scholarly journals Rancang Bagun Aplikasi Mobile Ekatalog Berbasis IOS Sebagai Media Bantu Pengenalan Produk Miulan

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.

Author(s):  
Eli Typhina

The search for mechanisms to encourage pro-environmental behavior has ranged from marketing to community events. This study continues the search by exploring how the language and features programmed into mobile social networking applications influence users to experience nature and share those experiences. To guide data analysis, the study uses the social influence network theory and adapts components of influence from the field of online social networking. One hundred posts, spanning almost two years, were analyzed from the Sierra Club's mobile Facebook page, Foursquare's Outdoors Raleigh search, and #Litterati's Instagram feed. Results point to the language and features that can help mobile application developers, government agencies, and environmental advocates to better design mobile apps for pro-environmental behavior. The author concludes with a call for more novel data uploading options outside of text, such as uploading video, creating music to represent nature experiences, or use of external sensors with mobile devices.


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.


Frameless ◽  
2019 ◽  
Vol 1 (1) ◽  
pp. 45-46
Author(s):  
Renée Stevens ◽  

My creative research looks at how Augmented Reality (AR) can help overcome Learning Disabilities. This focus has directed me to develop a number of ideas and concepts that seek to understand how the addition of information in an augmented view could help tackle some of the challenges different Learning Disabilities present while, at the same time, appealing to a larger audience. This concept was the foundation for creating the immersive mobile application tagAR™, which adds a digital name tag into your augmented view, replacing the traditional “Hello, my name is” sticker version. It allows you to see the names of people around you hovering above their heads at all times. Currently, the app is reliant on the user holding up a mobile device to use the camera so that the application can add the name tags to the view on your screen. As mainstream technology continues to advance, this app will work for wearable devices, eliminating the need to hold up your phone, which is a bit socially awkward. The target audience of the app is those who have trouble remembering people’s names, those who will benefit from having a visual of the names of people around them and for those who want to network and meet new people at social and educational events such as conferences or workshops. Through the design and development of this app, I have been exploring how the social aspect can be extended beyond just the name display and user search features to include a customizable tags that can be searchable, so users can connect, find people with similar interests, share contact information as well as connect with others on multiple social media platforms. I will discuss the research, design and developmental processes that influenced the concept and functionality of this social app using AR.


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 5 (1) ◽  
pp. 205630511982984
Author(s):  
Abigail E. Curlew

Anonymous social media platforms comprise sprawling publics where users, untethered from their legal identity, interact with other anonymous users to share and read user-generated content. The emergence of mobile applications that promise anonymity as a primary feature has led to novel social configurations that have so far been understudied. This article is an empirical and theoretical attempt to understand the ways in which anonymous social media have altered the social through performative, digital acts mediated through a community of anonymous users. I do this through two main propositions: first, that practices of anonymity mediated through a social media platform comprise discrete performative acts of identity due to a process of dissociability, and second, that those dissociated performative acts become undisciplined. To address these propositions, I have drawn from 12 semi-structured interviews of undergraduate and graduate students at Queen’s University who were avid users of Yik Yak to explore the sociology of anonymity, surveillance, and identity. The findings are discussed in relation to theories of performativity and discipline that have been commonly deployed in media and surveillance studies.


2021 ◽  
Vol 10 (2) ◽  
pp. 85-90
Author(s):  
Refni Wahyuni ◽  
Rian Ordila ◽  
Abdi Muhaimin

