Enhancement of User Experience with Mobile App

Author(s):  
Kazi Zunnurhain ◽  
Arian J. Gonzalez
Keyword(s):  
2018 ◽  
Vol 52 (5/6) ◽  
pp. 1154-1184 ◽  
Author(s):  
Tom Chen ◽  
Judy Drennan ◽  
Lynda Andrews ◽  
Linda D. Hollebeek

PurposeThis paper aims to propose user experience sharing (UES) as a customer-based initiation of value co-creation pertaining to service provision, which represents customers’ level of effort made for the direct benefit of others in their service network. The authors propose and empirically examine a user experience sharing model (UESM) that explicates customer-to-customer (C2C) UES and its impacts on firm-desired customer-based outcomes in online communities.Design/methodology/ApproachBased on an extensive review, the authors conceptualize UES and UESM. By using online survey data collected from mobile app users in organic online communities, the authors performed structural equation modeling analyses by using AMOS 24.FindingsThe results support the proposed UESM, showing that C2C UES acts as a key driver of both firm-desired customer efforts and customer insights. The results also confirmed that service-dominant (S-D) logic-informed motivational drivers exert a significant impact on C2C UES. Importantly, C2C UES mediates the relationship between S-D logic-informed motivational drivers and firm-desired customer-based outcomes.Originality/valueThis study offers a pioneering attempt to develop an overarching concept, UES, which reflects customers’ initiation of value co-creation, and to empirically examine C2C UES. The empirical evidence supports the key contention that firms should proactively facilitate C2C UES.


2021 ◽  
Author(s):  
Po-Jen Kung ◽  
Ching-Min Chen

BACKGROUND Following the rise of health awareness in modern societies, health promotion has attracted progressively more attention in both academia and industry. This, along with the evolution of information and communication technologies, has resulted in the development of several mobile applications used in health promotion. Unfortunately, users of the applications have not achieved their goals, since many applications have not provided a smooth user experience. OBJECTIVE To clearly identify the defining attributes of mobile app usability in the context of health promotion in order to guide the design of apps which provide smooth user experience. METHODS It is thus first necessary to conduct an exploration into app usability, for which this study applies the concept analysis method by Walker and Avant, which includes: (1) identifying the use of the concept, (2) determining the defining attributes, (3) constructing a model case, (4) constructing model, contrary, borderline, and related cases, (5) identifying antecedents and consequences, and (6) defining empirical referents. RESULTS We then derive a unified definition of usability from the healthcare perspective—that the defining attributes of "usability of mobile application" are: efficiency, user satisfaction, and learnability. CONCLUSIONS It is concluded that mobile applications with these attributes could achieve their designed goals and reach maximal efficacy, since users would continue using the app on a regular basis, and would recommend it to others.


A user experience evaluation was carried on Word Mania mobile app. Word Mania is fun educational games app for children. Fun Tookit v3, a survey instrument developed to assist researchers in acquiring the opinions about technology (web or app) from children was used for data capture. The purpose of the toolkit is to generate the perception of kids as young as 4 years old who had some experience when interacting with an implementation. The Fun Toolkit v3 tool consists of three components that can be used on applications, websites or technology products to "pass opinions." These three sections are: Smileyometer, Fun Sorter, Again and Again.At UUM International School, Sintok, Malaysia, this assessment study was performed with students. The survey was attended by a total of 12 students. The evaluation questionnaires were filled out with the help of their teachers by the participating children.The findings stated that the mobile application was adopted by the kids; however, some problems had to pay attention in order to enhance the children's user experience.Special exercises should be found for children aged one or two years because current exercises are difficult for these ages. Competition task is not an simple task, particularly for kids aged 3 to 4 years. Children between the ages of 5 and 6 need more time to complete the tasks, for these ages three minutes are not enough


