• Title/Summary/Keyword: App Design Methodology

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A study on the effect of user experience of fitness APP on product trust and purchase intention

  • Zhoua, Huizhuo;Xing, Xiaoyu;Lu, Zifan
    • Asia-Pacific Journal of Business
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    • v.13 no.3
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    • pp.1-18
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    • 2022
  • Purpose - The purpose of this study is to take fitness APP users as the research object from the perspective of user experience to explore the influence of fitness APP user experience factors on product trust and purchase intention. Design/methodology/approach - The study collected data on 275 customers who had experience buying and using fitness apps. To test the hypothesis, SPSS 27.0 and AMOS 26.0 statistical packages were used based on the collected data. Findings - The results showed that the user experience factors (usefulness, ease to use, enjoyment, interaction) of fitness APP and the relationship between product trust had a positive effect, and product trust had a positive effect on purchase intention. In addition, exercise experience, showed a moderating effect in the relationship between the usefulness, easy to use of user experience and product trust. Research implications or Originality - This study provided research model among user experience factors of fitness APP, product trust and purchase intention. This study can help sports and fitness companies with product optimization and marketing decisions.

An Empirical Analysis of Public App Performance Based on Information System Success Model: The Moderating Effects of Service Quality of Public Web and Public Value (정보기술성공 모형 기반의 공공앱 성과에 대한 실증분석 : 공공웹 서비스품질과 공공가치의 조절효과)

  • Lee, Soo In;Kim, Sang Hyun
    • The Journal of Information Systems
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    • v.32 no.1
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    • pp.147-178
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    • 2023
  • Purpose The mail goal of this study is to find out factors influencing users' satisfaction of public application with the emphasis of service quality of public web and public value. For this purpose, we applied IS success model to develop the research model that explains users's satisfaction and public performance. Design/methodology/approach The proposed research model was developed based on IS success model along with two moderating effects - Service Quality of Public Web and Public Value in order to empirically test proposed causal relationships withing the model. A total of 377 survey responses were analyzed by forming the structural equation modeling with AMOS 24.0. Findings The analysis results show that the service, information, and system quality from IS success model are positively associated with user satisfaction, which in turn is positively associated with public app performance. The results also show that the relationship between user satisfaction and public app performance is positively moderated by public value. However, the relationship between public app service quality and user satisfaction isn't moderated by public web service quality.

A Study on Interaction Design Education based on Design Thinking (디자인씽킹 기반의 인터랙션 디자인 교육 연구)

  • Ho-Da Kim;Ae-Ran Joo
    • Journal of Information Technology Applications and Management
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    • v.31 no.3
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    • pp.53-69
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    • 2024
  • This study was attempted to promote changes in traditional design education at a time when non-face-to-face education is necessary, such as digitalization, rapid social structure change, and post-COVID-19 situations, and to meet the demands of the times when user-centered design is more emphasized. Therefore, the goal of this study is to explore the process of developing mobile apps and operating education for deaf learners through design thinking-based interaction design education for design students. Specifically, the curriculum was designed by selecting a design thinking methodology suitable for major students to experience empathy and solutions to user problems. The subject that students majoring in this study want to sympathize with is deaf learners, and the subject of the curriculum is the development of educational support applications for deaf learners. Accordingly, a mobile app prototype that can support online learning for deaf learners was created based on the interaction design education plan designed based on design thinking. In addition, after collecting and analyzing the feedback of deaf learners to evaluate the prototype effectiveness, the final mobile app prototype was presented as an output. Through this process, interactive design education based on design thinking helped to strengthen the ability to empathize with and solve the needs of deaf learners to major students and improve the design learning experience. Based on these findings, if a methodology suitable for various user groups is selectively accepted for design education, the students in the major will have the ability to design by prioritizing the actual needs of users despite changes in the environment of the future design society.

Real Estate Service App Review Analysis Using Text Mining (텍스트 마이닝을 이용한 부동산 서비스 앱 리뷰 분석)

  • Kang, Seong An;Kim, Dong Yeon;Ryu, Min Ho
    • The Journal of Information Systems
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    • v.30 no.4
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    • pp.227-245
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    • 2021
  • Purpose The purpose of this study is to examine the variables affecting user satisfaction through previous studies and to examine the differences between apps. Differences are based on factors that determine the quality of real estate service apps and derived by the topic modeling results. Design/methodology/approach This study conducts topic modeling to find factors affecting user satisfaction of real estate service apps using user reviews. Sentiment analysis is additionally conduct on the derived topics to examine the user responses. Findings Users give high sentiment scores for services that can manage factors such as usefulness of information, false sales, and hype. In addition, managing the basic services of app is an important factor influencing user satisfaction.

