scholarly journals Mobile Application for Tourism

The current study developed a proposed mobile app for tourism companies in Egypt and tested its usability. A survey from a group of 53 respondents was conducted based on the mobile app features which were developed by tourists. The proposed mobile app was then tested by using usability measurement framework which was used to test the usability of the app interface and to ensure that this app meets user requirements. Three main usability metrics were employed in this study; effectiveness, efficiency and satisfaction. This study contributes to the current Mobile tourism and Mobile apps literature and offers useful information for ministry of tourism, software companies, mobile application developers and, of course, mobile device users in addition to entrepreneurs, policy makers, practitioners, researchers and educators through providing a clearer view and deep understanding for the issues related to the adoption of tourism-related new mobile phone application in Egypt.

2017 ◽  
Vol 111 (4) ◽  
pp. 307-323 ◽  
Author(s):  
Nora Griffin-Shirley ◽  
Devender R. Banda ◽  
Paul M. Ajuwon ◽  
Jongpil Cheon ◽  
Jaehoon Lee ◽  
...  

Introduction The literature indicates that few studies have been conducted with persons with visual impairments (that is, those who are blind or have low vision) concerning mobile application or “app” usage. The current study explores the use of mobile apps with this population globally. Methods A total of 259 participants with visual impairments completed an online survey. Descriptive statistics and bivariate tests were used to examine associations between demographic characteristics and mobile app use. Results The participants rated special apps as useful (95.4%) and accessible (91.1%) tools for individuals with visual impairments. More than 90% of the middle-aged adult group strongly agreed with the practicality of special apps, a significantly higher percentage than was observed in the young and old adult groups. In addition, the participants with low vision considered special apps less accessible than did those with blindness (p < .05). Discussion Results show that persons with visual impairments frequently use apps specifically designed for them to accomplish daily activities. Furthermore, this population is satisfied with mobile apps and would like to see improvements and new apps. Implications for practitioners Developers of apps for individuals with visual impairments need to refine and test the existing apps. Practitioners need to be knowledgeable about app usage so they can provide effective instruction to their students or clients. This study provides preliminary information regarding app usage among persons with visual impairments.


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.


2021 ◽  
Vol 9 (4) ◽  
pp. 259-264
Author(s):  
Arzu Ekoç

Mobile language learning applications have changed how language is learned and have opened new windows for potential learners. At the convenience of our time, place, comfort and pace, we can learn or revise a language through our mobile gadgets. From the reviewed literature, it is evident that more data is needed to understand the users’ views about mobile applications. Instead of focusing on a single mobile application, the researcher attempted to elicit the general perceptions of Turkish adult learners about mobile language learning apps. In line with this thought, a selfadministered questionnaire was sent to potential mobile app users and 231 participants replied to the questionnaire. The aim of this study is to find out what perceptions adult learners in Turkey have and what their suggestions are to enhance future mobile language learning applications. For the close-ended questions, frequencies and percentages were taken, while for the open-ended question, content analysis was done. Easy access was considered as the greatest strength, while internet connection requirements and scarcity of interactivity were considered among the shortcomings. The participants offered some suggestions which can yield new paths for application developers, teachers and practitioners in the field of English language teaching and adult learning.


2020 ◽  
Author(s):  
Fereshteh Ghahramani ◽  
Jingguo Wang

BACKGROUND Caregiving responsibility can change caregivers’ lives; modify their emotions; and make them feel frustrated, fearful, and nervous, thereby imposing physical and mental stress. Caregiving-related mobile apps provide a platform for obtaining valuable and trusted information, connecting more easily with other caregivers, monitoring medications, and managing appointments, and assessing health requirements and conditions of care receivers. Such apps also incorporate valuable resources that address care for the caregivers. Despite the potential benefits of caregiving-related apps, only a limited number of caregivers have adopted and used them. OBJECTIVE The aim of this study is to explore the important factors that affect caregivers’ intentions to integrate related mobile apps into their routine caregiving responsibilities. METHODS Using the protection motivation theory, we conducted a cross-sectional study among 249 participants. Purposive sampling was used to target participants who met 4 inclusion criteria: US residents, owning and using a smartphone, informal caregivers (individuals who give care to a friend or family member without payment) who provided at least 8 hours of care per week in the past year, and those currently not using any mobile app for caregiving purposes. We created a survey using Qualtrics and posted it on Amazon’s Mechanical Turk website. Participants received monetary compensation after successful completion of the survey. RESULTS We found that capabilities and skills of caregivers to use mobile apps, the app’s effectiveness in responding to the needs of caregivers, the degree of control of caregivers over their responsibilities, and the decisions they make for their care receivers can predict their willingness to adopt caregiving-related apps. In addition, the severity of health status and vulnerability of care receivers to unexpected health changes indirectly shape their caregivers’ decisions to adopt and use mobile apps for caregiving purposes. CONCLUSIONS This study explores the important factors that affect informal caregivers’ intentions to adopt related mobile apps into their routine caregiving responsibilities. The results contribute to both mobile health adoption and the caregiving literature, and they offer significant implications for developers, health care practitioners, and policy makers. CLINICALTRIAL


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 34 (10) ◽  
pp. 7-10
Author(s):  
Susan Boller

