• Title/Summary/Keyword: Mobile App Design

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A Study on the Development of Home Humanity Education Mobile Application (밥상머리교육 모바일 애플리케이션 개발 연구)

  • Kim, Jung-Jin
    • Journal of Industrial Convergence
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    • v.19 no.4
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    • pp.1-8
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    • 2021
  • This study was conducted with the aim of developing a mobile app so that parents and children can provide questions and conversation-based Home Humanity Education. App development was developed in four stages: analysis, design, development, and evaluation by modifying the ADDIE model. In the analysis stage, education goals were set and seven core competencies were extracted for the app. In the design stage, 15 menus, including character to implement seven core competencies, were selected for learning contents. In the development stage, questions were asked based on 1,000 photos, and parents and children naturally talked to strengthen their core competencies. In the evaluation stage, the user's evaluation interview was followed by a reflux process that produced and reflected improvements. Based on research results, it is going to suggest follow-up research on developing apps for home humanity education. First, it is necessary to verify the learning experiences and changes that occur when parents and children use apps for a long time through longitudinal research. Second, a follow-up study is needed on how to use the home humanity education app by age and how to improve it accordingly. Third, as the number of cases in which grandparents raise their grandchildren increases, it is necessary to study the process and learning effects of grandparents and grandchildren using the app.

A Study on the Development of School Library Mobile App Service Based on User Experience (사용자 경험을 기반으로 한 학교도서관 모바일 앱 서비스 개발에 관한 연구)

  • Park, Sora;Lee, Mihwa
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.2
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    • pp.49-67
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    • 2021
  • The school library provides a mobile web service that allows access to the library catalog system, and provides services that reflect the needs of search and consider the characteristics of mobile devices. Therefore, this study conducted a literature review, an analysis of the current status of school library mobile web services, and a survey of the mobile service user experience of students and teachers to find the contents and service plans for school library mobile app services that meet the school library mobile needs. Based on the survey, the contents and design plan of the school library DLS mobile service was prepared. First, the steps were reduced from step 4 to step 3. In the first step, solution of screen clipping errors in registering as a member and various login platforms for accessibility are needed. In the second step, integrated search and detailed search, provision of materials for use and reading education, post-booking activities, guides and announcements on the use of the affiliated school library, inter-loan, and e-books are provided as main menu. In the third step, it was proposed to provide related functions such as reservations as well as the display of the detailed screen of the search results of the collection. This study can be used not only to develop dedicated mobile app services, but also to change current web-based mobile services.

The Extraction Process of Durative Persuasive System Design Characteristics for Healthcare-related Mobile Applications

  • Zhang, Chao;Wan, Lili
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.18-29
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    • 2019
  • In the field of Human-Computer Interaction design, persuasive design has gradually been applied to the system development and design process, especially for mobile application design. However, most mobile applications have hitherto a very short using lifecycle. Especially, design features with long-term persuasive effectiveness remain to be further researched and developed. In this study, we focused on investigating and identifying the durative persuasive design characteristics through a data mining process and evaluating the durative effectiveness through a long-term observation process. Total five hundred healthcare-related mobile applications were selected from Apple iTunes Store and a mixed method was conducted to extract the most common persuasive design characteristics. Based on the results of extraction, a representative healthcare-related mobile application was selected as experimental subject. Total one hundred and twenty participants were observed during a six-months experiment and the monitoring data of app usage of all participants was collected once a week. According to the evaluation model for behavior change identification process, participants with habit formation features were proved to have a significant long-term perception level for ten persuasive design characteristics. Further interview research was performed to investigate the participant's long-term perceptions on those characteristics for the purpose of identifying the durative persuasions. The results indicated that a long-term durative effectiveness can be observed and healthcare-related apps designed with those characteristics could have durative effectiveness. This study may contribute to the improvement of future mobile application designs in user experience and durative persuasion, as well as bringing future benefits for both mobile application developers and users.

Retail Distribution Strategies for Train Tickets: The Extended UTAUT Model

  • PARK, Yoon-Joo;AHN, Sung-Sook
    • Journal of Distribution Science
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    • v.19 no.9
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    • pp.5-17
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    • 2021
  • Purpose: As mobile devices are commonly used and contact-free services are widespread due to the COVID-19 pandemic in the recent distribution environment, this study suggests retail strategies for consumers using high-speed railways. To this end, we analyzed how consumer perception on technologies necessary for use of mobile apps is related to the attitude that drives consumers to continue using the app services. Research design, data and methodology: Based on the extended unified theory of technology acceptance and use of technology model by Venkatesh, Morris, Davis and Davis (2003), we added variables proposed by existing theories that studied the technology acceptance model from multiple perspectives and empirically analyzed the relationship between user satisfaction and use intention with structural equation modeling. Results: As expected, factors necessary for the use of app services such as performance expectancy, social influence, price value, facilitating conditions, security, and aesthetics had positive effects on user satisfaction, whereas the effect of effort expectancy on user satisfaction was rejected. And user satisfaction was found to have a significant effect on intention to use. Conclusions: The results provide implications that strategic retail management of the above factors can motivate passengers to continuously use high-speed railways.

