• Title/Summary/Keyword: smartphone app

Search Result 344, Processing Time 0.024 seconds

Exploring the Attractive Factors of App Icons

  • Ho, Chun-Heng;Hou, Kai-Chun
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.9 no.6
    • /
    • pp.2251-2270
    • /
    • 2015
  • More than 1 billion mobile apps (smartphone applications) have been released worldwide. Competition among developers of apps that are available in app stores has intensified because of increasing demand. App icons with an appealing design can instantly increase attention. Miryoku Engineering methods were used and combined with the Kansei interface model to examine the relationship between attractive icons and users. The evaluation grid method (EGM) is a qualitative method that was used to evaluate the icons, and Quantification Theory Type I is a quantitative method that was used to analyze the influence of design elements in icons. Eight attractive factors of app icons were determined using EGM, and six specific factors were identified using questionnaires. The quantitative results indicated that user cognition and emotion were influenced by the various design elements. The impact on the attractive factors of a single design element differed among users with diverse backgrounds. App icons were assessed on the basis of aesthetics to identify attractive factors and thereby assist designers in understanding and implementing design elements and improving the overall visual appeal of their apps. The result of this investigation is crucial to the presentation of app icons in online app stores.

Differences in Finding Smartphone Apps across User Types Categorized by App Icon Arrangement Style (스마트폰 사용자의 앱정리 유형에 따른 앱아이콘 탐색의 차이 연구 -아이폰 사용자 중심으로-)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.11
    • /
    • pp.143-155
    • /
    • 2017
  • In the mobile-first era, plenty of mobile apps have been created so that the number of apps owned in a smartphone have been increasing as well. However, users spend most of time with only a few apps and the rest of apps are just kept in their smartphones for future usage. Thus, in order to help users find the apps quickly it is important to study how users arrange apps in a mobile phone screen and find an app. In the literature, we extracted 5 user types to organize mobile apps. We further conducted user survey with 30 subjects and finalized major 3 user types categorized by relatedness(A), aesthetic(B), and external concepts(C). We found that most of subjects took less than 2 minutes when finding frequently-used-apps. However we identified difference in times taken to find a barely-used-apps across three user types; while A type users turns out to be the most effective in finding barely-used-apps, the B type uses tend to be the least effective among three types. For the A type users, an app's name is more important than an icon image because they tend to guess the functionality from the name of the app. The B type users use the color of app icon to find the app in the smartphone. For the C type users who tend to remain the original position of an app when first downloading it in the smartphone, the visibility of an app icon is important to catch users' eyes while they scan a page. The results of this study is expected to be useful for UX designers who improve the usability of app icon usage considering the user types.

Usability of a smartphone food picture app for assisting 24-hour dietary recall: a pilot study

  • Hongu, Nobuko;Pope, Benjamin T.;Bilgic, Pelin;Orr, Barron J.;Suzuki, Asuka;Kim, Angela Sarah;Merchant, Nirav C.;Roe, Denise J.
    • Nutrition Research and Practice
    • /
    • v.9 no.2
    • /
    • pp.207-212
    • /
    • 2015
  • BACKGROUND/OBJECTIVES: The Recaller app was developed to help individuals record their food intakes. This pilot study evaluated the usability of this new food picture application (app), which operates on a smartphone with an embedded camera and Internet capability. SUBJECTS/METHODS: Adults aged 19 to 28 years (23 males and 22 females) were assigned to use the Recaller app on six designated, nonconsecutive days in order to capture an image of each meal and snack before and after eating. The images were automatically time-stamped and uploaded by the app to the Recaller website. A trained nutritionist administered a 24-hour dietary recall interview 1 day after food images were taken. Participants' opinions of the Recaller app and its usability were determined by a follow-up survey. As an evaluation indicator of usability, the number of images taken was analyzed and multivariate Poisson regression used to model the factors determining the number of images sent. RESULTS: A total of 3,315 food images were uploaded throughout the study period. The median number of images taken per day was nine for males and 13 for females. The survey showed that the Recaller app was easy to use, and 50% of the participants would consider using the app daily. Predictors of a higher number of images were as follows: greater interval (hours) between the first and last food images sent, weekend, and female. CONCLUSIONS: The results of this pilot study provide valuable information for understanding the usability of the Recaller smartphone food picture app as well as other similarly designed apps. This study provides a model for assisting nutrition educators in their collection of food intake information by using tools available on smartphones. This innovative approach has the potential to improve recall of foods eaten and monitoring of dietary intake in nutritional studies.

