111,908 research outputs found

    Mobile phones interaction techniques for second economy people

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    Second economy people in developing countries are people living in communities that are underserved in terms of basic amenities and social services. Due to literacy challenges and user accessibility problems in rural communities, it is often difficult to design user interfaces that conform to the capabilities and cultural experiences of low-literacy rural community users. Rural community users are technologically illiterate and lack the knowledge of the potential of information and communication technologies. In order to embrace new technology, users will need to perceive the user interface and application as useful and easy to interact with. This requires proper understanding of the users and their socio-cultural environment. This will enable the interfaces and interactions to conform to their behaviours, motivations as well as cultural experiences and preferences and thus enhance usability and user experience. Mobile phones have the potential to increase access to information and provide a platform for economic development in rural communities. Rural communities have economic potential in terms of agriculture and micro-enterprises. Information technology can be used to enhance socio-economic activities and improve rural livelihood. We conducted a study to design user interfaces for a mobile commerce application for micro-entrepreneurs in a rural community in South Africa. The aim of the study was to design mobile interfaces and interaction techniques that are easy to use and meet the cultural preferences and experiences of users who have little to no previous experience of mobile commerce technology. And also to explore the potentials of information technologies rural community users, and bring mobile added value services to rural micro-entrepreneurs. We applied a user-centred design approach in Dwesa community and used qualitative and quantitative research methods to collect data for the design of the user interfaces (graphic user interface and voice user interface) and mobile commerce application. We identified and used several interface elements to design and finally evaluate the graphical user interface. The statistics analysis of the evaluation results show that the users in the community have positive perception of the usefulness of the application, the ease of use and intention to use the application. Community users with no prior experience with this technology were able to learn and understand the interface, recorded minimum errors and a high level of v precision during task performance when they interacted with the shop-owner graphic user interface. The voice user interface designed in this study consists of two flavours (dual tone multi-frequency input and voice input) for rural users. The evaluation results show that community users recorded higher tasks successes and minimum errors with the dual tone multi-frequency input interface than the voice only input interface. Also, a higher percentage of users prefer the dual tone multi-frequency input interface. The t-Test statistical analysis performed on the tasks completion times and error rate show that there was significant statistical difference between the dual tone multi-frequency input interface and the voice input interface. The interfaces were easy to learn, understand and use. Properly designed user interfaces that meet the experience and capabilities of low-literacy users in rural areas will improve usability and users‟ experiences. Adaptation of interfaces to users‟ culture and preferences will enhance information services accessibility among different user groups in different regions. This will promote technology acceptance in rural communities for socio-economic benefits. The user interfaces presented in this study can be adapted to different cultures to provide similar services for marginalised communities in developing countrie

    Design and evaluation of mobile educational game using m-learning approach for secondary school students

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    Game-based learning is one of the most widely used methods in education nowadays. Starting with Personal Computer platform games, it has now spread its wings to the mobile platform. However, the studies to evaluate the user acceptance on the required design for mobile-based gaming applications are still not as much. Therefore, this study aimed to identify user acceptance on the characteristics of the design interface that are integrated with M-Learning elements. The characteristics of game design that has been obtained from an initial requirement are based on three main constructs namely interface design, information design and interaction design which are then integrated with the elements of M-Learning that has been identified to develop a mobile educational game application. The action game genre is selected based on user opinions from the pilot study while the acceptance model used as the basis of the study is from the UTAUT-EG acceptance model. The methodology of this study was done by combining the quantitative and qualitative data, where pre-test and posttest were conducted on this mobile game application to evaluate its effectiveness. The process started with the analysis of the game design characteristic based on users’ opinion. The sample of this study consist of 85 secondary school students in Form 5 who studied the topic of Novel Literature in the subject of Malay Language. The objective of this study are (i) to design the interface on mobile game-based learning by integrating M-Learning elements, (ii) to identify the user acceptance of the developed game application and (iii) to evaluate the design of the mobile game once it has been completed. Based on the user acceptance questionnaire that has been used, the study found that the mean value obtained from all factors of user acceptance is positive, overall exceeding 4.00 value. The user and expert ratings on the mobile game applications also showed positive appraisal for all rating constructs with the overall mean value is 4.25 for users and 4.36 for experts. t-tests that has been conducted shows that there are significant differences from user scores before and after using the game application. This study shows that the mobile games that have been developed have a positive impact on user acceptance upon the use of games in their learning. Furthermore, the integration of M-Learning elements was also noticed to have a valuable impact on this study. Thus, educational game designers need to pay close attention to the characteristics aspects that are appropriate before designing a mobile educational game interface that is accessible to the target users

