Designing User Experience for Mobile Apps: Long-Term Product Owner Perspective

Author(s):  
Kati Kuusinen ◽  
Tommi Mikkonen
Keyword(s):  
2019 ◽  
Vol 11 (8) ◽  
pp. 2432 ◽  
Author(s):  
Lin Feng ◽  
Wei Wei

We introduce an approach that supports researchers and practitioners to determine the quality of first-time user experience (FTUX) and long-term user experience (LTUX), as well as to identify critical issues with these two types of UX. The product we chose to study is a mobile fitness application. Mobile apps tend to have a much shorter service life than most other products; thus, the developers/designers need to pay great attention to both first-time and long-term user experience. This study is based on a multi-method approach. We employed the AttrakDiff questionnaire to assess users’ first impressions of the app, and the UX Curve method to evaluate how users’ experience of the app has changed over time. Besides the quantitative data, which helped to determine the quality of user experience, we also collected qualitative data during two interviews with participants, and focused on the issues that predominantly deteriorated user experience. A four-coordinate plane tool was designed later in the data analysis process that combined the two kinds of user experience data at the same time, which led to a qualitative positioning of the user experience status of a certain product. The model was further successfully adopted in the identification of user experience issues of an online fitness application.


Author(s):  
Matthew Horton ◽  
Gavin Sim ◽  
Bieke Zaman ◽  
Karin Slegers
Keyword(s):  

2021 ◽  
Author(s):  
Elton Lobo ◽  
Mohamed Abdelrazek ◽  
Anne Frølich ◽  
Lene Juel Rasmussen ◽  
Patricia M. Livingston ◽  
...  

BACKGROUND Stroke caregivers often experience negative impacts when caring for a person living with a stroke. Technologically based interventions such as mHealth apps have demonstrated potential in supporting the caregivers during the recovery trajectory. Hence, there is an increase in apps in popular app stores, with a few apps addressing the healthcare needs of stroke caregivers. Since most of these apps were published without explanation of their design and evaluation processes, it is necessary to identify the usability and user experience issues to help app developers and researchers to understand the factors that affect long-term adherence and usage in stroke caregiving technology. OBJECTIVE The purpose of this study was to determine the usability and user experience issues in commercially available mHealth apps from the user reviews published within the app store to help researchers and developers understand the factors that may affect long-term adherence and usage. METHODS User reviews were extracted from the previously identified 47 apps that support stroke caregiving needs using a python-scraper for both app stores (i.e. Google Play Store and Apple App Store). The reviews were pre-processed to (i) clean the dataset and ensure unicode normalization, (ii) remove stop words and (iii) group words together with similar meanings. The pre-processed reviews were filtered using sentiment analysis to exclude positive and non-English reviews. The final corpus was classified based on usability and user experience dimensions to highlight issues within the app. RESULTS Of 1,385,337 user reviews, only 162,095 were extracted due to the limitations in the app store. After filtration based on the sentiment analysis, 15,818 reviews were included in the study and were filtered based on the usability and user experience dimensions. Findings from the usability and user experience dimensions highlight critical errors/effectiveness, efficiency and support that contribute to decreased satisfaction, affect and emotion and frustration in using the app. CONCLUSIONS Commercially available mHealth apps consist of several usability and user experience issues due to their inability to understand the methods to address the healthcare needs of the caregivers. App developers need to consider participatory design approaches to promote user participation in design. This might ensure better understanding of the user needs and methods to support these needs; therefore, limiting any issues and ensuring continued use.


2010 ◽  
Vol 2 (2) ◽  
pp. 12-25 ◽  
Author(s):  
Joe Lamantia

This article presents strategies for enhancing the long-term business and user value of portals as the third in a series of articles describing a Portal Design Framework. This article identifies essential Enterprise 2.0 functionality for collaboration and dialog—capabilities that support emerging Social Business practices—included in the Building Blocks Design Framework. The author discusses portal management and governance best practices and describes strategies for maintaining and enhancing the user experience of portals designed using the Building Blocks Framework.


