How Thick Is Your Client?

Author(s):  
Ed Young ◽  
Michael Jessopp

Average Revenue Per User (ARPU) is a measure of the revenue generated by users of a particular business service. It is a term most commonly used by consumer communications and networking businesses. For mobile devices, they generate ARPU through network and content services (value-added services) that they make accessible to the user. The more accessible these services are the greater the ARPU generated. The harder something is to find, the less likely someone is to use it. This paper explores the potential continuum between ARPU and service discoverability for mobile services by comparing and contrasting various technologies with respect to development, user experience, security, and commercialisation.

2010 ◽  
Vol 2 (2) ◽  
pp. 1-11
Author(s):  
Ed Young ◽  
Michael Jessopp

Average Revenue Per User (ARPU) is a measure of the revenue generated by users of a particular business service. It is a term most commonly used by consumer communications and networking businesses. For mobile devices, they generate ARPU through network and content services (value-added services) that they make accessible to the user. The more accessible these services are the greater the ARPU generated. The harder something is to find, the less likely someone is to use it. This paper explores the potential continuum between ARPU and service discoverability for mobile services by comparing and contrasting various technologies with respect to development, user experience, security, and commercialisation.


2009 ◽  
pp. 2614-2626
Author(s):  
Michael J. O’Grady ◽  
Gregory M.P. O’Hare

In this chapter, the practical issue of realizing a necessary intelligence quotient for conceiving intelligent user interfaces (IUIs) on mobile devices is considered. Mobile computing scenarios differ radically from the normal fixed workstation environment that most people are familiar with. It is in this dynamicity and complexity that the key motivations for realizing IUIs on mobile devices may be found. Thus, the chapter initially motivates the need for the deployment of IUIs in mobile contexts by reflecting on the archetypical elements that comprise the average mobile user’s situation or context. A number of broad issues pertaining to the deployment of AI techniques on mobile devices are considered before a practical realisation of this objective through the intelligent agent paradigm is presented. It is the authors hope that a mature understanding of the mobile computing usage scenario, augmented with key insights into the practical deployment of AI in mobile scenarios, will aid software engineers and HCI professionals alike in the successful utilisation of intelligent techniques for a new generation of mobile services.


Author(s):  
Mark Bilandzic ◽  
Marcus Foth

The increasing ubiquity of location and context-aware mobile devices and applications, geographic information systems (GIS) and sophisticated 3D representations of the physical world accessible by lay users is enabling more people to use and manipulate information relevant to their current surroundings (Scharl & Tochtermann, 2007). The relationship between users, their current geographic location and their devices are summarised by the term “mobile spatial interaction” (MSI), and stands for the emerging opportunities and affordances that location sensitive and Internet capable devices provide to its users. The first major academic event which coined the term in its current usage was a workshop on MSI (see http://msi.ftw.at/) at the CHI 2007 (Fröhlich et al., 2007). Mobile spatial interaction is grounded in a number of technologies that recently started to converge. First, the development of mobile networks and mobile Internet technologies enables people to request and exchange specific information from anywhere at anytime. Using their handheld devices people can, for example, check the latest news, request recent stock exchange values or communicate via mobile instant messaging. The second enabler is global positioning technology. Mobile devices with integrated Global Positioning System (GPS) receivers—soon to be joined by the Russian Global Navigation Satellite System (GLONASS) and the European Galileo system—are aware of their current latitude and longitude coordinates and can use this data as value added information for context-aware services, that is, mobile applications that refer to information relevant to the current location of the user. A possible use scenario for such an information request would be, for example, “find all clubs and pubs in a radius of 500 meters from my current position.” The focus of this work is to enrich the opportunities given by such location aware services with selected Web 2.0 design paradigms (Beer & Burrows, 2007; Kolbitsch & Maurer, 2006) toward mobile social networking services that are bound to specific physical places. User participation, folksonomy and geotagging are three design methods that have become popular in Web 2.0 community-platforms and proven to be effective information management tools for various domains (Casey & Savastinuk, 2007; Courtney, 2007; Macgregor & McCulloch, 2006). Applying such a design approach for a mobile information system creates a new experience of collaboration between mobile users, a step toward what Jaokar refers to as the Mobile Web 2.0 (Jaokar & Fish, 2006), that is, a chance for mediated social navigation in physical spaces.