Abstrak Saat ini pertumbuhan startup di Indonesia mengalami perkembangan yang pesat, setiap waktu selalu bermunculan startup baru. Sementara dalam hal aplikasi bergerak untuk perdagangan e-commerce masih memiliki tantangan dalam hal kemudahan pembayaran dan tingkat keamanan data yang masih perlu menjadi perhatian para pengembang aplikasi. Justru yang bertumbuh pesat adalah aplikasi informasi atau berita yang bertumbuh pesat seiring kebiasaan masyarakat menggunakan media sosial. Jasa cuci pakaian atau lebih populer dengan nama laundry, berkembang dengan pesat dikarenakan adanya pergeseran gaya hidup serta tuntutan kebutuhan ekonomi yang menyebabkan masyarakat semakin sibuk dengan tugas dan rutinitas. Dalam kondisi yang seperti ini, pebisnis mencoba mencari solusi untuk masyarakat yang semakin sibuk dengan kegiatan, pekerjaan, dan karir dengan menawarkan jasa lewat layanan laundry. Pelayanan Jemput Antar yang disediakan oleh pemilik usaha laundry saat ini masih menggunakan sistem offline, sistem tersebut masih tidak efektif karena sulit untuk dijangkau dan harus mengantarkan sendiri pakaian yang akan di laundry dan menjemput kembali setelah selesai. Komunikasi transaksi masih menggunakan via telepon antara pemilik usaha laundry dengan pelanggannya. Bisnis laundry sebagai bisnis yang berjalan di bidang jasa pun dirasa akan lebih mudah apabila memasukkan unsur teknologi dan informasi di dalamnya. Aplikasi startup Jemput Antar laundry berbasis online masih terbatas. Banyaknya usaha laundry yang menggunakan pelayanan jasa jemput antar untuk memudahkan pelanggan dalam pemesanan jasa laundry sehingga tidak akan menguras tenaga dan waktu pelanggan. Kata Kunci : android , Jasa berbasis teknologi, jasa kebersihan, Startup, web.   Abstract Currently the growth of startups in Indonesia is experiencing rapid development, every time a new startup always pops up. While in the case of mobile applications for e-commerce trading, there are still challenges in terms of ease of payment and the level of data security that still needs to be considered by application developers. It is precisely what grows rapidly that is the application of information or news that grows rapidly along with the community's habit of using social media. Washing clothes or more popularly known as laundry, is growing rapidly due to a shift in lifestyle and the demands of economic needs that cause people to be more busy with tasks and routines. In this condition, business people try to find solutions for people who are increasingly busy with activities, jobs, and careers by offering services through laundry services. Delivery service provided by the laundry business owner is currently still using the offline system, the system is still ineffective because it is difficult to reach and must deliver the clothes to be laundry and pick up after completion. Transaction communication still uses via telephone between the laundry business owner and his customers. Laundry business as a business that runs in the service sector is also considered to be easier if it incorporates elements of technology and information in it. The online shuttle Pickup startup application is still limited. The number of laundry businesses that use the shuttle service to facilitate customers in ordering laundry services so that it will not drain the energy and time of customers. Keywords: android, technology-based services, cleaning services, startup, web.


2019 ◽  
Vol 8 (2) ◽  
pp. 199-218
Author(s):  
Mohamad Syafri Tuloli ◽  
Arip Mulyanto ◽  
Dian Novian

The Covid-19 pandemic that is currently spreading globally has made information and communication technology (ICT) services a basic necessity in our daily activity. With the opening of internet access in villages, it opens up opportunities to maximize ICT's role in improving rural information services. Many of the development of ICT-based services is in the form of a website or mobile application with various interfaces and interactions. This requires training and habituation in the community. This is not easy because these applications are not applications that are used daily. The high use of social media in the community can be used as a forum for providing rural information services. By using social media (chat), services can be created that have advantages over other approaches. Such as: do not require new installations, are intrusive so that information comes directly to users, and does not require much training because they use social media applications familiar to the community. On the other hand, village officials can use services for accessing information services and as a medium for disseminating information needed by the community. A training program and assistance for rural information services based on social media have been carried out in Buloila village. The implementation results show that the program is urgently needed, mainly because the village does not have a rural information service. The social media-based service system's evaluation shows that service users (community, village government, and other parties) feel that the system is feasible to use. Feeling that the system can be learned quickly, is easy to use has well-integrated features. It is just that users feel they need to familiarize themselves with using the service because of the form of interaction that users may never have faced before


2020 ◽  
Vol 46 (Supplement_1) ◽  
pp. S173-S174
Author(s):  
Emine Ilgın Hoşgelen ◽  
Berna Binnur Akdede ◽  
Koksal Alptekin