The Effect of Mobile Tourism App Characteristics on Perceived Value, Satisfaction and Behavioral Intention (모바일 관광 앱 서비스특성이 지각된 가치, 만족 및 행동의도에 미치는 영향)

  • CHO, Sung-Ho
    • The Journal of Industrial Distribution & Business
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    • v.10 no.9
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    • pp.45-52
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    • 2019
  • Purpose - This study examined the relationship between the priorities of information, usability, mobility, reliability and empathy, which are the lower dimensions of mobile tourism app service characteristics, on the perceived value and satisfaction of tourists. Research design, data, methodology - Data collection was conducted from June 10, 2019 to June 20, 2019, and a total of 500 questionnaires were distributed to collect 352 copies. Factor analysis, reliability verification, and covariance structure analysis were carried out using SPSS 23.0 and AMOS 23.0 for 321 parts for statistical analysis. Results - First, information, mobility, reliability, and empathy have a significant effect on perceived value. However, usefulness did not appear to have a significant effect on perceived value. This analysis results can increase the reliability of the tourism app, it can be seen that the accurate tourist information services are used in the tourist app or in the place required. Second, information, usability, mobility, and empathy had a significant effect on satisfaction. However, reliability did not have a significant effect on satisfaction. Third, perceived value had a significant effect on satisfaction. Fourth, it had a significant effect on information, empathy, and intention to use. However, the usefulness, mobility, and reliability did not have a significant effect on the behavioral intention. Lastly, perceived value and satisfaction had a significant effect on behavioral intention. Conclusions - The analysis result is that the tourism app that is being used is provided with a reliable and accurate tourism information service, it can be seen that you are using the tourism app in the place or on the go. Therefore, it is relatively difficult to use the tourism app, and it is easy to understand the contents of the service and timely information. Therefore, it is possible to communicate with other users and provide customized services according to needs and desires. The study has the following limitations. This may influence the progress of the research because the respondents' responses to the mobile tourism app service are from different experiences. In addition the accuracy of providing accurate information, the usefulness of using the mobile tourism app, and the ease of communicating with other users can be understood as being relatively satisfactory.

The Effect of Service Convenience and Mobile Apps on Consumer Re-Use in the Service Trade Market: A Focus on China Medical Tourist

  • Kim, Seong-Jin
    • Journal of Korea Trade
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    • v.23 no.4
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    • pp.58-79
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    • 2019
  • Purpose - This study focused on the effect of mobile app information system quality on re-use intention in the medical service trade, and examined how the Chinese, currently the main consumer of Korea's medical service trade, obtained information through mobile apps, and the status of satisfaction felt by experiencing medical services. Design/methodology - The survey period was from November 2018 to January 2019, and was conducted on Chinese who voluntarily experienced medical services. The collected data verified causality of the study model through the statistical program, SPSS.24. The results showed that the most popular medical institution through the medical service mobile app is dermatology, and the quality of the app's information system plays a mediating role in influencing re-use intention. Findings - Overall, the current trade in medical services is first accessed and acquired through mobile apps, and as a result, consumers revisit medical institutions according to the reliability of information. Comments and likes, another new form of the word of mouth that has greatly influenced revisiting in the past, are seen to be spreading through the app's medical information. Originality/value - The previous market for the medical services trade was formed by very conservative word of mouth, but now we believe that the app's information system actively influences the revisit effect. This means that apps can be used in diverse areas in the medical service trade market. In addition, the medical service market needs to further develop a mobile app environment that can reflect consumers' diverse needs, behaviors, and culture from time to time in order to revitalize the service trade. Such an app environment development will have tremendous promotional effects on the trade market and provide directions for expanding trade in medical services.

Hybrid Multi-System-on-Chip Architecture as a Rapid Development Approach for a High-Flexibility System

  • Putra, Rachmad Vidya Wicaksana;Adiono, Trio
    • IEIE Transactions on Smart Processing and Computing
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    • v.5 no.1
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    • pp.55-62
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    • 2016
  • In this paper, we propose a hybrid multi.system-on-chip (H-MSoC) architecture that provides a high-flexibility system in a rapid development time. The H-MSoC approach provides a flexible system-on-chip (SoC) architecture that is easy to configure for physical- and application-layer development. The physical- and application-layer aspects are dynamically designed and modified; hence, it is important to consider a design methodology that supports rapid SoC development. Physical layer development refers to intellectual property cores or other modular hardware (HW) development, while application layer development refers to user interface or application software (SW) development. H-MSoC is built from multi-SoC architectures in which each SoC is localized and specified based on its development focus, either physical or application (hybrid). Physical HW development SoC is referred to as physical-SoC (Phy-SoC) and application SW development SoC is referred to as application-SoC (App-SoC). Phy-SoC and App-SoC are connected to each other via Ethernet. Ethernet was chosen because of its flexibility, high speed, and easy configuration. For prototyping, we used a LEON3 SoC as the Phy-SoC and a ZYNQ-7000 SoC as the App-SoC. The proposed design was proven in real-time tests and achieved good performance.

