Mobile business travel application usage

2019 ◽  
Vol 10 (3) ◽  
pp. 269-285
Author(s):  
Anneli Douglas

Purpose Research abounds highlighting the differences between males and females when they travel. Even in business travel, these differences have been acknowledged, with suppliers and marketers spending significant money to develop and market products to accommodate them. The purpose of this study is to ascertain whether differences exist in terms of mobile application usage between male and female business travellers. Design/methodology/approach A mixed method approach is followed. An internet-based survey is distributed and in-depth interviews conducted with South African business travellers. The Mann–Whitney U-test is used to test the differences between males and females and their mobile application usage. Content analysis is used to analyse the interviews. Findings The results show that mobile applications are perceived as more important by females than males in all the phases of the travel cycle, although most of these differences in perceived importance were not significant. Research limitations/implications Owing to the online data-collection method and the self-selective process, the findings cannot be generalised to the global population of business travellers who use mobile applications. Practical implications The results should caution corporate organisations, travel management companies and their application developers not to spend unnecessary technological and financial resources on developing applications to accommodate differences between males and females, which might not exist. Companies should rather spend money on developing applications that will enhance and add convenience to the business traveller’s experience. Originality/value The main contribution of this study lies in investigating the applications market, particularly in the context of business travel. Applications focussed on specific sectors of the tourism industry, such as business travel applications, serve business travellers differently from generic travel applications. This research examines business travel-specific applications and expands the scale and scope of the enquiry, concentrating on the travellers’ view.

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.


2015 ◽  
Vol 6 (3) ◽  
pp. 242-257 ◽  
Author(s):  
Manuel Rivera ◽  
Amy Gregory ◽  
Liza Cobos

Purpose – The purpose of this study is to examine consumer perceptions toward the adoption of mobile technology within the vacation ownership/timeshare segment of the hospitality industry. Despite the proliferation of mobile applications in the greater hospitality and tourism industry, few timeshare companies use this technology. However, customers have expressed strong intentions to use technology. Therefore, this study examines consumers’ attitudes toward and experiences with mobile applications and then through the use of a prototype, examines consumers’ intentions to use a mobile application. The relationships between attitude, experience and usefulness are explored in relation to intention to use. Design/methodology/approach – Consumers that owned timeshares in the Orlando area responded to an online survey invitation from their resort management company. The survey instrument gathered data related to consumers’ attitudes toward and experiences with technology using established measures. A total of 914 surveys were collected and the proposed model was analyzed using path analysis. Findings – Findings indicate that traditional technology adoption antecedents (experience, usefulness and attitude) explain timeshare owners’ intentions to use a mobile application. This is consistent with prior research. However, using established measures, the model explained consumers’ intentions to use the technology with greater certainty than what previous research has reported. Research limitations/implications – The most encouraging and noteworthy implications from the findings are threefold. First, timeshare owners are using mobile technology while traveling (mobile phones, tablets and laptops). The owners’ experiences with mobile devices exert a positive influence that moderates intention to use. In addition, the impact of technology experience on intent to use is mediated by perceived usefulness and attitudes toward the application. Though the sample size was large, limitations do exist, as those surveyed were all owners of a single timeshare resort based in Orlando, Florida. Originality/value – In studies reported to date, there is scarce empirical research regarding mobile application adoption for timeshare owners or information about the factors that drive usage, attitude and adoption. This study discusses important insights about mobile services for an industry that lacks research in information technology.


2021 ◽  
Vol 58 (2) ◽  
pp. 5323-5337
Author(s):  
Kittikhun Meethongjan, Somsak Klaysung

The extensive usage of smart phones and digital applications has changed the lifestyle, this trend has also affected tourism, it has transformed the tourism industry ways to access visitors during travelling. Mobile applications are used for different purpose in tourism from booking, mapping, finding locations and payments. Mobile application usage is very common in Thailand. Though, the drivers behind increased use of such applications in hospitality enterprises and markets in Samut Parkan province is still unidentified and imprecise. On the basis of Theory of Acceptance this paper is targeted to identify the factors that drives tourist’s continuous intention to use mobile application. A purposive sampling was instigated in restaurants, food stalls, souvenirs shops in Bang Nam Pheung Market, compiling 415 useful survey responses to check that how different drivers such as personal innovation, awareness and destination infrastructure risk impact continuous intention to use mobile application. This study also examined the moderation effect of information knowledge on interconnection among Mobile applications drivers and tourist intention to uses the mobile applications. This study is offering several helpful points and recommendations for tourism organizations and government to effectively incorporate mobile application. Mobile application developers can also refer to this paper.


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.


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.


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.


2013 ◽  
Vol 5 (2) ◽  
pp. 54-70 ◽  
Author(s):  
Alessandro Inversini ◽  
Lucia Violi

Mobile communication is experiencing significant growth: the domain has been completely reshaped since the launch of the Apple iPhone (June 2007) and the ensuing development of so-called “smart phones”. Furthermore, together with the expansion of new mobile artifacts, mobile application markets (such as Apple iTunes Store and Android Google Play market) have contributed to the diffusion of new forms of communication within different sectors and domains. Tourism is being very much exposed to the advent of mobile applications as tools for communication and assistance during the consumption of touristic experiences. By examining a case from the tourism industry, this research highlights the importance of the usability of mobile communication in this mobile tourism (mTourism) context. mTourism usability can be achieved by emphasizing the importance of fast and reliable access to content, as well as the quality – particularly conciseness, accuracy and coverage – of the relevant information.


2016 ◽  
Vol 2 (1) ◽  
Author(s):  
Ashari Juang ◽  
Desi Purwanti ◽  
Etika Kartikadarma

Abstract Miulan Hijab is a business entity who produces hijab and Muslim clothing for the ladies. Most of the current consumers are those who actively using the social media. The social media such as twitter and Facebook views the products in a timeline (based on the time update) making it difficult to show the well-organized product. However miulanhijab.com website is used as a landing page, or marketing media. But the website does not have an optimum display when opened using an iOS device. Now Miulan hijab businesses is booming, this make Miulan requires an alternative media to develop the brand and the business to a higher segment. This research is a forward engineering research. Forward engineering: life cycle engineering begins from the plan, analysis, and construct, until applied. This research will explain how to develop a mobile application with the iOS platform as a supplementary media for Miulan hijab product introduction. The expected contribution is to provide a design for mobile application developers of iOS-based eCatalog. The details of the development of this application will be reviewed in the report. Keywords: iOS, Miulan Hijab, eCatalog, Mobile Applications.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Peter Tarlow

PurposeThis paper questions the present state of the world's tourism industry and advocates the need for an approach where quality assumes greater importance than quantity.Design/methodology/approachThis paper provides an analysis of the tourism industry's recent evolution while trying to identify reasons for its decline which amongst others, include security issues and economic crisis.FindingsIn developing a sustainable tourism industry especially in these economically challenging times, we must learn to appreciate what is precious in our own lives and in our respective communities. This in turn will help us maintain and further explore the uniqueness of our tourist destinations. The greatest threat to leisure and tourism (and to a lesser extent to business travel) is the fact that travel has lost a good deal of its romance and enchantment due to a global approach to its development. In the rush for efficiency and quantitative analysis the travel and tourism industry may have forgotten that each traveller has unique expectations.Originality/valueSustainable tourism is not only about how a tourist location adapts but also about what a city or destination accomplishes when re-discovering its inner essence and then promoting it.


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