A Study on the Effects of the Usage Review of the Majib Smartphone Application on Use Intention (스마트폰 맛집 앱 사용후기 특성이 이용의도에 미치는 영향에 관한 연구)

  • Han, Ji-Soo
    • Culinary science and hospitality research
    • /
    • v.21 no.6
    • /
    • pp.167-181
    • /
    • 2015
  • The purpose of this study is to examine the effects of genuineness, usefulness, overstatement, and assentation of the smartphone majib app on trust, perceived risk, and use intention, and thereby suggest useful information for the mobile application. A survey was conducted from May 11, 2015 to June 30, 2015 targeting smartphone majib app users through convenience sampling. A total of 300 questionnaires were distributed, of which 275 were used for analysis after excluding 25 response for negligent or inappropriate responses. The results found that, first, of the review characteristics, genuineness and usefulness, assentation had positive (+) effects on trust, while overstatement had a negative (-) effect on trust. Second, of the review characteristics, only genuineness and usefulness had significant effects on perceived risk. Third, trust had a significant effect on use intention rather than on perceived risk. Fourth, trust and perceived risk had mediating effects on the relationship between the assentation of the majib smartphone app review characteristics and use intention.

Smartphone App Education pertaining to Patient Controlled Analgesia Use and Pain Management after Spinal Anesthesia for Lower Extremity under Orthopedic Surgery (스마트 폰 앱 교육을 받은 정형외과 척추마취 하지수술 환자의 수술 후 자가통증조절기 사용지식과 통증관리)

  • Kim, Choon Ae;Park, Hyoung Sook
    • Journal of Korean Academy of Fundamentals of Nursing
    • /
    • v.24 no.4
    • /
    • pp.255-264
    • /
    • 2017
  • Purpose: The purpose of this study was to develop a smartphone app for use in patient controlled analgesia (PCA) education and to identify PCA knowledge and pain management following lower extremity orthopaedic surgery under spinal anesthesia in patients who received smartphone app education. Methods: Participants were 150 patients in an orthopaedic hospital located in Busan. The measurement variables used in this study were PCA knowledge, pain management and pain level. For data analysis, SPSS/WIN 21.0 program was used in the analysis of the relation of frequencies. In addition, percentage, mean and standard deviation, t-test, ANOVA, Duncan, Pearson's correlation coefficients were also assessed. Results: The score for knowledge regarding PCA was $4.27{\pm}1.64$. The correlations between knowledge and pain management (button push times

Design of a Smart Phone App for Measuring Object Size in a Picture Image (화상 이미지내의 피사체 크기 계측을 위한 스마트 폰 어플 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.13 no.5
    • /
    • pp.135-142
    • /
    • 2013
  • With a rapid growth of hardware and product material industries, evolution of handheld terminal technologies is progressed. Various applications using mobile phone are the major trend in recent smart applications. Especially, interesting applications using camera module in a smartphone are developed continuously, mobile users are able to use various useful mobile applications nowadays. In this paper, we design and implement smartphone app for measuring real size of the shooting object in the image taken by a camera module in a smartphone precisely. We implement 4 different shooting modes for precise measurement of objects and 0 point control module is developed to minimize the differences of shooting images taken by different types and systems of various smartphones. The smartphone app proposed and implemented in this paper is analyzed and evaluated by a simulation study.

Perceptions of Residents in Relation to Smartphone Applications to Promote Understanding of Radiation Exposure after the Fukushima Accident: A Cross-Sectional Study within and outside Fukushima Prefecture