A Feasibility Study on Adopting Individual Information Cognitive Processing as Criteria of Categorization on Apple iTunes Store

  • Zhang, Chao;Wan, Lili
    • The Journal of Information Systems
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    • v.27 no.2
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    • pp.1-28
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    • 2018
  • Purpose More than 7.6 million mobile apps could be approved on both Apple iTunes Store and Google Play. For managing those existed Apps, Apple Inc. established twenty-four primary categories, as well as Google Play had thirty-three primary categories. However, all of their categorizations have appeared more and more problems in managing and classifying numerous apps, such as app miscategorized, cross-attribution problems, lack of categorization keywords index, etc. The purpose of this study focused on introducing individual information cognitive processing as the classification criteria to update the current categorization on Apple iTunes Store. Meanwhile, we tried to observe the effectiveness of the new criteria from a classification process on Apple iTunes Store. Design/Methodology/Approach A research approach with four research stages were performed and a series of mixed methods was developed to identify the feasibility of adopting individual information cognitive processing as categorization criteria. By using machine-learning techniques with Term Frequency-Inverse Document Frequency and Singular Value Decomposition, keyword lists were extracted. By using the prior research results related to car app's categorization, we developed individual information cognitive processing. Further keywords extracting process from the extracted keyword lists was performed. Findings By TF-IDF and SVD, keyword lists from more than five thousand apps were extracted. Furthermore, we developed individual information cognitive processing that included a categorization teaching process and learning process. Three top three keywords for each category were extracted. By comparing the extracted results with prior studies, the inter-rater reliability for two different methods shows significant reliable, which proved the individual information cognitive processing to be reliable as criteria of categorization on Apple iTunes Store. The updating suggestions for Apple iTunes Store were discussed in this paper and the results of this paper may be useful for app store hosts to improve the current categorizations on app stores as well as increasing the efficiency of app discovering and locating process for both app developers and users.

The Effect of Restaurant Owners' Perceived Benefits and Sacrifices on the Continuous Use Intention of Food Delivery App Services: Focusing on the Value-Based Adoption Model (외식업 점주의 배달앱 서비스 이용에 대한 지각된 혜택 및 희생이 지속이용의도에 미치는 영향: 가치기반수용모델을 중심으로)

  • Lee, Young Seok;Song, Jae Min;Yang, Sung Byung
    • The Journal of Information Systems
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    • v.30 no.2
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    • pp.215-241
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    • 2021
  • Purpose The purpose of this study is to analyze the impact of perceived value on the intention of continuous use of food delivery app services form the perspective of restaurant owners. We adopt the value-based acceptance model (VAM) in order to derive influential factors (i.e., perceived benefits and perceived sacrifices) that affect perceived value, which in turn leads to the continuous use of food delivery app services. In addition, the moderating role of restaurant type in the relationship between perceived benefits/sacrifices and perceived value. Design/methodology/approach An online survey was conducted on restaurant owners who are using domestic food delivery app services. Samples were collected using the quota sampling method in accordance with the current market share of food delivery app services. A total of 235 participants (restaurant owners) were identified as a valid sample and used for the final analysis. Findings Research findings of the study are as follows. First, sales increase and operational effort decrease among perceived benefits had a significant positive impact on perceived value. Second, perceived cost among perceived sacrifices had a significant negative impact on perceived value. Third, perceived value had a significant positive effect on the intention of continuous use. Finally, the moderating role of restaurant type was found only in the effect of operational effort decrease on perceived value.

A Study on the Usage Factors of Mobile Banking Apps by Korean Banks in Vietnam: Focused on the Viewpoints of App User and App Provider

  • Suk-Gyoo Kim;Sang-Ha Lee;Chun-Su Lee
    • Journal of Korea Trade
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    • v.27 no.1
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    • pp.192-210
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    • 2023
  • Purpose - Vietnam has the fastest growing digital economy in Southeast Asia and is emerging as a critical overseas market for Korean banks in the post-COVID-19 era. Accordingly, many Korean banks entered the Vietnamese market to overcome the limitations of the saturated domestic financial market and create new revenue sources. This study examined the current status of digital finance in Vietnam and the cases of Korean banks that have succeeded in the Vietnamese market. Then, importance-performance analysis (IPA) was conducted on local customers, managers and staff members of Korean banks in Vietnam. Design/methodology - In this study, we analyzed the importance and satisfaction factors of mobile banking app usage in Vietnam through IPA. In particular, we identified the differences between the two groups by considering the viewpoint of customers who use mobile banking apps and that of managers and staff members who provide mobile banking services. Findings - The IPA results from the customer group and managers and staff members group were generally similar, but differences were observed in Ease of Use (Technology), Innovativeness (Organization), and Increase in Revenue (Economic). In the case of the customer group, Ease of Use (Technology) is located in the second quadrant, which shows low satisfaction compared to high importance. However, in the managers and staff members group, Ease of Use (Technology) is located in the first quadrant, which indicates high importance and high satisfaction. This difference in perception can cause complaints from local customers; thus, it is necessary to change the perception of the technological aspect for ease of use of mobile banking apps in consideration of the customer's position. In addition, it is necessary to allocate the resources invested in the Innovativeness (Organization) and Increase in Revenue (Economic) to Ease of Use (Technology). Originality/value - In this study, based on the HOTE framework, factors for using mobile banking apps were derived, and IPA was conducted targeting local customers (app user) and managers and staff members (app provider) of Korean banks in Vietnam. Through this, we presented the results of empirical analysis that can help Korean banks efficiently utilize limited resources and budgets.