2020 ◽  
Vol 104 ◽  
pp. 106169 ◽  
Author(s):  
Daiana Biduski ◽  
Ericles Andrei Bellei ◽  
João Pedro Mazuco Rodriguez ◽  
Luciana Aparecida Martinez Zaina ◽  
Ana Carolina Bertoletti De Marchi

Author(s):  
Paolo Figini ◽  
Laura Vici ◽  
Giampaolo Viglia

Purpose This study aims to compare the rating dynamics of the same hotels in two online review platforms (Booking.com and Trip Advisor), which mainly differ in requiring or not requiring proof of prior reservation before posting a review (respectively, a verified vs a non-verified platform). Design/methodology/approach A verified system, by definition, cannot host fake reviews. Should also the non-verified system be free from “ambiguous” reviews, the structure of ratings (valence, variability, dynamics) for the same items should also be similar. Any detected structural difference, on the contrary, might be linked to a possible review bias. Findings Travelers’ scores in the non-verified platform are higher and much more volatile than ratings in the verified platform. Additionally, the verified review system presents a faster convergence of ratings towards the long-term scores of individual hotels, whereas the non-verified system shows much more discordance in the early phases of the review window. Research limitations/implications The paper offers insights into how to detect suspicious reviews. Non-verified platforms should add indices of scores’ dispersion to existing information available in websites and mobile apps. Moreover, they can use time windows to delete older (and more likely biased) reviews. Findings also ring a warning bell to tourists about the reliability of ratings, particularly when only a few reviews are posted online. Originality/value The across-platform comparison of single items (in terms of ratings’ dynamics and speed of convergence) is a novel contribution that calls for extending the analysis to different destinations and types of platform.


2020 ◽  
Vol 8 (2) ◽  
pp. 206-212
Author(s):  
Benjamin Hanussek

OverviewThe introduction of the smartphone into the private and professional lives of humans has provided a channel to real-time and place-specific information that can enhance (and disturb) day-to-day living. Given such impact, many museums and archaeological exhibitions have chosen to develop digital applications to enhance the visitor experience via accompanying the visitor through the exhibitions. Yet after a decade, these applications still seem understudied and, in practice, very undeveloped. This review aims to shed some light on the possibilities and shortcomings of museum apps. I discuss and critically evaluate the technical efficiency, practical utility, and user experience of the British Museum Guide (Museums Guide Ltd.) and My Visit to the Louvre (Musée du Louvre) applications. These two mobile apps represent the contemporary standard for museum apps, thereby allowing me to generalize about this genre of digital media.


Author(s):  
Haohong Wang

We are currently living in a world dominated by mobile apps and connected devices. State-of-the-art mobile phones and tablets use apps to organize knowledge and information, control devices, and/or complete transactions via local, web, and cloud services. However, users are challenged to select a suite of apps, from the millions available today, that is right for them. Apps are increasingly differentiated only by the user experience and a few specialized functions; therefore, many apps are needed in order to cover all of the services a specific user needs, and the user is often required to frequently switch between apps to achieve a specific goal. User experience is further limited by the inability of apps to effectively interoperate, since relevant user data are often wholly contained within the app. This limitation significantly undermines the continuous (function) flow across apps to achieve a desired goal. The result is a disjointed user experience requiring app switching and replicating data among apps. With these limitations in mind, it appears as if the current mobile experience is nearing its full potential but failing to leverage the full power of modern mobile devices. In this paper, we present a vision of the future where apps are no longer the dominant customer interaction in the mobile world. The alternative that we propose would “orchestrate” the mobile experience by using a “moment-first” model that would leverage machine learning and data mining to bridge a user's needs across app boundaries, matching context, and knowledge of the user with ideal services and interaction models between the user and device. In this way, apps would be employed at a function level, while the overall user experience would be optimized, by liberating user data outside of the app container and intelligently orchestrating the user experience, to fulfill the needs of the moment. We introduce the concept of a functional entry-point and apply the simple label “FUNN” to it (which was named “FUNC” in (Wang, 2014)). We further discuss how a number of learning models could be utilized in building this relationship between the user, FUNN, and context to enable search, recommendations and presentation of FUNNs through a multi-modal human–machine interface that would better fulfill users' needs. Two examples are showcased to demonstrate how this vision is being implemented in home entertainment and driving scenarios. In conclusion, we envision moving forward into a FUNN-based mobile world with a much more intelligent user experience model. This in turn would offer the opportunity for new relationships and business models between software developers, OS providers, and device manufacturers.


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