• Title/Summary/Keyword: Smartphone User's Satisfaction

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Interactive UI for Smartphone/ Web Applications and Impact of Social Networks

  • Malik, Hafiz Abid Mahmood;Mohammad, AbdulHafeez;Mehmood, Usman;Ali, Ashraf
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.189-200
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    • 2022
  • In today's digital world, smartphones and web-based applications have gained remarkable importance throughout the globe. These smart applications are playing a very significant role in maintaining a powerful business. As well as, they are helping a lot to expand these businesses via social networks. Social media networks such as Instagram, Facebook, Twitter, and LinkedIn are playing a prominent role to promote the companies. In the hospitality sector, most of the companies are running their hotel booking systems by utilizing mobile applications and a web-based infrastructure, but usability issues still exist. This study has been conducted specifically to tackle the usability issues of hotel booking systems and the best utilization of social networks to promote the business. TripAdvisor was selected as an authentic source for selecting those systems and two international hotels are selected for this study. The first step is to identify different hotel booking systems. In the second step, the user's satisfaction level was measured for the selected systems by performing the System Usability Scale (SUS, Quick & Dirty) approach. Additionally, by which source (social media or personal relations) they found these hotels. It is found that the SUS rating for both systems is below the acceptable level of usability. The Mean SUS for hotel 1 is found at 55.25 and 51.2 for hotel 2. The third step was to identify the user interface (UI) issues, and heuristic evaluation is performed for this. The experts identified the UI issues on the basis of their experience. The major issues were related to the visibility of system status, error prevention, flexibility and efficiency of use. Depending upon the identified issues, an interactive UI (prototype) for the selected web-based applications was proposed. This prototype is mainly based on the user's perspective. This prototype can be used for improving the UI of the selected systems which is based on the user's perspective. During the process of verifying the satisfaction level, it is revealed that the targeted audience is not able to use these systems efficiently and effectively. The reason behind this is the negligence of usability guidelines throughout the process of design and development of these hotel booking systems. Therefore, it is highly recommended that the usability of these systems should be evaluated and redesigned, based on expert opinions. It has also been observed that the reviews/ feedback of customers has spread a negative impact through social networks.

Differences on Satisfaction of Healthcare Applications by Smartphone Users' Characteristics (스마트폰 사용자 특성에 따른 헬스케어 애플리케이션 만족도 차이)

  • Shim, Hun;Kim, Yu-Jeong;Park, Mijeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.7
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    • pp.410-419
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    • 2016
  • This study examined the satisfaction difference in the aspects of awareness, information quality, and availability in healthcare applications according to smartphone user's characteristics. Data collection was conducted between September 17th and September 21st 2014 on the 193 people who had used healthcare applications, and the data collected were analyzed with descriptive statistics, t-test, One-way ANOVA, and Kruskal-Wallis test using SPSS WIN 20.0. Differences in satisfaction of healthcare application were observed according to the general characteristics, and according to age, education level, and income, as well as for healthcare application use characteristics, according to operation system, total use period, the number of installed healthcare applications, the sources of main information, use frequency, and reasons of no use. To establish strategies for the effective spread of mobile healthcare and development and distribution of healthcare applications, it will be necessary to confirm smartphone users' characteristics and it is important to reflect them in the strategies. In addition, it is necessary to develop and implement a range of strategies to ceaselessly induce the users' motives of use and to improve their degree of satisfaction to secure the constant use of developed health care applications.

An Empirical Study on User's Continuance Intention Towards Mobile IM Service in China (중국 모바일 인스턴트 메시징 서비스의 지속사용 의도에 관한 실증연구)

  • Luo, Weiyi;Shao, Jing;Lee, Young-Chan
    • Information Systems Review
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    • v.15 no.2
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    • pp.91-110
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    • 2013
  • Due to the intense competition and low switching cost, to find out which factors will significantly impact on user's continuance intention is very important for mobile instant messaging (IM) practitioners. In this study, we adopted network externalities and perceived service quality as independent variables based on the definition of mobile IM service. Network externalities also include direct externalities (referent network size) and indirect externalities (perceived complementarity). The result of this study shows that referent network size has a critical influence on perceived usefulness and perceived complementarity has a critical influence on perceived enjoyment; perceived service quality, as we expected, has significantly impact on not only customer's satisfaction but also perceived usefulness and perceived enjoyment. Meanwhile, both perceived usefulness and perceived enjoyment have directly critical influences on customer's continuance intention.

