scholarly journals Mobile Interface Design to suit the Algerian Culture: First initial design

Author(s):  
Brahim Abdesselam ◽  
MADIHAH SHEIKH ABDUL AZIZ

The growing number on the use of mobile apps has extraordinary potential for the public transport industry. Through the use of mobile apps, may provide fast, effective and safe services to the passengers to commute to different destinations. However, the particularities of mobile applications need particular attention concerning the usability aspects, such as culture. Taxi-Inter-Wilaya is a shared-taxi service between cities in Algeria. This taxi service is estimated as one of the most beneficial ways for the Algerians to travel. However, the booking for passengers travelling to long distances of 600 KM and more, can only be made via phone calls. Consequently, passengers face various challenges in the booking process. Drivers receive calls for bookings while driving, which puts them in an illegal situation and unsafe. To this purpose, the researcher uses the design thinking approach to propose a transport mobile application that can assist and support both taxi drivers and passengers to travel between cities suitable to the Algerian culture. The data collection method comprises a series of Interviews with both users (passengers and taxi drivers) as well as designing the several iterations of low and high-fidelity prototypes of the mobile application that is named as DJAMAAI. The prototypes were then evaluated via a series of usability testing for both groups of users. Results shows that users favour visual representations that are associated to their culture more than textual; they prefer, buttons such as icons and symbols, as well as more straightforward and minimalist user interface design. Also, symbols and hints help learnability of using the tool.

2021 ◽  
Author(s):  
Stephanie Maria Jansen-Kosterink ◽  
Marian Hurmuz ◽  
Marjolein den Ouden ◽  
Lex van Velsen

UNSTRUCTURED Background: eHealth applications have been recognized as a valuable tool to reduce COVID-19’s effective reproduction number. In this paper, we report on an online survey among Dutch citizens with the goal to identify antecedents of acceptance of a mobile application for COVID-19 symptom recognition and monitoring, and a mobile application for contact tracing. Methods: Next to the demographics, the online survey contained questions focussing on perceived health, fear of COVID-19 and intention to use. We used snowball sampling via posts on social media and personal connections. To identify antecedents of acceptance of the two mobile applications we conducted multiple linear regression analyses. Results: In total, 238 Dutch adults completed the survey. Almost 60% of the responders were female and the average age was 45.6 years (SD±17.4). For the symptom app, the final model included the predictors age, attitude towards technology and fear of COVID-19. The model had an R2 of 0.141. The final model for the tracing app included the same predictors and had an R2 of 0.156. The main reason to use both mobile applications was to control the spread of the COVID-19 virus. Concerns about privacy was mentioned as the main reason not to use the mobile applications. Conclusion: Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance. Discussion: Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance. Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance.


2020 ◽  
Vol 9 (1) ◽  
pp. 80
Author(s):  
Sitti Mirsa Sirajuddin ◽  
A . Atrianingsi

The general objective of the study was to analyze the level of public trust (citizen trust) of e-government based health insurance services, namely the e-mobile National Health Insurance (JKN) BPJS in Makassar City.The design of this research is a quantitative descriptive type. The population in this study were people who used the National Health Insurance (JKN) e-mobile application with 167 respondents. Data collection was carried out using a questionnaire instrument. Data analysis uses multiple linear regression.The results showed that first there was a high level of public trust in JKN e-mobile applications. This means that the application gives satisfaction to the community and is considered beneficial for them. Secondly, the level of public trust is high in the government, where the public considers the government to be serious in providing health insurance services.Tujuan umum penelitian adalah untuk menganalisis tingkat kepercayaan publik (citizen trust) terhadap pelayanan jaminan kesehatan berbasis e-government yaitu e-mobile Jaminan Kesehatan Nasional (JKN) BPJS Kesehatan di Kota Makassar. Desain penelitian ini adalah kuantitatif tipe deskriptif. Populasi dalam penelitian ini adalah masyarakat yang menggunakan aplikasi e-mobile Jaminan Kesehatan Nasional (JKN) dengan jumlah responden sebanyak 383 orang. Pengumpulan data dilakukan dengan menggunakan instrument kuesioner. Analisis data menggunakan regresi linear berganda. Hasil penelitian menunjukkan bahwa, pertama terdapat tingkat kepercayaan tinggi masyarakat terhadap aplikasi e-mobile JKN. Hal ini berarti aplikasi memberi kepuasan kepada masyarakat dan dianggap bermanfaat bagi mereka. Kedua tingkat kepercayaan publik tinggi terhadap pemerintah tinggi, dimana masyarakat menilai pemerintah serius dalam memberikan pelayanan jaminan kesehatan.


2019 ◽  
Vol 892 ◽  
pp. 79-87
Author(s):  
Carolyne Alphonsus Tommy ◽  
Jacey Lynn Minoi ◽  
Chin Saw Sian

This paper presents the fun and engagement elements, and the assessment methods of these two elements for children. Fun to children is something they do that is amusing or enjoyable. Engagement refers to how a child shares a positive connection to peers or activities. Both of these elements could be an important factor to support and strengthen learning among children. We employed the Again-again table and the Adaptive Behaviour Scale [24] from Bayley-III to measure and to assess fun and engagement, particularly in educational mobile apps for children with speech delay. A local prototype of speech therapy mobile application was used in the experiment, and the results have shown that both fun and engagement are correlated.


Author(s):  
Ioannis Chrysakis ◽  
Giorgos Flouris ◽  
George Ioannidis ◽  
Maria Makridaki ◽  
Theodore Patkos ◽  
...  

