primary motivations for smartphone use

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Anteneh Ayanso ◽  
Mingshan Han ◽  
Morteza Zihayat

Purpose This paper aims to propose an automated mobile app labeling framework based on a novel app classification scheme that is aligned with users’ primary motivations for using smartphones. The study addresses the gaps in incorporating the needs of users and other context information in app classification as well as recommendation systems. Design/methodology/approach Based on a corpus of mobile app descriptions collected from Google Play store, this study applies extensive text analytics and topic modeling procedures to profile mobile apps within the categories of the classification scheme. Sufficient number of representative and labeled app descriptions are then used to train a classifier using machine learning algorithms, such as rule-based, decision tree and artificial neural network. Findings Experimental results of the classifiers show high accuracy in automatically labeling new apps based on their descriptions. The accuracy of the classification results suggests a feasible direction in facilitating app searching and retrieval in different Web-based usage environments. Research limitations/implications As a common challenge in textual data projects, the problem of data size and data quality issues exists throughout the multiple phases of experiments. Future research will extend the data collection scope in many aspects to address the issues that constrained the current experiments. Practical implications These empirical experiments demonstrate the feasibility of textual data analysis in profiling apps and user context information. This study also benefits app developers by improving app descriptions through a better understanding of user needs and context information. Finally, the classification framework can also guide practitioners in customizing products and services beyond mobile apps where context information and user needs play an important role. Social implications Given the widespread usage and applications of smartphones today, the proposed app classification framework will have broader implications to different Web-based application environments. Originality/value While there have been other classification approaches in the literature, to the best of the authors’ knowledge, this framework is the first study on building an automated app labeling framework based on primary motivations of smartphone usage.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Salvatore Ammirato ◽  
Alberto Michele Felicetti ◽  
Roberto Linzalone ◽  
Daniela Carlucci

PurposeDigitalization had a relevant impact on the cultural tourism sector, both demand and supply. If, on the one hand, advances in digital technologies provided tourists with new mobile services able to amplify the cultural experience, on the other hand, they catalyzed the development of new business models by digital enterprises. This paper has a twofold purpose: to detect business models and key characteristics of mobile apps for cultural tourism and to analyze the offering of app-based services in this sector.Design/methodology/approachThe authors defined a methodology to identify, characterize and analyze a particular category of digital products for cultural tourism: app-based services. They are studied in terms of value creation, proposition and capture with the aim to identify the distinctive features of business models. As a result, the authors identified a classification framework on three main dimensions, namely “how to exploit mobile app features to create value for cultural tourists” (value creation), “which valuable services are delivered to cultural tourists” (value proposition) and “how companies are rewarded for the value they offered” (value capture). The authors apply the framework to perform a situation analysis of app-based services in the cultural tourism market.FindingsThe analysis highlights that digital enterprises offering app-based services do not fully exploit advances in technologies about users' value requirements. Hence, the results of our work suggest some directions that digital enterprises may follow to better exploit mobile app technology.Originality/valueTo date, little research has been devoted to investigating cultural tourism business models involving the exploitation of mobile app-based services. This research provides a useful framework to analyze fundamental aspects of business models in this sector. Such a framework represents a practical tool that provides fruitful insights for the design of a new generation of app-based services within the so-called “Internet of things” domain.


2016 ◽  
Vol 33 (2) ◽  
pp. 6-7
Author(s):  
Jennifer O’Neill

Purpose The purpose of this innovative, highly replicable paper is to teach library staff learn to use mobile apps to lead and assist patrons and effectively market library services. Design/methodology/approach This web-based class introduces participants to one mobile app a week. Participants must download the app to an Apple or Droid device, complete an activity and answer a few thought-provoking questions. Participants’ time commitment does not exceed one hour per week. Findings Participants were proud and excited to have mastered their mobile device and 23 mobile apps. They reported that they planned to create programs to teach apps to patrons, market their services using apps and continue to stay current with technological advances. Researchlimitations/implications Participants need to have access to a mobile device. Practicalimplications Library directors allowed staff to use an hour a week of work time to complete this program. Socialimplications Library staff enjoyed talking about the apps and working together. Each Monday morning when a new app was revealed, they competed to be the first to complete the activity and post answers to the questions online. They had fun. Originality/value This program allows customization. It was customized to meet the strategic needs of the authors’ organization, encouraging a sense of community among participants, marketing their services and highlighting member libraries that were already using some of the apps well. (One of our libraries had their own app and that became one of the Things.)