Author(s):  
Aiman Mamdouh Ayyal Awwad

<p>Recently, the study of emotional recognition models has increased in the human-computer interaction field. With high recognition accuracy of emotions’ data, we could get immediate feedback from mobile users, get a better perception of human behavior while interacting with mobile apps, and thus make the user experience design more adaptable and intelligent. The harnessing of emotional recognition in mobile apps can dramatically enhance users’ experience. Therefore, in this paper, we propose a visual emotion-aware cloud localization user experience framework based on mobile location services. An important feature of our proposed framework is to provide a personalized mobile app based on the user’s visual emotional changes. The framework captures the emotion-aware data, process them in the cloud server, and analyze them for an immediate localization process. The first stage in the framework builds a correlation between the application’s default language and the user’s visual emotional feedback. In the second stage, the localization model loads the appropriate application’s resources and adjusts the screen features based on the real-time user’s emotion obtained in the first stage and according to the location data that the app collected from the mobile device. Our experiments demonstrate the effectiveness of the proposed framework. The results show that our proposed framework can provide a high-quality application experience in terms of a user’s emotional levels and deliver an excellent level of usability that was before not possible.</p>


Author(s):  
Adhistya Erna Permanasari ◽  
Indriana Hidayah ◽  
Faizal M. Priyowibowo ◽  
M. Arifin Hidayat ◽  
Fachrul Budi Prayoga ◽  
...  

A user evaluation stage is an integral part of designing an application. A practical evaluation can provide an overview of the problems that arise in the application and improve the user experience. The Kupuku application is an augmented reality (AR)-based game application for learning about butterflies. The Kupuku application is specifically intended for children aged 6-13 years. The user sample was selected using a purposive sampling method with the criteria for users of elementary school-age children for the child user segment and their companions as the adult user segment. This study aims to evaluate the usability of the Kupuku game application to users. User evaluation was carried out to measure the application’s usability. The evaluation process was conducted on two user segments, namely 20 child users and 16 adult users. Assessment of children employed the Fun Toolkit and usability factor-based question - Nielsen method. The obtained results showed positive feedbacks. In contrast, the assessment for adult users utilized the system usability scale (SUS) and the user experience questionnaire (UEQ). The SUS score of 76 was included in the good category, and the UEQ score produced an excellent average. The test results indicate that this application can be accepted by users, both children, and adults.


2019 ◽  
Vol 63 (5) ◽  
pp. 50403-1-50403-15
Author(s):  
Edward T.-H. Chu ◽  
Heng-Chih Hsieh

Abstract Smartphones are playing an increasingly important role in helping people share information and communicate with each other, as evidenced by an increasing number of applications (or apps), including news, search engine, mailbox, and social networking apps. The more heavily people rely on their phones, the more they begin to take the term “user experience” into consideration when buying a smartphone. Obviously, the key to providing a good user experience is to minimize the response time of each graphical user interface (GUI) operation, such as a touch, slide, or flick. Thus, it is crucial for smartphone manufacturers and mobile app developers to measure the response times to enhance the performance of the device or application. In this article, the authors present the SMArtphone Response Time measuring platform (SMART), a novel and low-cost platform for measuring the response time of a smartphone. SMART consists of a normal 30-fps (frame per second) webcam and a mirror. The proposed platform first simultaneously records the changes on a smartphone screen and the GUI operation shown in the mirror. It then adopts image processing techniques to analyze the latency of the GUI operation. The authors’ validation results show that the measurement error of SMART is less than 1/30 s, which means that SMART is a practical solution for measuring the latency of GUI operations. In addition, they adopted SMART for the measurements and analysis of six different commercial smartphones to further demonstrate its applicability.


2021 ◽  
Author(s):  
Rodrigo Pérez-Rodríguez ◽  
Elena Villalba-Mora ◽  
Myriam Valdés-Aragonés ◽  
Cristian Moral-Martos ◽  
Marta Mas-Romero ◽  
...  

