• Title/Summary/Keyword: mobile users

Search Result 2,985, Processing Time 0.032 seconds

A study on the utilization methods of educational content based on the analysis of mobile games (모바일 게임의 분석으로 바라본 교육용 콘텐츠로의 활용방법에 관한 연구)

  • Seo, Gapyuel
    • Journal of Digital Contents Society
    • /
    • v.14 no.2
    • /
    • pp.125-134
    • /
    • 2013
  • The mobile device users have been increasing significantly because of the development of Social network system and network technologies. Because of this popularity, there are various games in market based on the combination of the mobile device with social networks. It will be the potential market within the mobile games with the growth of popularity in various users. This paper proposes the possibilities for the development of mobile game in educational contents through the case study of the popular mobile games.

Behavior analysis of mobile banking user with smart phone (스마트폰 기반 모바일뱅킹의 사용자 행동분석)

  • Hong, Seong-Ok;Kim, Hag-Min
    • International Commerce and Information Review
    • /
    • v.16 no.4
    • /
    • pp.35-54
    • /
    • 2014
  • Since smart phone users are continually increasing, smart phone based mobile banking users are increasing too. Therefore this study analyzes behavior of smart phone based mobile banking users. This study surveyed 400 people aged 10 to 50. The survey shows social effect influences convenience of smart-phone based mobile banking, perceived danger, and perceived security. Also,'promptness', the element of convenience has influence on trust. As perceived danger was higher, it was more vulnerable to resistance. The intention of smart-phone based mobile banking was influenced by trust and resistance. Specifically rising of intention was more influenced by lifting trust than lowering resistance.

  • PDF

The effect of the PC experience on the usability of PDAs - make a comparison between Palm Vx and iPAQ Pocket PC on intuitive recognition to use the PDAs, based on laboratory-based usability testing (PC사용경험이 PDA사용에 대한 직관적 인지에 미치는 영향에 관한 연구)

  • 정상훈;이건표
    • Archives of design research
    • /
    • v.16 no.2
    • /
    • pp.301-310
    • /
    • 2003
  • The interface design of mobile products has become a hot issue recently as a variety of products are being developed for extended usages. There have been two different views on interface design of mobile products like PDAs(personal digital assistants) or cellular phone. One 치aims that the current interface design of PC cannot be directly applied because mobile products have their own specific functions and requirements. On the meantime, the other argues that an extended application of PC metaphors to mobile products can have advantages because users'PC experiences can reduce the learning efforts and thus contribute to intuitive understanding mobile products. In this research, two types of PDAs, developed according to the aforementioned conflicting philosophies were compared and evaluated, based on laboratory-based usability testing conducted by novice users. The experiment consists of asking subjects to perform identical tasks for the two different types of products. The interaction data collected during usability testing were analyzed in terms of time taken, rate of success of tasks and errors. The experiment shows that there were some meaningful effects of users'experience of PC on the usability of PDAs.

  • PDF

Development of a mobile application focusing on developmental support care for Korean infants born prematurely: a methodological study

  • Park, Ji Hyeon;Cho, Haeryun
    • Child Health Nursing Research
    • /
    • v.28 no.2
    • /
    • pp.112-123
    • /
    • 2022
  • Purpose: This study aimed to develop and evaluate a mobile application focusing on developmental support care for infants born prematurely. Methods: An application was developed using the analysis, design, development, implementation, and evaluation model. In the analysis phase, previous research was evaluated through big data text-mining and a literature review. In the design phase, the preliminary content of the application was designed, and the content validity and comprehension were verified. A hybrid application was developed and used by eight experts and ten users, who evaluated the layout of the mobile application and their satisfaction with it. Results: The content of the designed application comprised a diary, customized information, developmental play, and community. The mean scores for layout were 3.73±0.47 and 3.43±0.68 out of 4 points among the experts and users, respectively. Users' mean satisfaction score was 3.70±0.70 out of 5 points. Conclusion: The information provided by the mobile application was evaluated as consistent and systematic. The application was also found to be satisfactory by infants' parents. The mobile application developed through this study is expected to be effective in supporting the development of children born prematurely.

