9,171 research outputs found

    ENHANCING USERS’ EXPERIENCE WITH SMART MOBILE TECHNOLOGY

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    The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience. This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the ‘Chronology of His Majesty Sultan Haji Hassanal Bolkiah’ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalam’s museums. The second study involved testing of the ‘Kent LiveMap’ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application. Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalam’s museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable

    Assessing the Effects of the Smartphone as a Learning Tool on the Academic Achievement and Motivation of High School Agriculture Students in Louisiana

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    Perhaps the most influential device in modern society is the smartphone. Over 90% of Americans aged 18-29 own a smartphone and 74% of teenagers reported using a smartphone as their primary internet connection. Students perceived that using smartphones in the classroom aided learning. However, two-thirds of American high schools ban students from using phones in the classroom. Secondary science curriculum focuses on subjects that regard the biodiversity of plant and animal species, but disregard the student’s ability to identify species. Consequently, secondary students in general are very poor at identifying species of trees. Previous research supports the idea that advanced smartphone applications in student centered learning environments can improve achievement and motivation. There is little in the agricultural education literature pertaining to smartphone enhanced learning among secondary agriculture students. Further, no research has focused on the use of smartphone applications in forestry education at the secondary level. This dual-purpose study compared achievement levels between two groups of students in a forestry curriculum learning with smartphones or printed materials and determined motivational differences between groups. Specifically, one group of students used the smartphone apps Leafsnap, V-Tree, Tree Book, and Quizlet to identify leaf samples while a comparison group utilized Leaf Key to Common Trees of Louisiana (Dozier & Mills, 2005), Important Forest Trees of the Eastern United States (Brockman & Merrilees, 1991), and Louisiana Trees (Hodges, Evans & Garnett, 2015). A non-equivalent comparison group design was employed. Secondary agricultural students (n = 263) from 13 schools across Louisiana completed a criterion referenced pretest and post-test created by the researcher via Test Generator Web©. Motivation was measured using the Course Interest Survey (Keller, 2010). Data were analyzed using Hierarchical Linear Modelling (HLM) for fixed effects with maximum likelihood estimation to determine if any statistically significant differences existed between the groups in achievement or motivation. HLM accounted for differences between individual students in schools and prior knowledge. The analysis rendered no statistically significant differences between the groups in achievement or motivation. It was concluded that smartphones do not reduce learning and should be considered a learning enabler in agricultural education where policy permits

    Usability of disaster apps : understanding the perspectives of the public as end-users : a dissertation presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Emergency Management at Massey University, Wellington, New Zealand

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    Listed in 2020 Dean's List of Exceptional ThesesMultiple smartphone applications (apps) exist that can enhance the public’s resilience to disasters. Despite the capabilities of these apps, they can only be effective if users find them usable. Availability does not automatically translate to usability nor does it guarantee continued usage by the target users. A disaster app will be of little or no value if a user abandons it after the initial download. It is, therefore, essential to understand the users’ perspectives on the usability of disaster apps. In the context of disaster apps, usability entails providing the elements that effectively facilitate users in retrieving critical information, and thus enabling them to make decisions during crises. Establishing good usability for effective systems relies upon focussing on the user whereby technological solutions match the user’s needs and expectations. However, most studies on the usability of disaster context technologies have been conducted with emergency responders, and only a few have investigated the publics’ perspectives as end-users. This doctoral project, written within a ‘PhD-thesis-with-publication’ format, addresses this gap by investigating the usability of disaster apps through the perspectives of the public end-users. The investigation takes an explicitly perceived usability standpoint where the experiences of the end-users are prioritised. Data analysis involved user-centric information to understand the public’s context and the mechanisms of disaster app usability. A mixed methods approach incorporates the qualitative analysis of app store data of 1,405 user reviews from 58 existing disaster apps, the quantitative analysis of 271 survey responses from actual disaster app users, and the qualitative analysis of usability inquiries with 18 members of the public. Insights gathered from this doctoral project highlight that end-users do not anticipate using disaster apps frequently, which poses particular challenges. Furthermore, despite the anticipated low frequency of use, because of the life-safety association of disasters apps, end-users have an expectation that the apps can operate with adequate usability when needed. This doctoral project provides focussed outcomes that consider such user perspectives. First, an app store analysis investigating user reviews identified new usability concerns particular to disaster apps. It highlighted users’ opinion on phone resource usage and relevance of content, among others. More importantly, it defined a new usability factor, app dependability, relating to the life-safety context of disaster apps. App dependability is the degree to which users’ perceive that an app can operate dependably during critical scenarios. Second, the quantitative results from this research have contributed towards producing a usability-continuance model, highlighting the usability factors that affect end-users’ intention to keep or uninstall a disaster app. The key influences for users’ intention to keep disaster apps are: (1) users’ perceptions as to whether the app delivers its function (app utility), (2) whether it does so dependably (app dependability), and (3) whether it presents information that can be easily understood (user-interface output). Subsequently, too much focus on (4) user-interface graphics and (5) user-interface input can encourage users to uninstall apps. Third, the results from the qualitative analysis of the inquiry data provide a basis for developing guidelines for disaster app usability. In the expectation of low level of engagement with disaster app users, the guidelines list recommendations addressing information salience, cognitive load, and trust. This doctoral project provides several contributions to the body of knowledge for usability and disaster apps. It reiterates the importance of investigating the usability of technological products for disasters and showcases the value of user-centric data in understanding usability. It has investigated usability with particular attention to the end-users’ perspectives on the context of disaster apps and, thus, produces a theoretical usability-continuance model to advance disaster app usability research and usability guidelines to encourage responsible design in practice