BACKGROUND Frailty is a highly prevalent condition that predisposes older persons to adverse events. According to the WHO, there is a pressing need to develop comprehensive community-based approaches, and to introduce interventions to prevent functional decline. In this regards, Information and Communication Technologies can play a crucial role to promote ageing in place, for instance by collecting fresh and periodic information on variables associated to poor health outcomes. The CAPACITY technological ecosystem tackles this problem, providing a means to remotely monitor variables with high predictive power for adverse events (ie, gait speed, muscle power and involuntary weight loss) that enable personalized early interventions aimed to prevent disability. OBJECTIVE This study aims to present a novel mobile app designed using a participatory methodology to be used by frail older persons to interact with the services offered by the CAPACITY technological ecosystem, Furthermore, this research work pursues evaluating its usability, user experience and acceptance. METHODS Usability, User Experience and acceptance were assessed at 3 different sampling points during 6 months of continued use of CAPACITY to receive a multicomponent intervention to prevent/reverse frailty. Usability was assessed using the System Usability Scale (SUS); User Experience using the User Experience Questionnaire (UEQ); and acceptance with the Technology Acceptance Model (TAM) and a customized quantitative questionnaire. Data were collected at baseline (recruitment), and after 3 and 6 months of use. RESULTS Forty-six participants used the technology for six months at their homes, and 9 dropped out during the follow-up, leaving a final sample of 37 subjects. All of them completed the questionnaires about usability, user experience and acceptance evaluation in the intermediate and final sample collection points; 25 subjects completed the whole evaluation set at baseline. Usability, measured as SUS reached a maximum averaged value of 83.68 after 6 months of use; no statistically significant values have been found to demonstrate that usability improves with use. User experience, measured as UEQ, obtained averages scores higher or very close to 2 in all 6 categories. Finally, acceptance in terms of TAM reached a maximum of 51.54 points, showing an improvement trend. CONCLUSIONS Results indicate the success of the participatory methodology, and support User Centered Design as the key methodology to follow when designing technologies for frail older persons. Involving potential end users and giving them voice during the design stage maximizes usability and acceptance.


2014 ◽  
Vol 644-650 ◽  
pp. 3099-3102
Author(s):  
Lin Jun Sun

To overcome deficiencies in the mobile tourism applications such as underutilization of mobile device capabilities and poor user experience, a low-cost and cross-platform mobile travel reservation system was designed. Based on business process optimization of client-side, the mobile app was built by using HTML5, CSS3 and jQuery technology. Additionally, the system uses Ajax asynchronous interactive technology to improve response time. The practical application of this system shows that it can work equally well on multiple mobile platform. The characteristics of flat UI design, convenient operation and good user experience stretch its application prospects.


2021 ◽  
Author(s):  
Cheong Yoon Ling ◽  
Rosilawati Rasli ◽  
Mohd Khairuddin Che Ibrahim ◽  
Siti Futri Farahininajua Fikri ◽  
Nur Ayuni Nazarudin ◽  
...  

AbstractZoonotic diseases such as malaria, dengue, Zika and chikungunya remain endemic in many countries. Setting and deploying trap to capture the host/vector species are fundamental to understand their density and distribution. Human effort to manage the trap data accurately and timely is an exhaustive endeavour when the study area expands and study period prolongs. One stop mobile app to manage and monitor the process of animal trapping, from field to laboratory level is still scarce. We developed a new mobile app named “PesTrapp” especially for medical entomologists to acquire the vector density index based on the mobile updates of ovitraps and species information in field and laboratory. This study aimed to highlight the mobile app’s development and design, describe the user experience and evaluate the preliminary user assessment of the mobile app. The mobile app was developed using mobile framework and database. User evaluation of the mobile app was based on the adjusted Mobile App Rating Scale and Standardized User Experience Percentile Rank Questionnaire. The process flows of system design and detailed screen layouts were described. The user experiences of using the app in a project to study Aedes surveillance in six study sites in Selangor, Malaysia were described. The overall mean user evaluation score of the mobile app was 4.0 (SD=0.6), which showed its acceptability by the users. The PesTrapp, a one-stop solution, is anticipated to improve the entomological surveillance work processes. This new mobile app can contribute as a tool in the vector control countermeasure strategies.


Author(s):  
Lucas Dias Melo ◽  
Jeann Alef Pereira Rodrigues ◽  
Kalebe Carmo Caldas ◽  
Bruno Pereira Gonçalves ◽  
Jean Mark Lobo de Oliveira ◽  
...  

This article aims to present the development of the interface creation process for a tourism application that works from a map, presenting several routes. Based on the usability principles, a scientific investigation was developed about the idea, the target audience to be served and the flow of screens. As a result, we obtained simple screens that were designed so that the user took as few steps as possible to reach his goal, making it easier to use and understand with the application. In conclusion, it was possible, putting into practice principles of usability and user experience, to obtain a satisfactory interface that fulfills its function.


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