E-Satisfaction and E-Loyalty of Online Marketplace Mobile Applications: An Empirical Channel Study in Indonesia

  • LOE, Kevin;TASIA, Aniq;INDRA, Ricardo;MANI, La
    • Journal of Distribution Science
    • /
    • v.20 no.9
    • /
    • pp.61-71
    • /
    • 2022
  • Purpose: This study analyzes the effects of variables affecting e-satisfaction and e-loyalty in e-commerce. Research design, data, and methodology: A survey was conducted to 384 Indonesia online shopping mobile application users. The questionnaire construct was designed based on several independent variables, such as application attractiveness, application functionality, and customer service on e-satisfaction and e-loyalty. E-satisfaction was positioned as an intervening variable to determine the effect on e-loyalty. Results: Application attractiveness, application functionality, and customer service shown positive effect on e-satisfaction in online shopping mobile application. At the same time, e-satisfaction also affected e-loyalty significantly as referred in previous studies. However, application attractiveness, while showed positive effect on e-satisfaction, in contrary with previous study does not showed very significant effect. Conclusion: Application functionality significantly influences users satisfaction compared to application attractiveness. E-satisfaction mediates as a factor between visual design, information access, and transaction in online shopping mobile application, which stimulates user loyalty. The study findings' can be a reference for companies to create and maintain users' satisfaction and loyalty via different aspects of mobile application. Further research should be conducted on other field of study as the industry has different aspects that affects user loyalty.

A Comparison of User Search Behavior on PC and Mobile Phone: A Log Analysis of 1300K Site (이용자들의 PC 검색 행태와 모바일 검색 행태 비교: 1300K 로그 분석을 중심으로)

  • Park, Soyeon;Cho, Kihun;Choi, Kirin
    • Journal of the Korean Society for information Management
    • /
    • v.34 no.3
    • /
    • pp.89-107
    • /
    • 2017
  • This study aims to compare information seeking behavior of 1300K users on PC and mobile phone. Transaction logs of 1300K, a major Korean shopping search engine, were analyzed. These transaction logs were collected over 1 month period, from April 1 to April 31, 2016. The results of this study show that there are a little more mobile sessions than PC sessions. Users conducted slightly more browsing on PCs than mobile phones, whereas users submitted queries more than two times on mobile phones than on PCs. Users clicked more search results on PCs than mobile phones, whereas users made important decision makings such as product purchases more on mobile phones than PCs. Top queries and categories were similar between PCs and mobile phones. Queries and categories on mobile phones were more focused than queries on PCs. Overall, mobile search behavior is more simple, passive, and focused than PC search behavior. The results of this study can be implemented to the effective improvement and development of search services for different devices.

Influencing Factors on Users' Resistance to the Mobile Easy Payment Services : Focusing on the Case of KakaoPay Users (모바일 간편결제 서비스에 대한 사용자 수용저항 요인 : 카카오페이 사용자를 중심으로)

  • Kim, Sodam;Park, Philip;Yang, Sung-Byung
    • Journal of Information Technology Services
    • /
    • v.16 no.2
    • /
    • pp.139-156
    • /
    • 2017
  • Since the global financial crisis of 2008, the continuous development and innovation in technology-related fields such as information and communications technology (ICT) are likely to swim against the recession. In this paradoxical situation, the necessity of financial innovation through ICT is on the rise. For this reason, the appearance of Fintech is more meaningful as a new converged industry with the potential to lead financial innovation. The term of Fintech is derived from combining 'Finance' and 'Technology.' In South Korea, one of the most popular types of Fintech is mobile payment. KakaoPay, which is the first mobile easy payment service in Korea, is a much more simplified type of mobile payment service than ones used in the past, and is provided by the most popular mobile messenger service in Korea, KakaoTalk. However, KakaoPay has few active users in spite of its many advantages, which include convenience, simplicity, and a powerful platform. Thus, the main purpose of this paper is to investigate influencing factors of user resistance on KakaoPay. In order to investigate specific factors, a research model is developed based on the unified understanding of user resistance put forth by Laumer and Eckhardt (2012). After gathering online survey data from KakaoTalk users, an empirical analysis is conducted to verify this research model. The results of this study give insights regarding user resistance factors in the Fintech sector, and by so doing, it is expected that the important factors of user resistance could help the diffusion of new services when new mobile payment services appear in the near future.