  • Kuroda, Yujiro;Goto, Jun;Yoshida, Hiroko;Takahashi, Takeshi
    • Journal of Radiation Protection and Research
    • /
    • v.47 no.2
    • /
    • pp.67-76
    • /
    • 2022
  • Background: We conducted a cross-sectional study of residents within and outside Fukushima Prefecture to clarify their perceptions of the need for smartphone applications (apps) for explaining exposure doses. The results will lead to more effective methods for identifying target groups for future app development by researchers and municipalities, which will promote residents' understanding of radiological situations. Materials and Methods: In November 2019, 400 people in Fukushima Prefecture and 400 people outside were surveyed via a web-based questionnaire. In addition to basic characteristics, survey items included concerns about radiation levels and intention to use a smartphone app to keep track of exposure. The analysis was conducted by stratifying responses in each region and then cross-tabulating responses to concerns about radiation levels and intention to use an app by demographic variables. The intention to use an app was analyzed by binomial logistic regression analysis. Text-mining analyses were conducted in KH Coder software. Results and Discussion: Outside Fukushima Prefecture, concerns about the medical exposure of women to radiation exceeded 30%. Within the prefecture, the medical exposure of women, purchasing food products, and consumption of own-grown food were the main concerns. Within the prefecture, having children under the age of 18, the experience of measurement, and having experience of evacuation were significantly related to the intention to use an app. Conclusion: Regional and individual differences were evident. Since respondents differ, it is necessary to develop and promote app use in accordance with their needs and with phases of reconstruction. We expect that a suitable app will not only collect data but also connect local service providers and residents, while protecting personal information.

Evaluation of the Effect of Educational Smartphone App for Nursing Students

  • Yeon, Seunguk;Seo, Sukyong
    • International Journal of Advanced Culture Technology
    • /
    • v.7 no.2
    • /
    • pp.60-66
    • /
    • 2019
  • The purpose of this study was to compare the effect of educational smartphone app with the effect of learning using conventional paper material. We developed an educational app for nursing students to learn how to read blood pressure and how to take a pulse. Evaluated was the effect of the app-based education by measuring the short term memory (right after the education), the long term memory (a week later) and the satisfaction. 25 college nursing students participated for the experiment group using the app-based education and 25 for the control group using paper-based education. We applied for statistical analysis Fisher's exact test and Independent t-test. The satisfaction of the app user's appeared significantly higher than that of the paper material user's (t=2.322, p=0.024). The short term memory score was 0.23 points higher in the experimental group (6.46 points) than in the control group (6.23 points), which was not statistically significant (t =0.422, p =0.675). Similar result came for the long term memory (t=1.006, p=0.320). After adjusting for the effect of a college grade using ANCOVA, the effect on memory was significantly higher in the experiment group. There might be differences in learning ability between the experimental and the control groups.

Effective teaching using textbooks and AI web apps (교과서와 AI 웹앱을 활용한 효과적인 교육방식)

  • Sobirjon, Habibullaev;Yakhyo, Mamasoliev;Kim, Ki-Hawn
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.01a
    • /
    • pp.211-213
    • /
    • 2022
  • Images in the textbooks influence the learning process. Students often see pictures before reading the text and these pictures can enhance the power of imagination of the students. The findings of some researches show that the images in textbooks can increase students' creativity. However, when learning major subjects, reading a textbook or looking at a picture alone may not be enough to understand the topics and completely realize the concepts. Studies show that viewers remember 95% of a message when watching a video than reading a text. If we can combine textbooks and videos, this teaching method is fantastic. The "TEXT + IMAGE + VIDEO (Animation)" concept could be more beneficial than ordinary ones. We tried to give our solution by using machine learning Image Classification. This paper covers the features, approaches and detailed objectives of our project. For now, we have developed the prototype of this project as a web app and it only works when accessed via smartphone. Once you have accessed the web app through your smartphone, the web app asks for access to use the camera. Suppose you bring your smartphone's camera closer to the picture in the textbook. It will then display the video related to the photo below.

  • PDF

A Study of the Relationship Analysis between Mobile Application by Using An Association Rules (연관성 규칙을 이용한 모바일 앱 간 관계 분석에 관한 연구 - 모바일 게임 앱을 중심으로)

  • Shin, Yong-Jae;Yim, Myung-Seong
    • Journal of the Korea Convergence Society
    • /
    • v.3 no.2
    • /
    • pp.19-26
    • /
    • 2012
  • In accordance with the advent of smartphone and the growth of the Mobile App market, the Mobile game industry is being reorganized. So, This study is to be know the association rules between mobile game apps and mobile apps. Accordingly, To promote the Mobile Game App based on advertisement effectiveness that can be obtained from the characteristics of the game by finding out what to investigate.