2017 ◽  
Vol 9 (3) ◽  
pp. 248-264 ◽  
Author(s):  
Preeti Tak ◽  
Savita Panwar

Purpose The purpose of this paper is to understand antecedents of app-based shopping in an Indian context. The paper has used unified theory of acceptance and use of technology (UTAUT) 2 model for examining the impact of various constructs on behavioral intention and usage behavior of smart phone users toward the mobile shopping apps. Design/methodology/approach The constructs were tested and validated by means of a structured questionnaire which was administered on a sample of 350 mobile app shoppers in Delhi. AMOS 20 was used to analyze the collected data. Findings The study revealed that hedonic and habit are the strongest predictors of users’ behavioral intention to use mobile apps for shopping. Respondents are also influenced by the deals that are being offered by the marketers. The research also suggests that facilitating conditions help in usage of mobile apps for shopping. Research limitations/implications Managerial implications simplifying the interface which would encourage the less technologically advanced individuals to use mobile apps. Hedonic element of shopping through mobile apps should also be enhanced. Originality/value This study contributes to the research on intentions and usage behavior of consumer technologies by adopting UTAUT 2 model to explain the intentions and usage behavior toward mobile apps for shopping. The paper also measured the role of deals in influencing the consumers.


Author(s):  
Qiusha Zhu ◽  
Lin Lin ◽  
Mei-Ling Shyu ◽  
Dianting Liu

Traditional image classification relies on text information such as tags, which requires a lot of human effort to annotate them. Therefore, recent work focuses more on training the classifiers directly on visual features extracted from image content. The performance of content-based classification is improving steadily, but it is still far below users’ expectation. Moreover, in a web environment, HTML surrounding texts associated with images naturally serve as context information and are complementary to content information. This paper proposes a novel two-stage image classification framework that aims to improve the performance of content-based image classification by utilizing context information of web-based images. A new TF*IDF weighting scheme is proposed to extract discriminant textual features from HTML surrounding texts. Both content-based and context-based classifiers are built by applying multiple correspondence analysis (MCA). Experiments on web-based images from Microsoft Research Asia (MSRA-MM) dataset show that the proposed framework achieves promising results.


2019 ◽  
Vol 53 (7) ◽  
pp. 1278-1310 ◽  
Author(s):  
Rakhi Thakur

Purpose This study aims to examine the moderating role of customer engagement experiences in satisfaction–loyalty relationship in the digital business environment. This paper looks at mobile apps for shopping and travel planning to understand these relationships. Design/methodology/approach This paper includes the conceptualization and validation of the proposed relationship through multiple studies. An exploratory qualitative study was conducted to identify the relevant engagement experiences. Subsequently, multiple quantitative studies were conducted to examine the proposed relationships. Findings The effect of satisfaction on continuance intention is stronger among customers with higher levels of engagement. Further, the propensity to provide electronic word of mouth is non-linear in customers with higher levels of engagement and may not vary directly with satisfaction levels. Research limitations/implications The findings of this study contribute to the emerging literature on customer engagement and mobile app-usage domains. Future studies may examine such a relationship in different businesses and on varied digital platforms. Practical implications The findings of this paper may provide actionable insights to marketers, giving them a mechanism to segment customers based on engagement levels and using discretion while focusing on satisfaction levels among different segments. Originality/value This study validates the proposed moderating role of customer engagement in the satisfaction–loyalty relationship. The non-linear relationship between satisfaction and loyalty is also demonstrated.