The utilisation of personal data by mobile apps is often hidden behind vague Privacy Policy documents, which are typically lengthy, difficult to read (containing legal terms and definitions) and frequently changing. This paper discusses a suite of tools developed in the context of the CAP-A project, aiming to harness the collective power of users to improve their privacy awareness and to promote privacy-friendly behaviour by mobile apps. Through crowdsourcing techniques, users can evaluate the privacy friendliness of apps, annotate and understand Privacy Policy documents, and help other users become aware of privacy-related aspects of mobile apps and their implications, whereas developers and policy makers can identify trends and the general stance of the public in privacy-related matters. The tools are available for public use in: https://cap-a.eu/tools/.


Retos ◽  
2019 ◽  
pp. 52-57 ◽  
Author(s):  
Inmaculada Aznar Díaz ◽  
María Pilar Cáceres Reche ◽  
Juan Manuel Trujillo Torres ◽  
José María Romero Rodríguez

El uso de aplicaciones (apps) móviles en la práctica deportiva se ha convertido en algo habitual. Cada vez es más común ver a personas practicando deporte mientras utiliza su dispositivo móvil para medir su rendimiento o simplemente por el hecho de estar usando una app lúdica que requiere el desplazamiento. Por tanto, debido a la relevancia de la temática, en este estudio se propuso como objetivo analizar el efecto de las aplicaciones móviles en la actividad física a partir de la revisión de las investigaciones indexadas en las bases de datos Scopus y PubMed (2013-2018). La metodología utilizada ha sido una revisión sistemática con meta-análisis, poniendo el foco de interés concretamente en cinco variables de análisis en base a estudios previos: muestra, aplicación móvil, diseño metodológico, instrumentos de recogida de datos y principales hallazgos. La muestra se compuso por investigaciones de carácter empírico con mínimo de un grupo experimental y otro control (n = 18). Entre los resultados, se constata la variabilidad de apps utilizadas en la actividad física, así como el efecto estadísticamente significativo a favor del grupo experimental. Finalmente, los dispositivos móviles son un potente recurso para la mejora y aumento de la práctica deportiva, al mismo tiempo que se establecen nuevos componentes motivacionales para realizar deporte y sus implicaciones en la enseñanza de la educación física.Abstract. The use of mobile applications (apps) in sports has become common practice. It is increasingly common to see people practicing sports while using their mobile device to measure their performance or simply because they are using a playful app that requires movement. Therefore, due to the relevance of the subject, this study aimed to analyse the effect of mobile applications on physical activity from the review of the research indexed in the Scopus and PubMed databases (2013-2018). The methodology used was a systematic review with meta-analysis, placing the focus of interest specifically on five analysis variables based on previous studies: sample, mobile application, methodological design, data collection instruments, and main findings. The sample was composed of empirical research papers with at least one experimental group and another control (n = 18). Among the results, the variability of apps used in physical activity is verified, as well as the statistically significant effect in favour of the experimental group. Finally, mobile devices are a powerful resource for the improvement and increase of sports practice, while establishing new motivational components for sports and their implications in the teaching of physical education.


2021 ◽  
Vol 11 (23) ◽  
pp. 11327
Author(s):  
Sara Domínguez-Lloria ◽  
Rut Martínez López de Castro ◽  
Sara Fernández-Aguayo ◽  
Margarita Pino-Juste

This article presents the results of the content analysis of 32 painting and drawing mobile applications aimed at children between 4 and 12 years old. The characteristics of the artistic dimension were studied, such as the possibilities of drawing, color, and experimentation, as well as the characteristics of the technical dimension related to the visual design of the interface, usability, and adaptability to users. The results collected show that mobile apps offer tools that have great potential for artistic and creative development, but also reveal certain limitations and problems in the quality of the graphic tools and interface design. One of the central problems of the interfaces of these apps is related to decontextualization and the lack of attention to the diversity and the heterogeneity of users in that age group.


2019 ◽  
Vol 37 (1) ◽  
pp. 49-66 ◽  
Author(s):  
Ali Mansouri ◽  
Nooshin Soleymani Asl

PurposeThis study aims to investigate the essential components needed to develop a practical mobile application for providing library services to its users.Design/methodology/approachThe study was conducted in a descriptive-survey format. The statistical population constituted the libraries worldwide using mobile applications to provide library services to the users of academic and public libraries. The data were collected through the content-analysis method, World Wide Web and checklists.FindingsIt was found that services such as search, ask a librarian, database, renew, circulation and library hours were frequently used at academic libraries, while the services of search, search through barcode scanners and database were mostly common at public libraries. According to the users of academic and public libraries, circulation and renew, search, ask a librarian and library hours were considered as the most essential services to be included in library mobile applications.Practical implicationsMost libraries usually use mobile apps subjectively. Thus, it is important to identify the most important components of their usage and present them in a suitable pattern. The findings of this study identified the most important components in the design and development of mobile apps and proposed the right model for their integration into libraries.Originality/valueThe practical mobile application proposed here for library services is applicable to all types of libraries and provides an appropriate pattern for mobile application designers.


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.


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.


2021 ◽  
Vol 20 (05) ◽  
pp. A01
Author(s):  
Maycon Gomes Barbosa ◽  
Luiz Antonio de Saboya ◽  
Diego Vaz Bevilaqua

This paper studies how science centers and museums around the world have used mobile apps with museum guide characteristics and tries to identify the best interface design principles to improve their use as a tool for interaction with the public. For this purpose, we mapped mobile apps from science centers and museums and applied an evaluation tool for each one to identify good practices. This allowed us to produce guidelines for identifying good practices in the development of apps as a way of expanding visitors' experience in these institutions through these devices.


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