    “You Don’t Know Where It Will Stop” -- An Inquiry into Smartphone Users' Privacy Mental Models of Contextual Integrity

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    The Contextual Integrity (CI) theory provides a benchmark for privacy protection or violation according to the appropriateness of information collection and flows in a certain context. As privacy threats and protections develop and vie in various mobile contexts, how smartphone users represent the benchmark CI in their minds deserves exploration. In this study, we inquired into 18 smartphone users’ privacy mental models of CI. We found that they verbalized and visualized three patterns of information flow (i.e., unidirectional lines, branching tree, and complex network) and two categories of information collection (i.e., monetization-oriented and monitoring-based). With these mental models, our participants expressed numerous privacy concerns, such as unstoppable information sharing, data monetization, and surveillance. We discussed these findings and concluded that even though mobile operating systems and apps have claimed to be privacy-friendly and protective, some users remain dubious about such claims even though their privacy mental models may not accurately reflect reality

    Students’ Attitudes towards the Use of Smartphone for Language Learning Purposes

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    Utilization of smartphone technology and English language, emerging English language and smartphone technology in non-academic and academic activities for learning purposes, student’s perception towards the usage of smartphone apps for English learning purposes, and smartphone apps for enhancing English proficiency are the area where this study is focused, gained from Indonesian High School students. Two hundred participants from 10th-12th grader of private high schools in Surabaya - Indonesia participated by completing an anonymous questionnaire and 16 participants of each grade were randomly selected and interviewed to gain further understanding towards the findings. The findings indicated smartphone technologies are mostly used by the participants for communication and social media purposes. On the other hand, smartphone is also used incontrovertibly by participants for the certain educational purposes.  In addition, learning English via smartphone mobile apps, and diverse types of teenager’s online activities were discovered, as well as area of their English skill improvement. The findings suggest that: the students are considerably enthusiastic for using apps to support learning and they also view that smartphones bring substantial potentials and should be optimized for learning through systematic and purposeful activities properly designed for school learning-related activitie

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Attitudes and perceptions of mobile advertising among rural youth in the Limpopo Province.

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    Master of Commerce in Marketing Management. University of KwaZulu-Natal, Pietermaritzburg, 2017.Mobile advertising, a form of advertising that targets people using mobile devices such as cell phones and tablets, has opened a platform for advertisers to communicate with their target markets at any given time and location. The mobile market continues to multiply in South Africa, and devices are continuously becoming more technologically advanced, resulting in more sophisticated advertising vehicles and mobile users. In addition, mobile advertising has been referred to as one of the best means to communicate with the youth. This study explores the attitudes and perceptions of youth in rural communities towards mobile advertising. As such, it addresses a gap in the literature on youth and mobile advertising, which tends to focus on youth in more urban contexts. The study focuses on the following types of mobile advertising: SMSs, video advertising, mobile web banner advertising and app advertising. An exploratory qualitative study was conducted, involving a sample of 38 participants. Six focus group sessions were conducted in Thohoyandou and Turfloop. The study used the ARF Model (that is, vehicle exposure, advertising attentiveness, advertising communication, advertising persuasion, and advertising response) and the ABC model of attitudes (that is, affect, behaviour, and cognition) to develop the research instrument, and then additionally used the Ducoffe Extended Model (that is, informativeness, entertainment, credibility, and irritation) to guide the analysis of the collected data. The following are the main findings of this study: The majority of participants show low responsiveness towards mobile advertising; however, some welcome mobile advertising. Most participants find mobile advertising ‘annoying’ or ‘irritating’, mainly because they feel that the content advertised to them is not always relevant, has poor timing and invades their privacy. Other participants are happy receiving mobile adverts if the content is relevant, informative, helpful, creative and entertaining. Participants generally appear to have negative overall attitudes towards SMS advertising in particular, again largely due to irrelevant content. Video, mobile web banner and app advertising receive mixed reactions. Implications and recommendations are provided, for marketers and future researchers