A Design and Implementation of Mobile Coupons Management System Based on NFC (NFC기반 모바일 쿠폰 관리 시스템 설계 및 구현)

  • Kim, Jong-Min;Lee, Yun-Seok;Kim, Eun;Jung, Min-Soo
    • Journal of Digital Convergence
    • /
    • v.11 no.1
    • /
    • pp.267-273
    • /
    • 2013
  • Recently, coupons are distributed in various ways such as paper, Internet, and mobile phone, with the development of the information and communications technology. Coupon users benefit from the use of these coupons. For example, they can get a discount for the product that they wanted to buy and can be offered additional services. However, paper and Internet coupons have a risk of loss since users have to cut them out and keep them separately. Mobile coupons also don't provide users with user convenience, because coupon users first look for coupon data from their mobile phone and show it to the counterperson. To solve these problems, this study proposes a NFC-based mobile coupon system under which we can use coupon data only with mobile device access.

Blockchain Technology for Mobile Applications Recommendation Systems (모바일앱 추천시스템과 블록체인 기술)

  • Umekwudo, Jane O.;Shim, Junho
    • The Journal of Society for e-Business Studies
    • /
    • v.24 no.3
    • /
    • pp.129-142
    • /
    • 2019
  • The interest in the blockchain technology has been increasing since its inception and it has been applied to many fields and sectors. The blockchain technology creates a decentralized environment where no third party controls the data and transaction. Mobile apps recommendation has been extensively used to recommend apps to mobile users. For example, Android-based recommendation applications have been developed to recommend other mobile apps for download depending on user's preferences and mobile context. These recommendations help users discover apps by referring to the experiences of other users. Due to the collection of a large amount of data and user information, there is a problem of insecurity and user's privacy that are prone to be attacked. To address this issue the blockchain technology can be incorporated to assure cryptographic safety. In this paper, we present a survey of the on-going mobile app recommendations and e-commerce technology trend to address how the blockchain can be incorporated into the collaborative filtering recommendation systems to enable the users to set up a secured data, which implies the importance of user privacy preference on personalized app recommendations.

An Empirical Study on the Acceptance-Resistance Motivation to Use A Mobile Payment Service : Applying Multivariate Discriminant Analysis (모바일 결제 서비스의 수용-저항 동기에 대한 실증연구: 다변인 판별분석을 중심으로)

  • Jung, Jee-Young;Jeong, Ha-Yeong;Jo, Hyeon
    • The Journal of Information Systems
    • /
    • v.27 no.2
    • /
    • pp.115-134
    • /
    • 2018
  • Purpose In recent years, mobile payment service users have been rapidly increasing. Previous researchers focused on the mobile usage situation such as the elements of mobile payment service, usage pattern, and user behaviors, and the research that is approached from the viewpoint of the user is still insufficient. The aim of this study is to suggest a acceptance-resistance motivation model of choosing a mobile payment service based on the Herzbergs Two-Factor Theory by investigating users' motivation and hygiene factors. Design/methodology/approach For the purpose, literature reviews on factors of choosing a mobile payment service were conducted and classified motivation and hygiene factors. Two hypotheses were set as follows: Hypothesis I is that motivation factors have a positive impact on the choice of mobile payment service, and Hypothesis II is that hygiene factors have a negative impact on the choice of mobile payment service. To test two hypotheses, this study conducted an online questionnaire survey and a multivariate discriminant analysis. Findings The result found that mobile payment service is more likely to be replaced with mobile by improving convenience, simplicity, and ease of use that affect the acceptance motivation of mobile payment service. This result supported the Hypothesis I but not Hypothesis II and contributed to provide implications for future mobile payment service development and marketing utilization.