9,504 research outputs found
Attitude towards branded mobile applications and reuse intention : the moderating effect of gender and prior brand involvement
Mobile applications (apps) have created a significant interest among advertisers and
marketers, mostly because of their positive impact on user´s attitude and high level of
engagement towards the brand. This study analyses the impact of gender-specific tendencies
in the assessment of utilitarian and hedonic oriented branded mobile apps, highlighting that
utilitarian content is favoured when intending to reuse mobile applications.
The thesis strives to understand customer’s attitude towards branded mobile applications via
pre-test and post-test survey focusing on four mobile branded applications- Google Map,
Snapchat, Uber and Tinder. Pearson correlation and linear regression are used to understand
the positive relationship between attitude and reuse intention and one-way Anova is used to
understand gender preferences towards utilitarian and hedonic content of branded mobile
apps.
Results indicate that individual’s attitudes are strongly positively related with their reuse
intention. Likewise, for Gender, men & women both have a higher tendency to reuse
utilitarian apps, as contrary to the developed hypothesis that women mostly prefer hedonic
app rather than utilitarian app. Additionally, the results conclude that the level of prior brand
involvement may not necessarily moderate individual’s immediate response towards branded
mobile application and reuse intention.
Finally, implications associated with the findings are discussed with respect to clarifying
possible outcomes obtained during result analysis and initiate solutions to improve further
studies in this area.Este estudo analisa o impacto de tendências específicas de cada género na avaliação das marcas de aplicações móveis utilitaristas e hedónicas, realçando que a informação de conteúdo utilitarista é preferida no que toca à reutilização de aplicações. A tese procura compreender a atitude do cliente perante as marcas das aplicações através de questionário pré e pós-teste, focando-se em quatro aplicações: Google Map, Snapchat, Uber e Tinder. A correlação de Pearson e a regressão linear são usadas para entender a relação entre atitude e intenção de reutilização. Análise de variância é usada para perceber a preferência entre conteúdos das aplicações utilitaristas e hedónicas. Os resultados indicam que as atitudes individuais estão muito positivamente relacionadas com a intenção de reutilização. De igual modo, para género, homens e mulheres têm ambos uma grande tendência para reutilizar aplicações utilitaristas, contrariamente com a hipótese desenvolvida que as mulheres preferem aplicações hedónicas. Além disso, os resultados concluem que o nível de envolvimento anterior da marca pode não necessariamente moderar a resposta imediata do indivíduo em relação à aplicação móvel e à intenção de reutilização da marca. Finalmente, as implicações associadas com as conclusões são discutidas de forma a clarificar resultados possivelmente obtidos durante a análise dos dados e iniciar soluções para melhorar estudo adicionais nesta área
ReCon: Revealing and Controlling PII Leaks in Mobile Network Traffic
It is well known that apps running on mobile devices extensively track and
leak users' personally identifiable information (PII); however, these users
have little visibility into PII leaked through the network traffic generated by
their devices, and have poor control over how, when and where that traffic is
sent and handled by third parties. In this paper, we present the design,
implementation, and evaluation of ReCon: a cross-platform system that reveals
PII leaks and gives users control over them without requiring any special
privileges or custom OSes. ReCon leverages machine learning to reveal potential
PII leaks by inspecting network traffic, and provides a visualization tool to
empower users with the ability to control these leaks via blocking or
substitution of PII. We evaluate ReCon's effectiveness with measurements from
controlled experiments using leaks from the 100 most popular iOS, Android, and
Windows Phone apps, and via an IRB-approved user study with 92 participants. We
show that ReCon is accurate, efficient, and identifies a wider range of PII
than previous approaches.Comment: Please use MobiSys version when referencing this work:
http://dl.acm.org/citation.cfm?id=2906392. 18 pages, recon.meddle.mob
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Supporting reflection and creative thinking by carers of older people with dementia
This vision paper frames requirements engineering as a creative problem solving process. Its purpose is to enable requirements researchers and practitioners to recruit relevant theories, models, techniques and tools from creative problem solving to understand and support requirements processes more effectively. It uses 4 drivers to motivate the case for requirements engineering as a creative problem solving process. It then maps established requirements activities onto one of the longest-established creative problem solving processes, and uses these mappings to locate opportunities for the application of creative problem solving in requirements engineering. The second half of the paper describes selected creativity theories, techniques, software tools and training that can be adopted to improve requirements engineering research and practice. The focus is on support for problem and idea finding - two creative problem solving processes that our investigation revealed are poorly supported in requirements engineering. The paper ends with a research agenda to incorporate creative processes, techniques, training and tools in requirements projects
Data, Data Everywhere, and Still Too Hard to Link: Insights from User Interactions with Diabetes Apps
For those with chronic conditions, such as Type 1 diabetes, smartphone apps offer the promise of an affordable, convenient, and personalized disease management tool. How- ever, despite significant academic research and commercial development in this area, diabetes apps still show low adoption rates and underwhelming clinical outcomes. Through user-interaction sessions with 16 people with Type 1 diabetes, we provide evidence that commonly used interfaces for diabetes self-management apps, while providing certain benefits, can fail to explicitly address the cognitive and emotional requirements of users. From analysis of these sessions with eight such user interface designs, we report on user requirements, as well as interface benefits, limitations, and then discuss the implications of these findings. Finally, with the goal of improving these apps, we identify 3 questions for designers, and review for each in turn: current shortcomings, relevant approaches, exposed challenges, and potential solutions
Automated Test Input Generation for Android: Are We There Yet?
