scholarly journals A Mobile Application Recommendation Framework by Exploiting Personal Preference with Constraints

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.

2018 ◽  
Vol 14 (2) ◽  
pp. 15-22
Author(s):  
Juraj Čamaj ◽  
Jaroslav Mašek ◽  
Martin Kendra

Abstract Users in transport, forwarding and logistics companies use the mobile technologies for connect to existing information systems. By solving the ERIC Mobile project, these services will also be available on mobile devices. The article is aimed at lancing the requirements of all types of customers for the ERIC Mobile app. After the basic characteristics of the mobile device, the operation systems, the application development typology, the authors focus on the developing application “ERIC Mobile”. The aim of the article is to provide relevant requirements for further research and development of the software application of the rail freight information centre in Europe for end users of mobile devices such as smartphones and tablets.


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.


2020 ◽  
pp. 489-507
Author(s):  
Ying Xiu ◽  
Jose L. Fulgencio ◽  
Tutaleni I. Asino ◽  
Alesha D. Baker

Globally, those who have traditionally been adversely impacted by the digital divide due to lack of access to computing technologies such as desktop computers, are also the ones who have been shown to have high adoption of mobile devices. If open educational resources (OER) are to have the envisaged wide impact, it is necessary to look at the role mobile applications and mobile app markets play in the OER movement. In this chapter, we link mobile applications and OER and discuss the role mobile app markets play in facilitating open-access learning initiatives. This is done by exploring OER and mobile learning definitions, benefits, and barriers; and comparing and contrasting mobile apps across a set of variables including purpose and resource format.


Author(s):  
Anureet Kaur ◽  
Kulwant Kaur

Smartphones<em>/</em>mobile devices are enduring all the aspects of human life. With the significant increase in demand for applications running on smartphones/mobile devices, developers and testers are anticipated to deliver high quality, on time and within budget applications. The estimation of development and testing provides a baseline and act as a tracking gear for stakeholders and developers. There are various approaches for estimation of traditional software development. But mobile applications are considered different from traditional software such as from those running on desktop, laptop or on the web. Many traditional estimation techniques used for these software are adapted to mobile domain. With agile software development (ASD) methodology, the scenario of development and estimation has changed drastically and so as mobile app development and estimation. This paper provides a Systematic Literature Review (SLR) on traditional estimation techniques and agile estimation techniques applied in mobile software/application. Also, effort attributes and accuracy parameters for estimation in mobile apps are presented. However, to date, there are very fewer studies done on the mobile application estimation domain using agile methodology.


This paper proposes a usability measurement forevaluating mobile applications. The measurement incorporates usability viewpoint of both, usability specialist and non-usability expert. The resulting usability measurements were validated through a survey of 113 industrial practitioners in Malaysia. Cronbach alpha of .952 reveals that the survey response is consistent and reliable. Hypothesis testing using a Chi-square goodness of fit indicates that the usability measurements were significantly feasible for real practice with p<.000.Mobile usability studies previously conceptualised usability from HCI perspective (e.g. usability attribute and heuristics), constraints and limitations of mobile devices. On the contrary, this paper characterise usability by integrating design features of mobile application through usability features, and quality attributes through usability criteria, in conceptualising apps usability dimension.


Author(s):  
S. Anitha ◽  
T. Padma

Due to the drastic exploitation of mobile devices and mobile apps in the day-to-day activities of people, the enhancement in hardware and software tools for mobile devices is also rising rapidly to cater to the requirements of mobile users. However, the progress of resource-intensive mobile applications is still inhibited by the limited battery power, restricted memory, and scarce resources of mobile devices. By employing mobile cloud computing, mobile edge computing, and fog computing, many researchers are providing their frameworks and offloading algorithms to augment the resources of mobile devices. In the existing solutions, offloading resource-intensive tasks is adopted only for specific scenarios and also not supporting the flexible exploitation of IoT-based smart mobile applications. So, a novel neuro-fuzzy modeling framework is proposed to augment the inadequate resources of a mobile device by offloading the resource-intensive tasks to external entities, and also a Bat optimization algorithm is exploited to schedule as many tasks as possible to the augmentation entities thereby improving the total execution time of all tasks and minimizing the resource exploitation of the mobile device. In this research work, external augmentation entities like distant cloud, edge cloud, and microcontroller devices are providing Resource augmentation as a Service (RaaS) to mobile devices. An IoT-based smart transport mobile app is implemented based on the proposed framework which depicts a significant reduction in execution time, energy consumption, bandwidth utilization, and average delay. Performance analysis depicts that the neuro-fuzzy hybrid model with Bat optimization provides a significant improvement compared with proximate computing and web service frameworks on the Quality of Service (QoS) parameters namely energy consumption, execution time, bandwidth utilization, and latency. Thus, the proposed framework exhibits a feasible solution of RaaS to resource-constrained mobile devices by exploiting edge computing.