Abstract Background Effective use of technology makes human life much easier nowadays. This use has become widespread in health and has gained functionality in many areas. Using technology-based interventions, it is possible to minimize the loss of psychosocial functionality and cognitive disability in schizophrenia, in which social cognitive disability is one of the most basic symptom clusters. The aim of this study is to determine the prevalence of technological devices and internet usage in patients with schizophrenia and schizoaffective disorder, to determine the attitude of patients towards technological devices and internet usage and the relation between technology, internet usage with clinical variables such as psychosocial functioning, positive and negative symptoms. Methods Data were collected from the patients who applied to Dokuz Eylül University Medicine Faculty Schizophrenia Outpatient Clinic. Eighty-three schizophrenia patients and 13 schizoaffective disorder patients who meet the schizophrenia and schizoaffective disorder diagnostic criteria of DSM-5 were included in the study. The sociodemographic data registration form was completed. A questionnaire was developed for the purposes of the research to evaluate the use of technology. The level of psychosocial functioning was assessed using the Personal and Social Performance Scale (PSP), and the positive and negative symptom severity was evaluated using the Positive and Negative Syndrome Scale (PANSS). Results The study found that 86% of patients owned mobile phone, 67% of patients used internet access, 67% of patients owned computer. 61% patients were using any kind of mobile application and 47% patients were using social media application. The most prevelant mobile applications among patients were facebook and whatsapp (48%). Younger patiens were using internet more than elders in a day (r=-0,395, p<0,001). Negative syptom scores were statistically lower among patients who were using mobile phones (M= 16,05, t=-2,50, p=0,014), internet connection in mobile phone (M=15,26, t=-2,93, p=0,004), using mobile application (M=15,47, t=-2,93, p=0,008), facebook (M=15,31, t=-2,32, p=0,022), whatsapp (M=14,77, t=-3,40, p=0,001), messenger (M=14,94, t=-2,33, p=0,022), messaging applications (M=14,96, t=-3,36, p=0,001), social media applications (M=15,04, t=-2,78, p=0,006) and who make video conversation (M=15,52, t=-2,21, p=0,029) than patients who were not using. PSP score of patients who were using mobile phone (M=50,62, t=2,34, p=0,021), internet access in mobile phone (M=57, t=3,07, p=0,003), mobile application (M=51,90, t=2,16, p=0,033), facebook (M=53,47, t=2,63, p=0,010), whatsapp (M=54,68, t=2,43, p=0,001), messenger (M=54,69, t=2,62, p=0,010), messaging applications (M=54,24, t=3,50, p=0,001), social media applications (M=54,29, t=3,10, p=0,003), and making video conversation (M=53,05, t=2,74, p=0,007) were statistically higher than the patients who were not using. There is also statistically significant relation between application usage and sub-items of PANSS. Discussion This study indicated that younger schizophrenia patients having less negative symptoms and increased psychosocial functionality was likely to use technological devices and mobile applications more. Patients may use applications more if they have been developed to facilitate their daily lives. Mobile applications and social media may affect the daily life activities of patients more intensively. In addition, using mobile applications may help patients to cope with their symptoms and improve psychosocial functioning.


2016 ◽  
Vol 64 (3) ◽  
pp. 495-503
Author(s):  
A. Majchrzycka ◽  
A. Poniszewska-Marańda

Abstract The development of mobile applications plays an increasingly important role in everyday lives of a visibly growing number of smartphone and tablet users. This trend contributes to changes in corporate management techniques, which now turn towards establishing new standards of data management and extending the functionalities of existing systems to enable the users to benefit from the newest technological advances by creating mobile applications. The paper presents a review of existing solutions for one of the most popular mobile platforms, Apple’s iOS, and proposes secure development model as a tool to overcome existing threats faced by mobile application developers.


2020 ◽  
Author(s):  
Ḥafṣa Azalea Azra

This study examined the use of WhatsApp mobile application as a tutorial platform for Arabic language lifelong learning (A3L) at the Universiti Sains Islam Malaysia (USIM). An exploratory research design was adopted and the purposive sampling technique was used in selecting participants for the study. Specifically, the study comprises 40 USIM A3L learners. The WhatsApp mobile application was used as a tutorial delivery tool for the learners. Two research questions were raised and analyzed qualitatively. The result of the analysis indicated that WhatsApp mobile application could be used as tutorial delivery tool for A3L following the prescribed steps and procedures. Twelve Arabic lessons were learned which include contents for learners, quizzes, feedbacks and learner supports. Based on the findings, it was recommended that researchers need to extensively respond to the growing need of a body of research in this area, especially building models and strategies that work for the use of social media for the improvement of A3L delivery. Additionally, the A3L facilitators should be equipped with the skills of using mobile technologies, particularly the social media for A3L enhancement.


Sign in / Sign up

Export Citation Format

Share Document