Healthcare coaching program for youth with type 1 diabetes in South Korea: a pilot study

  • Dae Eun Lee;Haejung Lee;Chong Kun Cheon;Ju Young Yoon
    • Child Health Nursing Research
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    • v.30 no.1
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    • pp.17-30
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    • 2024
  • Purpose: This pilot study aimed to assess the feasibility, preliminary efficacy, and effects of a mobile app healthcare coaching program developed based on self-regulation theory among youths with type 1 diabetes. Methods: A mixed-method design was utilized. Participants were randomly assigned into intervention (n=23, 12-week coaching program) or control groups (n=16, usual care). Pre- and post-intervention assessments included self-efficacy, diabetes management behavior, and health outcomes (quality of life, depression, and HbA1c). Quantitative data were analyzed with SPSS/WIN ver. 26.0. The narrative information from the participants in the healthcare coaching program underwent content analyzed. Results: The intervention group had significantly lower depression scores (t=2.57, p=.014) than the control group. No significant differences were observed in self-efficacy, diabetes management behavior, and health outcomes between the two groups. The average frequency of health behavior monitoring per week among the participants was 1.86±1.60. The qualitative findings indicated that participants perceived improved diabetes self-management with the intervention; however, challenges during vacations, dietary control difficulties, and a lack of disease awareness were identified. Conclusion: The healthcare coaching program improved psychological aspects for youth with type 1 diabetes. Further research is needed to develop and implement mobile app interventions aimed at enhancing compliance with diabetes management in pediatric and adolescent populations.

Design Research on Mobile Automation Platform for Small Business (소상공인을 위한 모바일 자동화 플랫폼 설계 연구)

  • Park, Jong-Youel;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.280-282
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    • 2015
  • This paper proposed Small business owners can use customer contact without additional external assistance professionals and mobile apps, the mobile web, homepage is can automatically create. Automation Platform system combines Single Page Application, cross-platform based native mobile apps, N-Screen based Content building, private cloud based PaaS of construction technology, P2P file sharing and network based multimedia-threaded technology and by automated platform to study how a small business to communicate with customers easily.

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Research on the Application of Gamification in Fitness App Based on Kano Model

  • Jing Ren;Chang-wook Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.136-148
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    • 2024
  • In recent years, public attention to health and wellness issues has increased. The integration of smart fitness hardware and innovative technologies have made the development of smart fitness a trend. The number of fitness applications in the market has surged, and demand for an optimal experience is increasingly high. This study selects Sweatcoin, Home Workout, Six Pack in 30 Days, and Fitness Coach & Diet as research subjects from the top ten global mobile health and fitness apps in 2022 based on download rankings. The research is based on eight gamification elements: motivation, challenge, achievement, relationships, sharing, reward, level, and competition, identified through preliminary studies. We distributed a total of 166 questionnaires to users and collected 163 valid responses for data analysis. The Kano Model was used to study the desires of fitness enthusiasts using fitness apps. To reduce the limitations of the research results, the Better-Worse Method was employed for satisfaction index analysis. Based on the final analysis, we propose suggestions for improvement for the four fitness apps to better meet user needs and create a more attractive and efficient application experience.

Developing and Applying Design Principles for Maker Programs Using Virtual Reality : Focusing on the Development of Simulation Application (가상현실 기반 메이커 교육 프로그램 설계원리 개발 및 적용 : 시뮬레이션 앱 구현을 중심으로)

  • Park, Taejung
    • Journal of Information Technology Services
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    • v.19 no.6
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    • pp.161-175
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    • 2020
  • The current study aimed to develop the design principles for maker programs using virtual reality and apply them in developing a simulation mobile application. First, through collecting and analyzing the relevant studies and cases eight design principles with four components were derived. Then, these initial design components and principles were revised and improved in accordance with evaluations of an expert panel composed of three professors/researchers, two teachers, and two IT industrial experts. Based on the revised design principles, a VR simulation app for maker education was developed and evaluated on whether the principles were properly applied to the app development by the expert panel. The finalized eight design principles, as a research outcome, can contribute to the design and development of various types of educational programs that can replace the actual making experience even in educational fields where it is difficult to build maker spaces or provide materials and equipment. In the near future, empirical studies are expected to develop customized maker programs considering the characteristics, levels, and needs of students and verify their educational effectiveness.

A Study on Color Recommendation System for Mobile App -Focused on the Method of Color Recommendation for the Material Design Color System (모바일 앱을 위한 배색 추천 시스템에 관한 연구 -머티리얼 디자인 컬러 시스템의 색채 추천 방법을 중심으로)

  • Hwang, Seung-Hyun;Lee, Hyun-Jhin
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.353-363
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    • 2019
  • This study is for the use of color recommendation system for the color combination of mobile application. For this study, color combination methods of a material design color system that recommends harmonized colors automatically and of a mobile web application were applied to a mobile application design and a color combination experiment was carried out. Then for a survey on the experiment using the two methods, color combinations, selected colors and satisfaction with outputs were investigated on a 7-point Likert scale. And color combination characteristics of outputs were compared. It was found that the material design color palette made it easy to select colors by systematizing the regular coloring stages of fixed colors automatically, but there were differences in color compositions and color scopes of dominant color, assort color and accent colors, which are three-color combinations of mobile web application and accent color selection function was required for each design, since only primary colors and secondary colors could be selected. Moreover, chromatic colors were used a lot in the material system because of the fixed color scopes and color combination scopes and images of color combination outcomes varied depending on the color combination scopes, even when tones with a big contrast or complementary colors were selected. The role of color composition was important according to the color combination scopes.

Analysis/Design and Implementation of 3D Print Remote Control and Printing Mobile Software (3D 프린터 원격제어 및 프린팅 모바일 소프트웨어 분석/설계 및 구현)

  • Cho, Byung-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.5
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    • pp.177-182
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    • 2015
  • Nevertheless 3D printer is propagated fast, it is difficult for us of using 3D printer at the same time because of 3D printer's slow velocity. Existing solution is to print using SD card which moves files and on PC but this method is spend too much time and can not be showed status of printing. Yet we have no 3D printer software solution which is controlled and printed remotely. Therefore, this 3D printer software solution makes 3D printer be connected on internet networks and selected to use it on smart App. And it is controlled and printed remotely. In my paper, to build an Android App. which can execute these functions, an effective analysis & design using UML and implementation method will be presented.