mobile design
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2022 ◽  
pp. 813-827
Author(s):  
Alma L. Esparza Maldonado ◽  
Alberto Montoya Bironche ◽  
Elizabeth Vazquez Garcia ◽  
Francisco Javier Álvarez Rodríguez ◽  
Edgard Benítez-Guerrero ◽  
...  

The team software process is a methodology focused on software development on gears, which at the end of the construction ensures product quality. This quality must be taken into account for people with disabilities like visual impairment. According to World Health Organization, in a study conducted in 2010, the number of people with visual impairment in the world is around 285,389 million people, and in America, it is around 26,612 million. This chapter focuses on using the TSP for the construction of an application for people with visual disabilities, resulting in a quality product that will help in memory and, in addition, the user learns about the city of Aguascalientes, Mexico, allowing the inclusion of these users in society.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-24
Author(s):  
Maria Vayanou ◽  
Akrivi Katifori ◽  
Yannis Ioannidis

This work investigates how to digitally mediate perspective sharing and face-to-face conversations within groups of museum visitors. We use the case of a storytelling group game and explore the potential of mobile technology as a tool to facilitate perspective sharing activities. Using information asymmetry, a "Social Mediator" role is introduced: players' choices get displayed only to a single group member, who thus undertakes a leading role. The findings of an experience prototyping user study with playtesting in situ show that participants effectively and naturally carried out the pertinent dialogue facilitation activities. We identify behavioral patterns and discuss the insights they offer, showcasing how they shaped the mobile design for the particular use-case. We conclude that the distribution of the Social Mediator role between participants could successfully facilitate perspective sharing within groups and reflect on its potential and limitations in different collocated game experiences.


2021 ◽  
Vol 1 (1) ◽  
pp. 34-38
Author(s):  
Mifta Hulaikah ◽  
Aris Zulianto ◽  
Ahmat Arif Syaifudin

The pandemic changed the student learning process at the basic education level, from face-to-face and turned into an online system. It has resulted in one aspect of student skills, namely creativity, being not optimal developed.  The mobile graphic design training program, use the pixel lab application, provides a stimulus for students to hone creativity through making designs that will be needed in doing school assignments. The method of this program is divided into three stages, situation analysis, needing analysis, and implementation. The training was attended by 30 students from MI Jatigede – Bojonegoro. The training is divided into three sessions: introduction the applications, guided practice, and self-paced assignments. Keywords: Mobile Design Graph, Creativity, Pandemic, Basic Education Level


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Briana M. Martinez ◽  
Laura E. McAndrews

PurposeThe purpose of this paper is to determine the influence of mobile design features on consumers' mobile app stickiness intentions, as mediated by users' emotional response (pleasure, arousal and dominance).Design/methodology/approachUsing the stimulus–organism–response model, this study employed conditional process modelling to investigate the influence of three categories of mobile design features on users' stickiness intentions. The emotional responses of pleasure–arousal–dominance were investigated for their mediating effect. The participants included women aged 18–36.FindingsDesign features provided consumer-led interactions’ influence on emotional responses of pleasure, arousal and dominance. Mobile design features were not a significant predictor of stickiness intentions. Arousal was a significant mediator of mobile design features on stickiness intentions, whereas dominance had no mediating effects.Originality/valueThis paper extends the growing research on mobile applications by investigating design features using Magrath and McCormick's (2013) mobile marketing design framework. This paper also adds to the body of knowledge on stickiness within a mobile context.


Author(s):  
J. Christopher Sandvig

The growing use of mobile devices for e-commerce, news, social media, and web search has created a need for mobile-friendly web sites. Mobile sites are designed to accommodate the physical limitations of mobile devices such as small displays, touch screens, and slow download times. Mobile-friendly sites typically display content in a single column formatted to use the full screen width, utilize vertical scrolling, use smaller images, provide larger touch targets such as buttons and links, and utilize space saving navigation techniques. The objectives of this article are to describe the attributes of mobile friendly web sites, overview current popular mobile design techniques, and discuss their strengths and weaknesses.


2020 ◽  
pp. 131-142
Author(s):  
Mehmet Emin Bayraktar ◽  
Gülen Çağdaş

Computer technology has affected architectural studies as well as other professions. Architectural tools are used in every stage of the design and their primary goals are transferring and sharing the ideas of the architects’ mind. Nevertheless, in the early design phase, digital design tools remain ineffective in terms of idea development. Current design software and modeling tools are insufficient for the architect to quickly share ideas and generate alternative suggestions for fast sketching and modeling. In this paper, a mobile design application is developed. It aims to support open-ended design thinking and to be fast and effective in terms of improving ideas. It is based on augmented reality and it works on mobile phones. In order to evaluate the application, a set of images consisting of tall buildings are shown to users. Then they are asked to model a similar form of their own. At the end, results are assessed with a questionnaire. Using the obtained data, the effectiveness of the digital mobile tool in the early design stage is discussed.


Author(s):  
Alma L. Esparza Maldonado ◽  
Alberto Montoya Bironche ◽  
Elizabeth Vazquez Garcia ◽  
Francisco Javier Álvarez Rodríguez ◽  
Edgard Benítez-Guerrero ◽  
...  

The team software process is a methodology focused on software development on gears, which at the end of the construction ensures product quality. This quality must be taken into account for people with disabilities like visual impairment. According to World Health Organization, in a study conducted in 2010, the number of people with visual impairment in the world is around 285,389 million people, and in America, it is around 26,612 million. This chapter focuses on using the TSP for the construction of an application for people with visual disabilities, resulting in a quality product that will help in memory and, in addition, the user learns about the city of Aguascalientes, Mexico, allowing the inclusion of these users in society.


2020 ◽  
pp. 237-264
Author(s):  
Gürol Yokuş ◽  
Tuğba Yanpar Yelken

This study examines the views of undergraduate students in Education Faculty related to mobile learning and reveals their mobile usage behaviors. Mobile usage behaviors include students' view about effectiveness of mobile learning, their mobile design preferences, use of mobile device for purpose of learning, the activity types conducted with mobile devices and their mobile usage frequency. It comes out that university students have very positive attitudes towards mobile learning and they think that m-learning is a really effective learning method. However, mobile devices are used mostly for two purposes: socialization and entertainment. University students agree that mobile learning removes constraints like time and space dependency. They view simplicity and fluency as the prerequisites for a mobile application. Their behaviors are infrequent when it comes to the use of mobile devices for accessing library, reading article, doing homework and note-taking. Their readiness for m-learning is considerably high and they have necessary skills for this learning form.


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