• Title/Summary/Keyword: 앱 사용성

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A Study of the Relationship Analysis between Mobile Application by Using An Association Rules (연관성 규칙을 이용한 모바일 앱 간 관계 분석에 관한 연구 - 모바일 게임 앱을 중심으로)

  • Shin, Yong-Jae;Yim, Myung-Seong
    • Journal of the Korea Convergence Society
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    • v.3 no.2
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    • pp.19-26
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    • 2012
  • In accordance with the advent of smartphone and the growth of the Mobile App market, the Mobile game industry is being reorganized. So, This study is to be know the association rules between mobile game apps and mobile apps. Accordingly, To promote the Mobile Game App based on advertisement effectiveness that can be obtained from the characteristics of the game by finding out what to investigate.

App Recommendation Based on Characteristic Similarity (특성 유사도 기반 앱 추천)

  • Kim, Hyung-Il
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.559-565
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    • 2012
  • The remarkable development of IT is contributed to popularization of smart phones, which in turn creates a new domain called app store. Smartphone apps have grown fast because they can be easily purchased through an app store. As the volume of apps traded in app stores is so huge that it is extremely hard for users to find the exact app they want. In general, an app store recommends an app to users based on the search words they entered. In terms of recommendation of app, this kind of content-based method is not effective. To increase accuracy in recommending app, this paper proposes a characteristic similarity-based app recommendation method. This method creates attributes on the app based on the related information such as genre, functionality and number of downloads and then compares them with the propensity to use the app. According to diverse simulations, the method proposed in this paper improved the performance of app recommendation by 33% in average, compared to the conventional method.

Exploring Determinants Affecting Mobile Application Use and Recommendation (스마트폰 앱 사용 및 추천의도 영향 요인에 관한 연구 - Utilitarian vs. Hedonic 유형간 차이비교)

  • Lee, Hee Seo;Kwak, Na yeon;Lee, Choong C
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.481-494
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    • 2015
  • Recently mobile application providers and telecommunication companies went through a difficult time in a highly competitive mobile and its application market where we've seen a huge trend for diverse mobile applications occurring on smart phone. If there were a time when those of companies need to analyze factors affecting users' intention to download or recommend others applications more than ever, it is now. Based on UTAUT model, this research is to provide them with strategic implications by analyzing those factors according to application types with utilization and hedonic values. As a result, firstly trust and personalization have positive impact on Performance Expectancy and users' intention to use have been significantly affected by Performance Expectancy and Effort Expectancy. Secondly the result of path analysis has a different outcome according to application types with utilization and hedonic values. Therefore it is expected that the research gives practical and strategic implication for application developer, mobile companies and others helping application development, new service launch and marketing implementation.

Development of Evaluation Indicators for the Usability Evaluation of Smart Home App Design (스마트 홈(Smart Home) 앱 디자인의 사용성 평가를 위한 평가지표 개발)

  • Li, Man;Kim, Maeng Ho
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.249-258
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    • 2019
  • Currently, people are paying more attention to smart home businesses. Therefore, the research on smart home system is becoming important. Smart Home App, which is an important component of smart home system, needs to consider the development of evaluation indicators for usability. In this regard, this paper takes smart home App as the object to develop the usability evaluation indicators of smart home App design. For this purpose, this study performed three rounds of survey by using the Delphi method. In the first round, 8 suitable areas were selected by collecting opinions from experts and analyzing the Content Validity Ratio, which was derived from literature review. Based on the results of the first survey, a total of 38 evaluation items were collected through prior research and user interview surveys. For the 38 collected evaluation items, 27 evaluation items have been selected by analyzing Average Value, Standard Deviation, Content Validity Ratio, Consultation and Convergence in the second and third rounds. The result of this study can be used as a guideline when evaluating the usability of smart home App design.

Effects of Smartphone Applications on Physical Activity in College Students: A Randomized Controlled Trial (스마트폰 걷기 어플리케이션 효과성 검증: 무선통제연구)

  • Kim, Yujin;Chung, Kyong-Mee
    • Journal of Convergence for Information Technology
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    • v.10 no.2
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    • pp.21-31
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    • 2020
  • This study tested the effectiveness of commercialized smartphone apps in improving walking activities among college students. 66 participants were randomized into each of four groups that was used different behavior change strategies: monetary rewards app, goal setting and feedback app, gaming app, and self-monitoring control group. 45 participants who completed the experimentation was included in data analysis. Repeated measures ANOVA resulted in statistically significant time by groups interactions in recorded step counts, self-reported completed plans and self-reported walking activities scores. The Goal-setting and feedback group and the gaming group resulted in increase in both step counts and completed plans. The results were discussed in the framework of behaviorism.

