• Title/Summary/Keyword: Mobile apps

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Customers' View of Agility: The Expectation-confirmation Theory Perspective

  • Atapattu, Maura;Sedera, Darshana;Ravichandran, T.;Grover, Varun
    • Asia pacific journal of information systems
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    • v.26 no.1
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    • pp.80-108
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    • 2016
  • Contemporary organizations strive for customer agility through the deployment of digital technologies on customer-focused operations to build enduring customer relationships, with mobile apps being one of its prominent examples. Drawing on prior agility and ECT literature, this study proposes a model to examine customers' view of a firm's customer agility. Our empirical test of conceptual model from data collected in a field study from 128 customers demonstrated that the conceptual model offers good explanation for customers' view of a firm's customer agility through relationships among customer expectations-customer perceived firm's responsiveness-satisfaction. Data were analyzed using PLS, polynomial modeling, and response surface methodology to examine the relationships between customers' digital interactions with the firm, influence of digitized interactions on customer expectations, customers' evaluation of firm's responsiveness, and subsequent customer satisfaction.

The Framework of Selection Process for Open Source Mobile UI Component (오픈소스 모바일 UI컴포넌트 선정 절차 프레임워크)

  • Sohn, Hyo-Jung;Lee, Min-Gyu;Seong, Baek-Min;Kim, Jong-Bae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.11
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    • pp.2593-2599
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    • 2014
  • The way of mobile apps development using open source software have been becoming increasingly popular recently. In opensource mobile User Interface components case, there is tends to much more be used than mobile functional components. Because it is more easier that the reusability for implementation of User Interface. The problem is to apply as an open source mobile components selected for this reason all of the existing two studies. It is an open source software selection process and selection procedures shelf components. We revise to conform to existing mobile components selected for the study on open source software selection process in this paper. Can help increase the productivity of the mobile app development by the open source components to meet the functional requirements when developing mobile apps that can be easily retrieved and presented the selection process of this study is effective.

Effect of Smartphone Apps Applying BodyThink Program on Obesity in Adolescent Girls (BodyThink 프로그램을 적용한 스마트폰 앱의 여자 청소년 비만관리 효과)

  • Jun, Min-Kyung;Ha, Ju-Young
    • Journal of Korean Academy of Nursing
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    • v.46 no.3
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    • pp.390-399
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    • 2016
  • Purpose: The purpose of this study was to determine the effects of smartphone apps applying BodyThink program on BMI, percentage of body fat, skeletal muscle rate, body image, and self-esteem of adolescent girls. Methods: Sixty-eight high school girls with a BMI of over $25kg/m^2$ were recruited to participate in this study. Girls from four schools were divided into two groups: the experimental group, which used the smartphone apps applying BodyThink program, and the control group, which used smartphone apps and small group counseling. The experimental group received the BodyThink program 6 times, scheduled once a week, with each session lasting 40~50 minutes. Test measures were completed before and after the 6 week intervention period for all participants. Collected data was analyzed using Shapiro-Wilk test, descriptive statistics, ${\chi}^2$ test, independent t-test, Mann-Whitney U test with the SPSS/WIN 18.0 program. Results: The girls in the experimental group significantly improved their results in BMI(Z=-1.67, p=.042), percentage of body fat (Z=-3.01, p=.001), skeletal muscle rate (t=-3.50, p<.001), and self-esteem (t=2.66, p=.005) after the program, compared to the girls in the control group. Conclusion: Mobile applications applying psychological and emotional intervention programs have the potential to be effective alternative methods to improve the body composition and self-esteem of obese adolescent girls.

Design of a Diabetic Patients Medication Adherence Help System Supporting both Smart Phone Apps and Feature Phone SMS (스마트폰 앱과 피처폰 SMS를 지원하는 당뇨병 환자의 복약 이행 지원 시스템 설계)

  • Choi, Jong Myung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.1
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    • pp.25-31
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    • 2013
  • Medication adherence is a basic and important element in diabetes management, and it has been known the adherence rate should be keep over 80% to get positive result in diabetes management. In order to increase medication adherence, there have been smart phone apps that record medication, exercise, and diet. However, diabetes patients are generally over 50s, and most of them do not use smart phones. Therefore, in this paper, we propose a medication adherence help system that support both smart phone apps and feature phone SMS. Furthermore, we introduce system architecture for the system. Our work will help ICT-based diabetic management system developers to consider some issues for mobile based diabetic management systems..

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.

