scholarly journals Augmented Reality Mobile Application Co-Design Experience: Delineating the Nuances from the Lens of a System Developer

2021 ◽  
Vol 17 (11) ◽  
pp. 198
Author(s):  
Mas Nida Md. Khambari ◽  
Fadzil Saleh Mohamad Rofie

With the rapid development of educational tools, co-design has been on the rise. Co-design is instrumental in successful product development as it merges two key perspectives, namely consumers’ insights and professionals’ knowledge. The roles of users, designers, and developers are now blurred as educators have begun to construct their own tools for teaching based on problems and ideas conceived in their classrooms, thereby assuming roles as designers and to some extent, as developers. A more common practice in recent days is educators’ co-designing of tools with system developers to achieve their targeted goal. This study attempted to explore the process of co-designing an augmented reality (AR) mobile application and the role of a system developer in mediating the design process with non-designers, namely academic members of the Faculty of Medicine and Health Sciences, Universiti Putra Malaysia. This study further aimed to delineate the nuances of the AR mobile application co-design experience from the perspective of the system developer. Semi-structured interviews, observations, and document analyses were conducted to examine the detailed process of co-designing and developing the AR application as well as to understand the developer’s interaction with the consumers. The main findings of this study suggest that the waterfall model of the Software Development Life Cycle was in use during the co-design process. This cycle generally involves five stages, namely (i) planning, (ii) analysis, (iii) design, (iv) implementation, and (v) maintenance, which are iterative in nature. The designer’s role in mediating the co-design process encompassed balancing their knowledge and experience with the needs of consumers that do not necessarily match the designer’s expectations. This was achieved through (i) precise communication, (ii) commitment to the delivery and quality of the AR mobile application, as well as to building cohesive working relationships, and (iii) motivation to work with co-designers during the development process. The findings shed light on the value of co-design and the complex role of designers in mediating the design process with non-designers, which when accounted for, can lead to more feasible project development.

Author(s):  
H. Shiva Kumar ◽  
S. Suresh ◽  
C. S. Krishnamoorthy ◽  
Steven J. Fenves ◽  
S. Rajeev

AbstractThis article poses the notion that it is possible and desirable to formalize and apply design critiques in a specialized framework. It describes GENCRIT, (GENeric CRItiquing Tool), one such framework for design critiquing. The article starts by highlighting the role of critics in the design process. It then goes on to bring out the need for a critic building tool, viz. that of aiding in the rapid development of multiple critics. GENCRIT combines knowledge-based techniques and a multifactor decision making model to develop an integrated approach to evaluation that encompasses a wide range of designs. Critics developed using GENCRIT evaluate candidate designs based on the critiquing knowledge provided by experts, give justifications for the evaluation, and suggest improvements. The working of GENCRIT is illustrated with two examples: a constructibility critic for reinforced concrete buildings and a bridge design critic.


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.


Author(s):  
Hugo Adrian Hartanto ◽  
Irena Krishanti Makrie ◽  
Violitta Yesmaya ◽  
Permana Gustav Halfian

This research utilized Augmented Reality (AR) technology along with interactive multimedia applications to improve visual guidance and assist nonexpert users in assembling furniture. Rather than paperbased or video instructions, AR enhanced learning and manipulative-interactive approach. This research used the Waterfall model for development. It was divided into a couple of stages. It consisted of specifying the problem and requirements, designing the system, implementing and integrating it, and testing the system. Identifying problems and requirements was conducted through an online questionnaire and related works study. The graphics tool used was 3D Studio Max. Unity3d was used to develop the system with the software library from Qualcomm’s Vuforia for the AR implementation. The results show the mobile application called ARsembly. It serves as the early stage of concept model as it only assists the simple assembly. Through system testing performed by both researchers and end-users, ARsembly is proven to be useful and helpful in learning and performing furniture assembly.


