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1 – 10 of over 10000
Article
Publication date: 17 May 2022

Zhenzhen Zhao and Zhao Huang

Although brands have developed mobile applications (apps) to offer consumers new experiences, low app usage numbers indicate the need to develop a systematic, practical evaluation…

Abstract

Purpose

Although brands have developed mobile applications (apps) to offer consumers new experiences, low app usage numbers indicate the need to develop a systematic, practical evaluation framework for branded app design that specifies concrete design features.

Design/methodology/approach

An expert review provides an overview of the design of current branded apps. On the basis of an extensive literature review, this article classifies state-of-the-art design features for branded apps according to a proposed evaluation framework that includes human–computer interaction (HCI)–related and marketing-related evaluation criteria. In an application of these evaluation criteria, the authors evaluate 73 branded apps issued by 11 top fast-moving consumer goods (FMCG) brands.

Findings

The expert review identifies strengths and weaknesses that are common to the design of current branded apps. These findings inform the set of design recommendations that this article offers, which includes 14 features common to all types of apps and 9 features specific to particular types of apps.

Practical implications

This research offers practical implications for app designers, who need to address design dimensions contained in the proposed framework including the HCI-related (mobile, social and user experience design features) and marketing-related (branding and customer relationship management design features) to create effective branded apps.

Originality/value

Design elements identified in prior literature remain abstract and do not prescribe a systematic or pragmatic approach to using them in practice. This study takes a multidisciplinary perspective (HCI, marketing and design science) to establish a practical evaluation framework for branded app designs.

Details

Information Technology & People, vol. 36 no. 4
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 26 September 2022

Tamer Baran and Süleyman Barutçu

This study aims to determine the attitudes of Turkish consumers toward Islamic mobile shopping apps and discuss whether these apps will need to be designed in accordance with…

Abstract

Purpose

This study aims to determine the attitudes of Turkish consumers toward Islamic mobile shopping apps and discuss whether these apps will need to be designed in accordance with Islamic rules in Muslim countries or not in the sample of Turkey.

Design/methodology/approach

A descriptive study was used. The data was collected online through a questionnaire form. The one-sample t-test and univariate analysis of variance were used to analyze the data obtained from 379 individuals.

Findings

The results show that Turkish customers have mostly positive attitudes toward Islamic mobile shopping apps and demand that the pictures, videos and advertisements used on mobile shopping apps be in concordance with Islamic rules. As a result of this study, consumers do not mind the colors or lean toward the use of models on Islamic mobile shopping apps. Furthermore, there are differences between gender with regard to using Islamic mobile shopping apps, showing that male consumers have a more positive attitude toward Islamic mobile shopping apps compared with female consumers.

Research limitations/implications

Like many previous empirical studies, this study has limited its context to capture a particular geographical area. Moreover, in this study, the data are obtained by judgmental sampling as a nonrandom sampling method. The contributions of the current study are restricted to Islamic mobile apps for the hijab clothing sector in Turkey.

Practical implications

The results obtained can become a yardstick to measure consumer attitudes toward Islamic mobile apps’ attributes.

Originality/value

The primary benefit is to call the attention of mobile app designers to the design features of mobile shopping apps aimed at Muslim users. The second benefit is to determine the expectations of Muslim users regarding the design of Islamic mobile shopping apps, and eventually establish the fundamental Islamic design features needed to be available on new Islamic mobile shopping apps.

Details

Journal of Islamic Accounting and Business Research, vol. 14 no. 3
Type: Research Article
ISSN: 1759-0817

Keywords

Article
Publication date: 10 October 2018

Seonjeong Ally Lee

This paper aims to explore how customer engagement behaviors and brand loyalty are enhanced through customers’ preferences of m-servicescape, based on the S-O-R model as a…

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Abstract

Purpose

This paper aims to explore how customer engagement behaviors and brand loyalty are enhanced through customers’ preferences of m-servicescape, based on the S-O-R model as a theoretical background.