Mobile App Privacy Checklist for Consumer (모바일 앱 프라이버시 보호를 위한 소비자 체크리스트)

  • Li, Hua-Yu;Kim, Lin-Ah;Rha, Jong-Youn
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.1-12
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    • 2015
  • In recent years, the privacy concern for mobile consumers is emerging as the use of mobile application(apps) is growing according to the rapid spread of mobile devices such as smart phones and tablet PCs. To improve privacy protections in the mobile communications and apps, overseas organizations are announcing guidelines and/or checklists for stake holders. Although personal information protection guidelines for application developers have been prepared in the country, efforts to improve consumer privacy capability is insufficient. Thus, in this paper we first scope the app privacy related guidelines in both domestic and foreign affairs, then present the risk factors of privacy invasion by the stage of mobile application use based on the "Privacy Protection Act", offering privacy checklists for consumers. This checklist will enhance the self-management capability of consumer privacy and create virtuous cycle in the mobile ecosystem.

Design and Implementation of a Low-Code/No-Code System

  • Hyun, Chang Young
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.188-193
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    • 2019
  • This paper is about environment-based low-code and no-code execution platform and execution method that combines hybrid and native apps. In detail, this paper describes the Low-Code/No-Code execution structure that combines the advantages of hybrid and native apps. It supports the iPhone and Android phones simultaneously, supports various templates, and avoids developer-oriented development methods based on the production process of coding-free apps and the produced apps play the role of Java virtual machine (VM). The Low-Code /No-Code (LCNC) development platform is a visual integrated development environment that allows non-technical developers to drag and drop application components to develop mobile or web applications. It provides the functions to manage dependencies that are packaged into small modules such as widgets and dynamically loads when needed, to apply model-view-controller (MVC) pattern, and to handle document object model (DOM). In the Low-Code/No-Code system, the widget calls the AppOS API provided by the UCMS platform to deliver the necessary requests to AppOS. The AppOS API provides authentication/authorization, online to offline (O2O), commerce, messaging, social publishing, and vision. It includes providing the functionality of vision.

Effect Relation-based Coverage and Test Case Generation for GUI Testing of iOS Applications (iOS 애플리케이션 GUI 테스팅을 위한 영향 관계 기반 커버리지 및 테스트 케이스 생성)

  • Seo, Yongjin;Mun, Daegeon;Kim, Hyeon Soo
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.3
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    • pp.151-160
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    • 2013
  • iOS applications refer to the apps operating on iOS, a mobile OS developed by Apple. As iOS provides graphic user interfaces based on touch screens, most of iOS apps support GUIs. GUIs become increasingly important for iOS apps. So are GUI tests. As GUI functions are performed by event handlers, faulty event handlers could cause defects in GUIs. Hence, this study detects faults in event handlers as a way to test GUIs for iOS apps, and suggests how to generate test cases by re-defining input domains of event handlers.

Comparison of Movie Ticketing system by smartphone applications -Focused on CGV, Megabox, Lotte cinema- (스마트폰 애플리케이션을 통한 영화 예매 시스템 비교 -CGV, 메가박스, 롯데시네마를 중심으로-)

  • Ko, Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.453-460
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    • 2016
  • This study aimed to compare the systems of ticketing application programs of three major movie theaters, CGV, Megabox, Lotte Cinema, with each other and evaluate the usability, and find problems to figure out user experiences for more convenient mobile ticketing. Experimental subjects with experiences of using apps of the movie theaters were recruited; First, as a primary task, they reserved movie tickets with each of the movie theater apps; Second, they had in-depth interviews with questions based on the model of Creating Pleasurable Interfaces by Stephen Anderson. As a result, users preferred the composition with information in order in overall, in which ticketing process went smoothly. In particular, users were more satisfied with convenient payment applications. Therefore, as an improving way, it is required to design an interface for users to recognize at a glance and a payment system within an app, not to design separate payment system out of the app. I hope this study will help actively conduct researches to maximize the usability in a way to reserve movie tickets through smartphone apps.

A Study on the Teaching Method of Mobile Platform App Development for Improving Computing Thinking (컴퓨팅 사고력 향상을 위한 모바일 플랫폼 앱 개발 교수·학습 방법 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong;Kang, Shin-Cheon;Kim, Chang-Suk;Chung, Jong-In
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.190-192
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    • 2019
  • Not only learners majoring in computer science, but also non-engineered learners want to implement their ideas as apps through real-life problems. In response, first-year university students with little experience in creating apps studied how to develop mobile platform apps to improve computing thinking skills. We applied the teaching and learning procedures of the Discovery-Design-Development among the software teaching and learning models, and used Android Studio Unified Development Environment (IDE) as a development tool to design mobile platform app development projects and assess whether they helped improve computing thinking skills. The application of the designed teaching and learning method found that the project output was implemented as an app through emulator, which gave students high interest in class and satisfaction, and was effective in improving their computing thinking ability.

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