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Study on the UX of Internet Broadcasting -Focused on the Afreeca TV, the Twitch TV- (인터넷 방송 애플리케이션의 사용자 경험 연구 -아프리카 TV와 Twitch TV를 중심으로-)

  • Kwon, Jin-Hyuk;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.407-413
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    • 2018
  • This study suggest the development direction of mobile environment by combining UX satisfaction index and UI guideline. In order to improve the satisfaction of viewers, in this study, we understand the mobile Internet broadcasting environment and application by combining UX and UI index. We present components which are suitable for internet broadcasting and calculate it on each broadcasting screen. Internet broadcasting application is for satisfaction of viewers. To make application which is satisfy viewer's needs, those advantages of applications should be combined.

A proxy driving system supporting user convenience and system efficiency (사용자 편의성과 시스템 효율성을 지원하는 대리운전 시스템)

  • Koh, Jeong-Gook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.8
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    • pp.1725-1733
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    • 2012
  • This paper describes the design and implementation of a 3-tiered proxy driving system utilizing smartphones. This system provides customers with a convenient request facility, and enables proxy drivers to provide a prompt service based on customer's location information. Implemented system supports two methods such as the existing phone-call and the online requesting method using smartphones. Performance analysis shows that the higher the ratio of online requests, the greater the effect of decreasing of phone jockey's workloads and the reduction of request processing time through the automation of receipt and processing. From a proxy driver company's standpoint, this system minimizes the increase of phone jockeys, and improves customer satisfaction through good service quality. This system also helps the company reduce the cost and increase the market share.

An Exploratory Study on Success Model for Smart-Phone Game Applications According to Users' Cultural Difference: Focusing on Uncertainty Avoidance and Power Distance (스마트폰 게임 애플리케이션 환경에서 불확실성 회피성향과 권력거리 문화적 성향에 따른 품질 결정 요인에 대한 연구)

  • Choi, Hun;Choi, YooJung
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.62-70
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    • 2013
  • This study proposes smart-phone game applications success model based on mobile internet success model and investigates the effects of cultural propensities especially, uncertainty avoidance and power distance at the individual level. To achieve our research purposes, the study conducted survey in Korea and a total of 221 people participated in the survey. We classified user types by cultural difference as a moderating variable. User's cultural propensity classified two groups: high uncertainty avoidance and high power distance, low uncertainty avoidance and low power distance. This study results reveal that the impact of quality factors on user satisfaction have difference according to cultural propensities.

Antecedent Factors Influencing the Continued Use of Smart Banking by Different Mobile Platforms: Android OS vs. iOS (모바일 플랫폼에 따른 스마트 뱅킹의 지속사용에 영향을 미치는 선행요인: Android OS vs. iOS)

  • Kim, Do-Hyung;Ha, Sung-Ho;Park, KyungBae
    • The Journal of Information Systems
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    • v.24 no.2
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    • pp.209-240
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    • 2015
  • Purpose This study investigates the relationships between various attributes of smart banking (convenience, security, convergence, and economy), user features (familiarity and innovativeness), perceived usefulness, trust, satisfaction, and continuance intentions and provides a comparison of Google's Android OS and Apple's iOS. Design/methodology/approach We considered a sample of 245 respondents and used structural equation modeling to analyze the data. Findings The results indicate that convergence and familiarity significantly affected perceived usefulness and that security and economy significantly affected perceived trust in smart banking services. The relationships of security, economy, and innovativeness to perceived usefulness and those of convenience and familiarity to perceived trust were stronger for the Android OS than for iOS. The study contributes by proposing an integrated framework and providing a comparison between the Android OS and iOS in the context of smart banking.

