Developing User Interface Mobile Application for Tourist

2020 ◽  
Vol 5 (2) ◽  
pp. 17-24
Author(s):  
Ahmad Khairul Azizi Ahmad ◽  
◽  
Shahrel Nizar Baharom ◽  
Ashraf Abdul Rahman ◽  
Muhammad Abdullah ◽  
...  

Mobile phones have become full-featured mobile computers, and the usage of this technology were developed promptly. Interest towards the usages of mobile phone as an intervention in developing new application for user were also seem very promising. Much has been discus about the role of mobile application nowadays. Mobile apps that been design and created by the genius content developers, mostly are the applications that try to solve the problem facing by the user out there. Design process that has been conducted earlier in the study has led towards the invention of Thru Eye Apps. The applications are focusing on user interface and usability, and this were a baseline in developing the Thru Eyes Apps. The Thru Eye apps were developed to ease and guide tourist while traveling. With the establishment of this application, user will able to travel easily even though they travelling for the first time. Thus, this research paper discusses the user interface design process of forming Thru Eye apps in assisting tourist while travelling.

Author(s):  
Aslina Baharum ◽  
Emelia Abdul Rahim ◽  
Rozita Hanapi ◽  
Noorsidi Aizuddin Mat Noor ◽  
Nurhafizah Moziyana Mohd Yusop

<div class="WordSection1"><p>The mobile applications (apps) development has been gaining popularity for the past few years. Some mobile apps have been failing in its popularity because of the unattractive user interface and bad interaction with the apps. This was proven by previous researchers who have stated that the interaction between a user of mobile application and a graphical user interface could lead to some misunderstandings, errors and frustration from an inability to achieve a goal and could lead to failure of the mobile application. Most of the mobile application developers have been facing proper graphical user interface design recently. There is a noticeable lack of studies and research in the area of mobile application design compared to web application user interface (UI) design. Therefore, this research was done to evaluate the different gender on the mobile shopping application using eye-tracking technology. This research had proposed guidelines based on gender for mobile shopping application. These proposed guidelines can be preferred in the designing process of a mobile shopping application as it could provide a better user interaction and would prevent failure in its popularity by providing fast and user friendly interface.</p></div>


Author(s):  
Huyen Thi Nguyen ◽  
Ngoc Minh Nguyen

The purpose of this study is to examine the effect of prestige sensitivity on mobile phone customer’s price acceptance in Vietnam and the mediating role of product knowledge and price mavenism on this relationship. We used the convenience sampling method for data collection via questionnaires with a sample of 605 consumers who purchased mobile phones. The collected data was analysed by applying a structural equation modelling method. The result indicates that prestige sensitivity has both direct and indirect effects on price acceptance via product knowledge and price mavenism. The findings suggest that prestige sensitivity can be used as a market segmentation criterion for mobile phones when making price decisions and providing customers with adequate information could improve price acceptance.


2012 ◽  
Vol 2012 ◽  
pp. 1-9 ◽  
Author(s):  
S. Kohlert ◽  
N. Scherer ◽  
S. Kherani ◽  
L. McLean

LearnENT, an educational app for iOS, was developed to promote a standardized experience otolaryngology in head and neck surgery (OTOHNS) for University of Ottawa medical students. Its development was grounded in pedagogical theory including Laurillard’s design process, Honey and Mumford’s learning styles, and Nielsen’s theory of usability. This paper examines LearnENT's design and development processes as well as the role of mobile apps in medical education. Features of the LearnENT app as they apply to Constructivist learning are also highlighted.


2008 ◽  
pp. 99-125
Author(s):  
Letizia Caronia

This chapter illustrates the role of the mobile phone in the rise of new cultural models of parenting. According to a phenomenological theoretical approach to culture and everyday life, the author argues that the relationship between technologies, culture, and society should be conceived as a mutual construction. As cultural artefacts, mobile communication technologies both are domesticated by people into their cultural ways of living and create new ones. How are mobile phones domesticated by already existing cultural models of parenting? How does the introduction of the mobile phone affect family life and intergenerational relationships? How does mobile contact contribute in the construction of new cultural models of “being a parent” and “being a child”? Analysing new social phenomena such as “hyperparenting” and the “dialogic use” of mobile phones, the author argues upon the role of mobile communication technologies in articulating the paradoxical nature of the contemporary cultural model of family education.


Author(s):  
Jo Dugstad Wake ◽  
Rune Baggetun

Developments in mobile phone technology, together with an increased research interest in utilizing computer games to facilitate teaching and learning, are an important catalyst for the emergence of the area of mobile, location-based computer games in schools. This article describes both the design process and an evaluation of Premierløytnant Bielke, a mobile, location-based game for teaching and learning history using mobile phones. We argue that by using the surroundings and milieu that are local to the students in a playful context, we can support the construction of meaning related to the subject of history in a way that is both engaging and worthwhile.


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