2021 ◽  
pp. 231971452110357
Author(s):  
Wajeeha Aslam ◽  
Imtiaz Arif ◽  
Zeeshan Atiq ◽  
Faraz Hussain

This study aims to identify the perception of users, regarding characteristics of retail mobile applications (apps) on perceived benefits and their impact on post-adoption behaviour. On 264 useful responses, exploratory factor analysis, confirmatory factor analysis and structural equation model were applied via using SPSS 22 and Amos 22. The results showed that mobile app features, that is, perceived ubiquity, perceived informativeness, perceived personalization and perceived entertainment significantly impact mobile app usefulness and playful engagement. Only perceived informativeness has an insignificant impact on playful engagement. Both mobile app usefulness and playful engagement have a significant impact on mobile app stickiness, whereas they do not have any impact on mobile app word of mouth (WOM). Mobile stickiness also has a significant impact on mobile app WOM. This study highlights the post-adoption behaviour of the consumer towards retail mobile apps and expands practical knowledge of consumers’ behaviour towards using retail mobile apps.


2021 ◽  
Vol 6 (01) ◽  
pp. 60-70
Author(s):  
Shesha Kanta Pangeni

Integration of mobile technologies into training and instruction for learning facilitation is important these days. It is because the users of the mobile devices are increasing as enablers of the learning opportunity anywhere all the times. In addition, learners like to get information, learning resources and activities on their palms via mobile devices. In this context, this paper reports lessons from action research about the use of customized android mobile application at a teacher education institution in Nepal. The research started with the purpose of promoting the use of Mobile App for e-learning that contributes to improving access to e-learning resources and instant communication for course activities. Online survey, informal interaction and interview were used to collect data. Activity theory has been influential to analyse the use of Mobile App for the learning facilitation. The research shows that the course facilitators rarely used Mobile App, instead they liked using web browsers in their large computer screen. However, students used the Mobile App and they wanted the updated version with user-friendly interface. Main lesson from the research is that the roles of institution and facilitators are important to create and provide mobile friendly options of learning facilitation where students themselves can explore in the internet, learn, and use available applications and tools required for their learning. Training institutions can introduce mobile application to bring about a change in the ways of training methods and pedagogical practices with technological interventions. Trainers can consider mobile apps for techno-friendly instructional experiences. Also, learners can access mobile apps for training resources and other learning to enhance their knowledge and skill.


2020 ◽  
Vol 8 (6) ◽  
pp. 3166-3170

Mobile application has changed the world and day to day lives of people. It has also changed our travel experience by making it more reasonable, useful and effective. Acknowledging the tremendous influence of travel mobile applications towards the travel industry, it made the scholars to know the aspects that influence the traveller’s aim to use the mobile travel apps .Moreover the UTAUT are among the user’s intention model and used limitedly in tourism sector. Thus, the main purpose of the paper is to identify the intention of travellers to use the travel mobile app by using the UTAUT model. This study will come up with different perception of consumer’s adoption and preferences of travel mobile apps


Author(s):  
João M. Fernandes ◽  
André L. Ferreira

A mobile application is a type of software application developed to run on a mobile device. The chapter discusses the main characteristics of mobile devices, since they have a great impact on mobile applications. It also presents the classification of mobile applications according to two main types: native and web-based applications. Finally, this chapter identifies the most relevant types of quality attributes for mobile applications. It shows that the relevant quality attributes for mobile applications are usually framed in the Usability, Performance, and Maintainability and Support categories.


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