The effect of Attributes of Exercise/Fitness Apps on App Usage: A Convergence Perspective Based on the Self-Determination Theory (운동/피트니스앱 속성이 앱 활용에 미치는 영향: 자기결정성 이론을 기반으로 한 융복합적 관점에서의 탐구)

  • Choi, Joung-Hwa;Park, Dong-Jin;Noh, Ghee-Young
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.327-339
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    • 2015
  • The present study explored how 1) individuals' perception about attributes of exercise/fitness apps and 2) their motivation for exercise/fitness behaviors influence perceived usefulness and usage of the apps. A survey of 323 males and females in their 20's and 30's revealed that attributes of apps that satisfy their basic psychological needs are crucial in promoting perceived usefulness and usage of the apps. Participants were more likely to perceive exercise/fitness apps useful as they perceive them having more attributes related to autonomy and competence. The perception regarding relatedness attributes did not have the main effect on perceived usefulness but showed an interaction effect with relative autonomous motivation. This convergence study which examined health apps from the perspectives of psychology and public health provides practical implications to development and evaluation of health apps.

Motivational Factors Affecting Intention to Use Mobile Health Apps: Focusing on Regulatory Focus Tendency and Privacy Calculus Theory (모바일 헬스 앱 사용의도 동기요인: 조절초점성향과 프라이버시계산이론을 중심으로)

  • So, Hyeon-jeong;Kwahk, Kee-Young
    • Knowledge Management Research
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    • v.22 no.2
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    • pp.33-53
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    • 2021
  • Use of mobile apps being extended, privacy concern on the side of the users is increased while they are willing to provide the private information to use the apps. In this study, we tried to identify the motivating elements that influence the users' intention to use the apps, based on the tendency towards regulatory focus and the privacy calculus theory. To verify the study model, we collected data from 151 adults who use health apps throughout the country, and analyzed the data using the PLS-SEM method. According to the result of the study, it was turned out that tendency towards promotion focus had negative impact on privacy concern and privacy danger, and tendency towards prevention focus had positive impact on privacy concern. Privacy concern had negative impact on the intention to use the mobile apps, and privacy benefit and privacy knowledge had positive impact on the intention to use the mobile apps. Finally, the intention to use the mobile apps had positive impact on the intention to continue to use the mobile apps. In this study, we identified different impacts of two types of tendency towards regulatory focus on privacy concern, and identified different influences on the intention to use the mobile apps accordingly.

A Study on the Satisfaction and Reuse of Real Estate O2O (Online to Offline) App Services (부동산 시장 O2O(Online to Offline) 앱서비스의 만족도 및 재이용에 관한 연구)

  • Mi Hwa Lim;Gyoo Gun Lim
    • Information Systems Review
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    • v.18 no.3
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    • pp.97-110
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    • 2016
  • Real estate brokerage app service is an emerging online-to-offline (O2O) business model. This study analyze the relationship between the satisfaction and reuse of real estate app services through a survey of experienced users of the application. The results show that "ease of use" and "usefulness" of the online app service positively affect customer satisfaction and eventually affects reuse. Moreover, ease of use and usefulness of the offline brokerage introduced by the application positively affects customer satisfaction and eventually affects reuse too. One meaningful finding is the stronger impact of usefulness on customer satisfaction than that of ease of use in both online and offline situations. This finding implies that the value of usefulness is bigger than that of ease of use because of users who purposely use the application to find relevant real estates. The effect of online customer satisfaction on reuse is slightly higher than that of offline. This finding suggests that need to develop a strategy for online applications that focuses on enhancing the usefulness of real estate brokerage app services in the O2O market.

Forgotten Permission Usages: An Empirical Study on App Description Based Android App Analysis

  • Wu, Zhiqiang;Lee, Scott Uk-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.6
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    • pp.107-113
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    • 2021
  • In this paper, we conducted an empirical study to investigate whether Android app descriptions provide enough permission usages for measuring app quality in terms of human writing and consistency between code and descriptions. Android app descriptions are analyzed for various purposes such as quality measurement, functionality recommendation, and malware detection. However, many app descriptions do not disclose permission usages, whether accidentally or on purpose. Most importantly, the previous studies could not precisely analyze app descriptions if permission usages cannot be completely introduced in app descriptions. To assess the consistency between permissions and app descriptions, we implemented a state-of-the-art method to predict Android permissions for 29,270 app descriptions. As a result, 25% of app descriptions may not contain any permission semantic, and 57% of app descriptions cannot accurately reflect permission usages.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.