Mobile applications, often simply called "apps", are increasingly widespread,
and we use them daily to perform a number of activities. Like all software,
apps must be adequately tested to gain confidence that they behave correctly.
Therefore, in recent years, researchers and practitioners alike have begun to
investigate ways to automate apps testing. In particular, because of Android's
open source nature and its large share of the market, a great deal of research
has been performed on input generation techniques for apps that run on the
Android operating systems. At this point in time, there are in fact a number of
such techniques in the literature, which differ in the way they generate
inputs, the strategy they use to explore the behavior of the app under test,
and the specific heuristics they use. To better understand the strengths and
weaknesses of these existing approaches, and get general insight on ways they
could be made more effective, in this paper we perform a thorough comparison of
the main existing test input generation tools for Android. In our comparison,
we evaluate the effectiveness of these tools, and their corresponding
techniques, according to four metrics: code coverage, ability to detect faults,
ability to work on multiple platforms, and ease of use. Our results provide a
clear picture of the state of the art in input generation for Android apps and
identify future research directions that, if suitably investigated, could lead
to more effective and efficient testing tools for Android
Agora Teaching App
Professional development of teachers normally ends after formal collegiate education. Agora desires to help educators continually train, to learn the skills of good teaching in classrooms by using various, non-traditional methodologies. By translating Agoras current platform to an app, Agora can widen their scope and serve Latin American countries outside of Peru, where they are currently based. We will simply take their current business and course platform and provide a mobile user interface for it. By expanding the reach of Agora, Latin American teachers will be well equipped to teach their classes with innovation and effectiveness
Agile Beeswax: Mobile App Development Process and Empirical Study in Real Environment
Mobile application development is a highly competitive environment; agile methodologies
can enable teams to provide value faster, with higher quality and predictability, and a better attitude
to deal with the continuous changes that will arise in the mobile context application (App), and the
positive impact of that on sustainable development through continuous progress. App development
is different from other types of software. For this reason, our objective is to present a new agilebased methodology for app development that we call Agile Beeswax. Agile Beeswax is conceived
after identifying the mobile development process’s issues and challenges, and unique requirements.
Agile Beeswax is an incremental, iterative development process composed of two main iterative
loops (sprints), the incremental design loop and the incremental development loop, and one bridge
connecting these two sprints. Agile Beeswax is structured in six phases, idea and strategy, user
experience design, user interface design, design to development, handoff and technical decisions,
development, and deployment and monitoring. One of its main strengths is that it has been created
with academic and business perspectives to bring these two communities closer. To achieve this
purpose, our research methodology comprises four main phases: Phase 1: Extensive literature review
of mobile development methodologies, Phase 2: Interviews with mobile application developers
working in small to medium software companies, Phase 3: Survey to extract valuable knowledge
about mobile development (which was carefully designed based on the results of the first and the
second phases), and Phase 4: Proposal of a new methodology for the agile development of mobile
applications. With the aim of integrating both perspectives, the survey was answered by a sample of
35 experts, including academics and developers. Interesting results have been collected and discussed
in this paper (on issues such as the development process, the tools used during this process, and the
general issues and challenges they encountered), laying the foundations of the methodology Agile
Beeswax proposed to develop mobile apps. Our results and the proposed methodology are intended
to serve as support for mobile application developers.Spanish Government
European Commission
RTI2018-096986-B-C3
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