Author(s):  
Faisal Reza Pradhana ◽  
Taufiqurrahman Taufiqurrahman ◽  
Ady Fauzan

Darussalam Gontor University (Unida Gontor) is a campus with a fairly rapid development of infrastructure. The paper-based building prototype design belonging to UNIDA Gontor is considered not able to visually represent the building that has been or will be built. This research aims to provide a prototype design update using more modern and dynamic technology that can be seen from all sides of the building and does not require physical storage, also can be used anytime and anywhere.The Application content is taken through the visual data collection stage in the form of detailed photos of buildings taken through cameras and drones. This media is based on Android which uses marker based augmented reality technology to implement 3-dimensional visualization of campus building objects, which are created through the steps of the waterfall model. The test is carried out in two stages, namely the suitability of the application with various android devices which shows compatibility with devices with a minimum size of 5 inches. The second test was conducted by distributing questionnaires to the staff of the facilities and infrastructure division of Unida Gontor with an average score of 90%, and the lecturers and multimedia student group 89.52%.


2014 ◽  
Vol 912-914 ◽  
pp. 1428-1431
Author(s):  
Yin Yin Wang

With the rapid development of mobile Internet, mobile device activation volume is gradually rising. It already has become a significant consumer market mobile terminal. Under the background of electricity supplier, the role of mobile applications will continue to be strengthened in the mobile providers. Designed with commercial value, there is a practical application of competitive mobile application. Developers have the primary goal. Based on the 360 phone application downloads Charts analysis, the factors affect the mobile application downloads, and finally propose existing App corresponding solutions.


2021 ◽  
Vol 4 (2) ◽  
pp. 166-173
Author(s):  
Eko Haryadi ◽  
Dinda Maelani ◽  
Diah Wijayanti ◽  
Dewi Yuliandari ◽  
Indria Widyastuti

The role of technology greatly helps human life in completing its activities faster. PT. Jiwalu Studio Karawang has begun to use technology, for example, such as online-based attendance with a mobile application. Besides that, there are also activities that have not utilized technology, namely meeting or meeting activities. To use a meeting room, employees must first ask the room administrator about the availability of a meeting room. The meeting room agenda that day will be recorded by the administrator through the meeting agenda book. From the process of borrowing the meeting room, it was deemed too time and energy consuming because everything was done through the administrator. Therefore, development a meeting room management mobile application is  created which is expected to be a solution for all employees. In developing this meeting room management application using Prototype method. This method is in accordance with the problems that occur, developers and users will be able to communicate with each other during the system design process


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):  
Nurassyl Kerimbaev ◽  
Ivan Garvanov ◽  
Galina Tkach

This article deals with the topical issue for modern education about the role of mobile technologies in the formation of students’ information competence. The aim of the article is to consider the main trends in the formation of students’ information competence using mobile technologies in the learning process. The authors of the article give the concept of mobile learning, analyze its advantages and disadvantages. In this paper, mobile applications are considered as a tool for shaping information competence of students. Developed in the study mobile application «TopTaskerGeo» confirms the relevance of introducing mobile technologies in the learning process in order to informatize the educational environment and determines the effectiveness of mobile learning methods in the formation of informational competence of students. According to the survey conducted by the authors, there is an increase in students’ interest in mobile learning and information competence. Despite the fact that there is a small proportion of surveyed students who do not accept innovations and prefer traditional teaching methods, lessons using the mobile application «TopTaskerGeo» are interactive and contribute to the rapid development of information and communication skills. The value of this study is the development and implementation of the mobile application «TopTaskerGeo» in the education system in the study of academic disciplines.


Accurate pronunciation has a vital role in English language learning as it can help learners to avoid misunderstanding in communication. However, EFL learners in many contexts, especially at the University of Phan Thiet, still encounter many difficulties in pronouncing English correctly. Therefore, this study endeavors to explore English-majored students’ perceptions towards the role of pronunciation in English language learning and examine their pronunciation practicing strategies (PPS). It involved 155 English-majored students at the University of Phan Thiet who answered closed-ended questionnaires and 18 English-majored students who participated in semi-structured interviews. The findings revealed that students strongly believed in the important role of pronunciation in English language learning; however, they sometimes employed PPS for their pronunciation improvement. Furthermore, the results showed that participants tended to use naturalistic practicing strategies and formal practicing strategies with sounds, but they overlooked strategies such as asking for help and cooperating with peers. Such findings could contribute further to the understanding of how students perceive the role of pronunciation and their PPS use in the research’s context and other similar ones. Received 10th June 2019; Revised 12th March 2020; Accepted 12th April 2020


2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


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