2019 ◽  
Vol 10 (3) ◽  
pp. 415-430
Author(s):  
José-Alberto Castañeda ◽  
María-José Martínez-Heredia ◽  
Miguel-Ángel Rodríguez-Molina

Purpose The overall tourist experience is changing because of the development of mobile devices, ubiquitous internet access and applications (apps) designed specifically for tourism. The aim of this study is to identify the determinants of continued use and recommendation of such apps (loyalty), framed within the unified theory of acceptance and use of technology (UTAUT2) model, considering innate user traits (innovativeness) and one of the principal attributes of mobile phones (portability). Design/methodology/approach The sample comprised 285 Spanish tourists who owned a smartphone and were using some kind of mobile app in connection with their stay. Findings The results show that the UTAUT2 model is effective in explaining loyalty toward tourism apps and that its variables mediate the effect of user and mobile device characteristics. Research limitations/implications To ensure continued use of a tourism app, it should possess the following core attributes: deliver a positive cost–benefit trade-off, be fun to use, provide up-to-date and useful information and generate a degree of dependency in the user. Originality/value The present research is particularly relevant because of its focus on the use of apps during the stay, given that most of the extant literature centers on previous stages (such as service booking).


2018 ◽  
Vol 118 (9) ◽  
pp. 1837-1860 ◽  
Author(s):  
Steven Leon

Purpose This purpose of this paper is to evaluate Millennials’ intention to use service mobile apps and assess gender as a moderator. Design/methodology/approach An extended technology acceptance model framework that includes information quality and self-efficacy guides this research. PLS-SEM is used to evaluate the data and test the hypotheses. Findings The study reveals that information quality, self-efficacy, perceived ease of use and usefulness, and attitude influence Millennials’ intentions to use service mobile apps. Additionally, gender is found to partially moderate the results. Practical implications Service companies that rely on mobile apps to deliver services ought to consider the disparities among the Millennial generation, increasing the likelihood that Millennial customers will adopt service mobile apps and that they receive acceptable customer experiences. Originality/value This paper examines the factors influencing adoption and use of service mobile apps among Millennials and examines gender as a moderator. Additionally, guidelines for service mobile app design are included.


2016 ◽  
Vol 7 (3) ◽  
pp. 313-327 ◽  
Author(s):  
Abdullah M. Makki ◽  
Dipendra Singh ◽  
Ahmet Bulent Ozturk

Purpose The purpose of this study is to empirically evaluate the influence of a hotel’s listing on the last-minute hotel booking app, HotelTonight, and average daily rate (ADR) on the hotel’s net operating income (NOI). The study examines the mediating effect of hotel occupancy rate on the relationships between ADR and hotel app usage in terms of NOI. Design/methodology/approach The data for the study was graciously provided by Smith Travel Research, Inc. for 80 hotels located in the top Florida destinations listed on the HotelTonight app. Hierarchical multiple regression with a mediation effect was used in the study to test the mediating effect of occupancy between hotel app usage and ADR with NOI. Findings The research results show a positive association between a hotel’s HotelTonight listing and ADR in terms of its NOI. Occupancy is found to have a full mediation effect between a hotel’s usage of the mobile app and NOI. Originality/value Mobile apps that specialize in last-minute hotel bookings have proliferated in recent years by providing hotels a mobile platform to increase hotel occupancy. However, there is a dearth of studies examining the effect these apps have on a hotel’s bottom line profitability or NOI.


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.


Author(s):  
Qiusha Zhu ◽  
Lin Lin ◽  
Mei-Ling Shyu ◽  
Dianting Liu

Traditional image classification relies on text information such as tags, which requires a lot of human effort to annotate them. Therefore, recent work focuses more on training the classifiers directly on visual features extracted from image content. The performance of content-based classification is improving steadily, but it is still far below users’ expectation. Moreover, in a web environment, HTML surrounding texts associated with images naturally serve as context information and are complementary to content information. This paper proposes a novel two-stage image classification framework that aims to improve the performance of content-based image classification by utilizing context information of web-based images. A new TF*IDF weighting scheme is proposed to extract discriminant textual features from HTML surrounding texts. Both content-based and context-based classifiers are built by applying multiple correspondence analysis (MCA). Experiments on web-based images from Microsoft Research Asia (MSRA-MM) dataset show that the proposed framework achieves promising results.


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