    EFFECTIVENESS OF SMARTPHONE ON EFL READING: LEARNERS’ PERCEPTION IN ASIAN COUNTRIES

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    COVID-19, the deadly and infectious virus, is a devastating blow for the world. Every single person in the world today has been impaired by Coronavirus in a variety of ways. The educational system across the globe has thundered this new phenomenon. Many institutions have moved their programs from offline to online mode. This pandemic left no other option for the academy but to adopt a new method of pedagogy. Smartphones would be a better way to promote online education. Smartphone users have been rising excessively in Asia in recent years. The purpose of this study is to explore and describe the learners' perception in Asian countries concerning the effectiveness of smartphone on EFL reading. This research is a systematic analysis of a qualitative nature. Altogether, 39 studies were selected on the learning perception of the smartphone for EFL reading. The studies included the following countries: Bangladesh, Indonesia, Iran, the Kingdom of Saudi Arabia, Malaysia, Nepal, Sri Lanka, Taiwan, and Thailand. These nine countries have been chosen from countries in Asia whose official language is different from English. The findings indicate that the reading habit of Asian EFL learners is less and is slowly decreasing, as conventional classrooms may not fulfill learners' needs at times, as printed books are not fun. Using a smartphone for an EFL-reading can be a better choice because the smartphone is accessible and affordable. Leaners spend a significant amount of time on smartphones, especially on social networking sites. Learners use smartphone apps to read vocabulary. The learners stress that smartphones help you find out what to learn and, most importantly, how to learn. Learners accept that using smartphones to learn English enhances their critical thinking, innovative thinking, questionability, problem-solving, communication, and teamwork to some degree. Specifically, the use of smartphone guides them to a lifelong learner who is self-reliant. The common problem with smartphones is interrupted Wi-Fi connectivity. Using a smartphone can contribute to several health issues. The learners' critical issue is the irritation of the eyes caused by the brightness of the screen. Some apps have a few pedagogical elements for reading. Nevertheless, learners agree that a smartphone cannot substitute a good teacher. They need guidance from teachers to decide what to learn and how to learn. Overall, reading smartphones in English has a positive effect in Asia. Article visualizations

    Exploring value co-creation within buyer-seller relationship in mobile applications services : a model development

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    Mobile phones have become an indispensable part of consumers’ life where they access core and supporting services via mobile applications services (m-applications). The focus of the present study is to explore dyadic buyer-seller roles in m-applications services’ value creation taking mobile banking applications services (MB-applications) as a case study. While prior research on value co-creation in service dominant logic (S-d logic) serves as a foundation for this study, it does not provide adequate guidance on how buyer and seller co-create value in m-applications services.To address this shortcoming, semi-structured interviews were carried out with 12 banks’ officials in banks’ headquarters of Saudi Arabia. Also, six focus groups were conducted; three with MB-application services users and three with non-users which were held in Riyadh College of Technology (RCT). In addition, a content analysis of MB-applications services was conducted to support suppliers’ perspectives regarding value propositions (service offering). A conceptual framework is developed for managing co-creation to illustrate practical application of the framework.The findings pointed to six factors that shape shape service suppliers’ ability to offer and deliver value via MB-applications, namely; brand image building, bank’s business vision, customer culture-orientation, bank’s internal environment, information technology system and positioning strategy. These factors combine to establish a value proposition for banks’ customers in the MB-applications services domain.Customer’s value creation as value in-use during usage emerged in different usage situations. A value framework incorporating value consumptions (Sheth et al., 1991a) is proposed. It identifies the main value-adding elements in m-applications and the primary drivers for adopting m-applications. Findings revealed that bank managers attempted to support customers’ value creation, which was reflected in MB-application content. However, support was constrained by some insufficient assumptions about customers and the m-commerce architecture. Factors that impede MB-applications use include consumers’ banking habits, perceived risk (security and privacy); usability hindrance, marketing and promotion, technical problems, and socio-cultural barriers. Implications are drawn for service delivery value perception and mobile marketing theory, and recommendations are made to service suppliers and commercial banks to achieve sustained returns of investment from MB-applications services
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