A survey on the utilization practice and satisfaction of users of food and nutrition information (정보이용자의 식품영양정보 이용 실태와 만족도)

  • Kim, Inhye;Park, Min-Seo;Bae, Hyun-Joo
    • Journal of Nutrition and Health
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    • v.54 no.4
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    • pp.398-411
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    • 2021
  • Purpose: The objective of this study was to investigate food and nutrition information utilization practices of adults aged between 20 and 30 years to provide the basic data for developing customized content. Methods: Statistical analyses were performed using the SPSS program (ver. 24.0) for the 𝛘2-test, t-test, one-way analysis of variance, and Duncan's multiple range test. Results: Of the 570 subjects surveyed, 45.4% were men, 54.6% were women, 66.3% were in their 20s, 33.7% were in their 30s, 41.4% were single-person households, and 58.6% lived with their families. On average, 14.2% of televisions (TVs), 26.0% of personal computers (PCs), and 63.7% of smartphones were used for more than three hours per day. 30.9% of respondents searched for food and nutrition information more than once a week. 70.0% of the respondents had then applied the information in real life and 54.7% of the respondents said they would share information with others. Information retrieval rate was in the order of 'restaurant (64.8%)', 'diet (57.5%)', and 'food recipes (55.7%)'. Overall satisfaction with food and nutrition information averaged 3.33 on a five-point scale. Satisfaction score was in the order of 'enough description and easy to understand (3.43)', 'matching title and content (3.35)', and 'providing new and novel information (3.22)'. Satisfaction scores were significantly higher in the group that searched for information (p < 0.001), the group that used the retrieved information in real life (p < 0.001), and the group that conveyed this information to others (p < 0.001). Conclusion: To improve information user satisfaction, it is necessary to provide customized information that fits the characteristics of information users. For this purpose, it is necessary to continuously conduct surveys and satisfaction evaluations for each target group.

Highly Reliability Network Technology for Transmitting a Disaster Information (재해정보 전송을 위한 고신뢰성 네트워크 기술)

  • Kim, Kyung-Jun;Kim, Dongju;Jang, Dae-Jin;Oh, Eun-Ho;Kim, Jin-Man
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.115-124
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    • 2015
  • In this paper we analyse the previous (Quality of Services) and QoE(Quality of Experience) methods, and propose a high reliable network system framework and its service forwarding method that is able to provide seamless N-Screen services for proliferating disaster informations. The service satisfaction measurement, i.e., QoE, of contents consumers in N-screens services is going to be important the factor in disaster information proliferation because N-Screen services in the previous methods based on multi devices only focused on information transmission. The proposed system around these services is composed of a disaster information process framework for accepting user's service requirement, push service modules for minimizing the number of packets to be caused when carrying out the push service, and a push service controller for maximizing QoE measures. In order to provide a seamless N-Screen service on diverse screens, such as smartphone, PC, and big screen, we also have Open API(Application Programming Interface) functions. Through these results, we expect to evaluate QoS and QoE quality in the seamless N-Screen service.

Offline Friend Recommendation using Mobile Context and Online Friend Network Information based on Tensor Factorization (모바일 상황정보와 온라인 친구네트워크정보 기반 텐서 분해를 통한 오프라인 친구 추천 기법)

  • Kim, Kyungmin;Kim, Taehun;Hyun, Soon. J
    • KIISE Transactions on Computing Practices
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    • v.22 no.8
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    • pp.375-380
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    • 2016
  • The proliferation of online social networking services (OSNSs) and smartphones has enabled people to easily make friends with a large number of users in the online communities, and interact with each other. This leads to an increase in the usage rate of OSNSs. However, individuals who have immersed into their digital lives, prioritizing the virtual world against the real one, become more and more isolated in the physical world. Thus, their socialization processes that are undertaken only through lots of face-to-face interactions and trial-and-errors are apt to be neglected via 'Add Friend' kind of functions in OSNSs. In this paper, we present a friend recommendation system based on the on/off-line contextual information for the OSNS users to have more serendipitous offline interactions. In order to accomplish this, we modeled both offline information (i.e., place visit history) collected from a user's smartphone on a 3D tensor, and online social data (i.e., friend relationships) from Facebook on a matrix. We then recommended like-minded people and encouraged their offline interactions. We evaluated the users' satisfaction based on a real-world dataset collected from 43 users (12 on-campus users and 31 users randomly selected from Facebook friends of on-campus users).