Author(s):  
Franck Amadieu ◽  
Charly Pecoste ◽  
Claudette Mariné ◽  
Cécile van de Leemput ◽  
Colin Lescarret

This chapter addresses the issue of tablets acceptance for studying. An experiment was carried out to test the effects of specific studying tasks experienced by students with no previous experiences with tablets on the perceived usability and usefulness of tablets. Students had to perform a high-compatible task (i.e. navigation/reading task) and a low-compatible task (i.e. writing task) for tablets. Subjective measures of usability, usefulness and use intention were designed to be more specific to the type of task than the classical measures used in the Technology Acceptance Model approach (Davis, 1989). Participants rated their answers before and after performing the tasks with a tablet. The results showed that the perceived usability and usefulness of tablets increased after the high-compatible task while their decreased with the low-compatible task. The findings stressed the need to consider the real user experience and to use more task-oriented measures to investigate the acceptance of mobile devices for studying.


2014 ◽  
Vol 10 (3) ◽  
pp. 36-53 ◽  
Author(s):  
Shang Gao ◽  
John Krogstie ◽  
Zhihao Chen ◽  
Wenyan Zhou

Along with the popularity of mobile devices and advances in wireless technology, mobile services have become more and more prevalent. To the best of knowledge, despite the potential importance of lifestyle, little research has been performed on the effect of various lifestyle factors on mobile services diffusion, particularly in the Chinese context. This study examines the relationship between the lifestyles of Chinese consumers and the adoption of mobile services. Based on a sample of 313 respondents from the biggest city in central China, one can show that consumers with different lifestyles have different preferences related to a number of the identified mobile services. Furthermore, Chinese consumers are clustered into four lifestyle segments by two dimensions: the quality-awareness fashionable dimension and the economical dimension. The findings demonstrate that the quality-awareness fashionable dimension has stronger impact than the economical dimension toward the adoption of all the five types of mobile services.


2015 ◽  
Vol 6 (1) ◽  
pp. 34-43
Author(s):  
Mark Bruce Freeman

There has been a dramatic shift in the interaction methods of mobile devices over the past decade. From devices simply being able to make phone calls to being able to handle complex tasks traditionally performed on personal computers (PCs); this change has led to new interaction issues that need to be understood during the application development process, particularly as these devices now commonly incorporate a touch-screen as their primary source of input. Currently, the methods of conducting software user experience testing of these devices employs techniques that were developed for PCs, however mobile devices are used within different contexts of use. This research initially reviews the current methods for user experience testing of applications running on mobile devices and then presents, through a proof-of-concept approach, an innovative method for conducting user experience testing employing actual devices.


2020 ◽  
Vol 12 (2) ◽  
pp. 1-21
Author(s):  
Helge Nissen ◽  
Monique Janneck

Participants increasingly use mobile devices, especially smartphones, to fill out online questionnaires. However, standard questionnaire templates are often not optimized for presentation on smartphones, raising the question of whether an unfavorable layout may influence the survey results. In this study, interaction with questionnaires on different devices was investigated regarding processing time, data quality, and user experience of the questionnaire itself. Several standard and newly developed questionnaire layout templates were evaluated by means of an online study (N=301). Results show that processing times are higher on smartphones compared to desktop computers. However, there were no differences regarding data quality. The comparison of different mobile layouts among smartphone users revealed effects on processing time and user experience. Design recommendations are derived.


2009 ◽  
pp. 1069-1079
Author(s):  
Sylvain Giroux ◽  
Hélène Pigot ◽  
Jean-François Moreau ◽  
Jean-Pierre Savary

The mobile device presented here is designed to offer several services to enhance autonomy, security, and communication for the cognitively impaired people and their caregivers. Two mobile devices are linked through a server; one is dedicated to the patient, the other one to the caregivers. The services fill three functions for patients: a simplified reminder, an assistance request service, and an ecological information gathering service. Three services are available for the caregiver: monitoring patients’ADLs, informing system and colleagues of an intervention, and planning patients’ ADLs.


Author(s):  
Robert Schmohl ◽  
Uwe Baumgarten ◽  
Lars Köthner

Recent advances in mobile computing have spawned a very heterogeneous environment of mobile devices, which is reflected by the presence of the devices’ different capabilities. This chapter focuses on handling this device heterogeneity in the context of content adaptation of mobile services so that generic content can be provided to any device in the heterogeneity spectrum. We present an approach that enables mobile services to adapt its content provision to a mobile device by considering the device’s content provision capabilities. Those capabilities encompass both the communication channels for content delivery and the capabilities to present content to the user. Our approach is designed as a service platform that implements a content adaptation procedure for Web-based mobile services by utilizing device capability databases and generic page transformation. This approach enables mobile devices to visualize any generic content device specifically on their integrated browsers.


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