    Enabling environmental fingerprinting with an NFC-powered sensor board

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    Abstract. In recent times, people have become concerned about their environmental conditions, amid deteriorating global statistics on bad air quality, global warming and UV light exposure. Conventional technologies for reading environmental conditions are expensive, bulky and situated, yet, people are mobile and need portable tools to be aware of their immediate environmental conditions on demand. Smartphones are now widely used, endowed with sensors and wireless communication technologies such as Bluetooth, and Near Field Communication (NFC) for external sensor connectivity, making smartphones a viable tool for fingerprinting the environment. This thesis outlines the design, evaluation and implementation of a mobile-enabled system for environmental data collection using a portable NFC powered sensor board. The name of the system developed in this thesis is the S3 system. The S3 system is a two-tier system which consists of S3 Android application and an online dashboard with a data repository. The S3 Android application is used for collecting and visualising environmental data; temperature, humidity, UV, ambient light, with a smartphone and a credit card-size NFC powered sensor board. The sensor data is then periodically synced to the online data repository. Additional features of the S3 application include automated feedback sampling, introductory tutorial, and user preference settings. The thesis further details the design and implementation process with scenarios, use cases, paper sketches, expert review of sketches, interface mockups, evaluation of prototype with a user study, quantitative and qualitative analysis of user study data, and finally the implementation of the S3 application. The thesis also presents a test run to demonstrate the capabilities of the S3 system as a mobile-enabled solution for crowdsourced environmental fingerprint datasets. To the end user, the work in this thesis provides the S3 application and the NFC powered sensor card as a portable tool for personalised environmental fingerprinting. On the other hand, the intervention in this thesis will have an impact on research since the crowdsourced environmental fingerprint datasets can be valuable datasets for research. As a TEKES project, the solution also provides a proof of concept for further improvement and deployment into the commercial software market

    Quality delivery of mobile video: In-depth understanding of user requirements

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    The increase of powerful mobile devices has accelerated the demand for mobile videos. Previous studies in mobile video have focused on understanding of mobile video usage, improvement of video quality, and user interface design in video browsing. However, research focusing on a deep understanding of users’ needs for a pleasing quality delivery of mobile video is lacking. In particular, what quality-delivery mode users prefer and what information relevant to video quality they need requires attention. This paper presents a qualitative interview study with 38 participants to gain an insight into three aspects: influencing factors of user-desired video quality, user-preferred quality-delivery modes, and user-required interaction information of mobile video. The results show that user requirements for video quality are related to personal preference, technology background and video viewing experience, and the preferred quality-delivery mode and interactive mode are diverse. These complex user requirements call for flexible and personalised quality delivery and interaction of mobile video

    Culture in the design of mHealth UI:An effort to increase acceptance among culturally specific groups

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    Purpose: Designers of mobile applications have long understood the importance of users’ preferences in making the user experience easier, convenient and therefore valuable. The cultural aspects of groups of users are among the key features of users’ design preferences, because each group’s preferences depend on various features that are culturally compatible. The process of integrating culture into the design of a system has always been an important ingredient for effective and interactive human computer interface. This study aims to investigate the design of a mobile health (mHealth) application user interface (UI) based on Arabic culture. It was argued that integrating certain cultural values of specific groups of users into the design of UI would increase their acceptance of the technology. Design/methodology/approach: A total of 135 users responded to an online survey about their acceptance of a culturally designed mHealth. Findings: The findings showed that culturally based language, colours, layout and images had a significant relationship with users’ behavioural intention to use the culturally based mHealth UI. Research limitations/implications: First, the sample and the data collected of this study were restricted to Arab users and Arab culture; therefore, the results cannot be generalized to other cultures and users. Second, the adapted unified theory of acceptance and use of technology model was used in this study instead of the new version, which may expose new perceptions. Third, the cultural aspects of UI design in this study were limited to the images, colours, language and layout. Practical implications: It encourages UI designers to implement the relevant cultural aspects while developing mobile applications. Originality/value: Embedding Arab cultural aspects in designing UI for mobile applications to satisfy Arab users and enhance their acceptance toward using mobile applications, which will reflect positively on their lives.</p

    Demarcating mobile phone interface design guidelines to expedite selection

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    Guidelines are recommended as a tool for informing user interface design. Despite a proliferation of guidelines in the research literature, there is little evidence of their use in industry, nor their influence in academic literature. In this paper, we explore the research literature related to mobile phone design guidelines to find out why this should be so. We commenced by carrying out a scoping literature review of the mobile phone design guideline literature to gain insight into the maturity of the field. The question we wanted to explore was: “Are researchers building on each others’ guidelines, or is the research field still in the foundational stage?” We discovered a poorly structured field, with many researchers proposing new guidelines, but little incremental refinement of extant guidelines. It also became clear that the current reporting of guidelines did not explicitly communicate their multi-dimensionality or deployment context. This leaves designers without a clear way of discriminating between guidelines, and could contribute to the lack of deployment we observed. We conducted a thematic analysis of papers identified by means of a systematic literature review to identify a set of dimensions of mobile phone interface design guidelines. The final dimensions provide a mechanism for differentiating guidelines and expediting choice

    The intention to use mobile digital library technology: A focus group study in the United Arab Emirates

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    IGI Global (“IGI”) granted Brunel University London the permission to archive this article in BURA (http://bura.brunel.ac.uk).This paper presents a qualitative study on student adoption of mobile library technology in a developing world context. The findings support the applicability of a number of existing constructs from the technology acceptance literature, such as perceived ease of use, social influence and trust. However, they also suggest the need to modify some adoption factors previously found in the literature to fit the specific context of mobile library adoption. Perceived value was found to be a more relevant overarching adoption factor than perceived usefulness for this context. Facilitating conditions were identified as important but these differed somewhat from those covered in earlier literature. The research also uncovered the importance of trialability for this type of application. The findings provide a basis for improving theory in the area of mobile library adoption and suggest a number of practical design recommendations to help designers of mobile library technology to create applications that meet user needs
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