Purpose The purpose of this paper is to demonstrate that library staff can develop their own mobile app without having significant technology experience by using existing, easily accessible low-cost programs. Smart phones and tablets are here to stay. Libraries need to embrace this trend by developing mobile apps to encourage reading and provide access to resources that are safe and educational. It is about putting technology at the service of reading. Susan Boller and Marie-Pierre Preece, librarians at Les Marronniers Primary School at the International School of Geneva, received wide recognition when they were awarded the 2016 ALA Presidential Citation for Innovative International Library Projects for their mobile application “Marronniers Library”. Design/methodology/approach The search to develop a mobile application was challenging. “The process was long and complex, as we had a very small budget and no particular expertise in information technology”. While researching the best way to develop an app for her library, Susan Boller explored a wide range of options with differing costs ranging from a few hundred dollars to over $20,000 (for a custom-built app). Findings It is feasible for a school library with limited resources to develop its own mobile application. The library staff can develop such an app without having significant technology experience by using existing easily accessible low-cost programs. Developing and maintaining such an app do not require specialist IT knowledge, and these can be done internally by people interested in technology. The app is good value. The annual cost, excluding subscriptions to databases, is approximately $400. Such an app is well sustainable. The chosen platform is flexible and allows the content to be continuously maintained and updated internally at any moment without additional cost. Originality/value Having been awarded the 2016 ALA Presidential Citation for Innovative International Library Projects demonstrates the originality of the author's “Marronniers Library” mobile application. It is, to the best of the author's knowledge, the only one of its kind in a primary school library.


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 13 (3) ◽  
pp. 77
Author(s):  
Laith T. Khrais ◽  
Abdullah M. Alghamdi

Most retailers are integrating their practices with modern technologies to enhance the effectiveness of their operations. The adoption of technology aims to enable businesses to accurately meet customer needs and expectations. This study focused on examining the role of mobile application (app) acceptance in shaping customer electronic experience. A mixed method was adopted, in which qualitative data were collected using interviews, and quantitative data were gathered using the questionnaires. The results indicate that mobile app acceptance contributes to a positive customer experience while purchasing products and services from online retailers. Mobile apps are associated with benefits, such as convenience, ease of use, and the ability to access various products and services. With the rapid development in technology, e-commerce retailers should leverage such innovations to meet customer needs.


2022 ◽  
Vol 28 (1) ◽  
pp. 46-51
Author(s):  
Candace Mannarino ◽  
Andrew D Prigge ◽  
John Sarmiento ◽  
Marcelo Malakooti

Background/Aims Procedures performed in the paediatric intensive care unit require optimal efficiency. This study evaluated the feasibility of a mobile app for paediatric critical care trainees to help improve the efficiency of three common procedures: central line placement, arterial line insertion and chest tube insertion. Methods Data regarding frequency of forgotten items were collected during the pre-intervention stage. A mobile app was developed with a checklist to help users to gather all the correct equipment. Data regarding the number of forgotten items were collected from the app in the period following initial implementation (March–August 2019) and after a software update (August–October 2019). Results Once the mobile application was introduced, all 13 (100%) fellows and 2 (20%) of the 10 advanced practice registered nurses accessed the application's checklist to record their procedures. From March–August 2019, 19 users submitted post-completion assessments, of which four included records of forgotten items (21%). After a software update, from August–October 2019, there were eight post-procedure assessments submitted with zero forgotten items. After using the mobile application, over half (13/24) of users surveyed agreed that the mobile application was useful for helping select items. Conclusions A considerable decrease in the proportion of procedures with forgotten items was recorded after the implementation of the app and after the software update. However, there was also a decrease in use of the app during the study period, so more research is required into the use of mobile apps for this purpose.


2015 ◽  
Vol 3 (2) ◽  
pp. 196
Author(s):  
Kevin Yi-Lwern Yap ◽  
Eraine Yan Ting Koh ◽  
Ummi Artika ◽  
Vanessa Zi Hui Goh ◽  
Sheng Fong Low ◽  
...  

Objective:This studyaims to determinepatients’perceptions in relation to apharmacymobile application (‘app’) that comprises ofmultiple functions to improve convenience forpatients, enhancequality of care, changethewaytheymanagetheirdiseaseand provideasourceofmedical information.Methods: A storyboard fortheintended mobile app was designed on Microsoft Powerpoint with six main functions:GettingAround, DrugCatalogue,QueueStatus, MyAccount, PharmacyClinic and Contact Us.It was shown to300 outpatients usingSamsungand iPad Tablets. Patients completed an interviewer-administered 13-item surveywhich asked about the respondents’demographics, theirmobile appusagepatternsand theirperceptions regardingtheintended mobile app and its functions.Results:The smartphonepenetration rateamongtherespondents was high, with 274 (97.2%) respondents owningasmartphone and/ora Tablet.A total of248 (89.5%)respondents used mobile apps everydayand 267 (96.4%)ofthem were comfortablewith usingmobile apps. The majorityofrespondents (94%)indicated that theywould usetheproposed pharmacymobile app ifit was availablein themarket. All 6 functions werewell received with morethan 90% of respondents agreeingthat the functions wereuseful. Thetop 3 most popular functions wereSearch byDrug/Disease,Information Videoand OrderList(276 respondents for each function, 97.9%).Conclusion:The majorityofrespondents wereopen tousingthemobile app. Most found the proposed functions useful. The results ofthis studywill be submitted to our hospital executives so that a development of this work and its relevance to person-centered healthcare can be formally considered.


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