Design/methodology/approach

A cross-sectional, online, self-administered survey method was conducted to examine proposed relationships by recruiting previous users of hotel mobile apps in the USA.

Findings

Results identified aesthetics, functionality and symbolism preferences of the m-servicescape fulfilled customers’ evaluations on autonomy and relatedness needs fulfillment, which positively influenced their engagement behaviors and brand loyalty.

Research/limitations/implications

This study contributed to mobile marketing research by investigating customers’ preferences of m-servicescapes that enhanced customers’ positive responses in the hotel industry.

Practical implications

Practical implications are as follows: using a holistic approach to explore mobile service environments in fulfilling customers’ needs, enhanced customers’ engagement behaviors and brand loyalty.

Originality/value

This study proposed and empirically investigated the role of m-servicescapes in customers’ evaluations on needs fulfillment and their positive responses in the hotel industry.

研究目的

本论文以 S-O-R 模型为理论基础, 旨在探索m-服务场景如何促进客户参与行为和品牌忠诚度。

研究设计/方法/途径

本论文采用横向研究、在线问卷采样形式, 美国酒店移动 app 用户为问卷样本, 来对假设关系进行验证。

研究结果

m-服务场景的美观、功能性、和象征意义对顾客自治、相关需求满足有促进作用, 从而积极提高他们的参与行为和品牌忠诚度。

研究理论限制/意义

本论文通过探索酒店顾客m-服务场景偏好与顾客积极反馈的关系, 对移动营销研究做出贡献。

研究实践意义

本论文建议企业使用整体策略来加强移动服务场景对于顾客需求的满足, 从而提高了顾客参与行为和品牌忠诚度。

研究原创性/价值

本论文提出并且验证m-服务场景对于酒店顾客需求满足和积极反馈的作用。

关键词: 服务场景, 酒店移动 app, 顾客参与行为, 品牌忠诚度, S-O-R 模型

Details

Journal of Hospitality and Tourism Technology, vol. 9 no. 2
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 22 February 2013

Victoria Magrath and Helen McCormick

Whilst some may argue that e‐commerce design literature can be applied to the designing of mobile commerce channels, it is an assumption that may come at the expense of the…

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Abstract

Purpose

Whilst some may argue that e‐commerce design literature can be applied to the designing of mobile commerce channels, it is an assumption that may come at the expense of the retailer. The purpose of this paper is to identify which marketing design elements could be integrated within a retailer's mobile strategy and suggest the importance of empirical testing. An academic or practitioner must primarily understand the abundance of marketing tools that can be integrated into a mobile strategy before they can begin to investigate the consumer effects.

Design/methodology/approach

A literature review of online and mobile design elements is undertaken, in order to develop and illustrate a holistic framework of stimuli for commercial and academic appreciation. Although literature regarding the variety of marketing design elements online is profuse, a holistic framework currently does not exist, an absence that this paper fulfils.

Findings

The paper collates and identifies 18 individual marketing design stimuli classified within four stimulus categories relating to their purpose and form.

Originality/value

Literature concerning e‐commerce design and strategy is currently prevalent; however, due to the immaturity of mobile commerce, literature is deficient concerning the strategic design and implications of mobile applications. Although £68.2 billion was spent online in 2011, mobile commerce sales represented less than 5 per cent, highlighting an immediate requirement for research into how such sales could be improved.

Details

Journal of Fashion Marketing and Management: An International Journal, vol. 17 no. 1
Type: Research Article
ISSN: 1361-2026

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Article
Publication date: 10 February 2021

Edmund Wut, Peggy Ng, Ka Shing Wilson Leung and Daisy Lee

This study aims to investigate whether gamified elements affect the use behaviour of young people (between age 12 and 25 years) on consumption-related mobile applications.

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Abstract

Purpose

This study aims to investigate whether gamified elements affect the use behaviour of young people (between age 12 and 25 years) on consumption-related mobile applications.

Design/methodology/approach

A survey was conducted on 151 young people between the ages of 12 and 25 years.

Findings

The results showed that use behaviour on consumption mobile applications was affected by gamification. Behavioural intention to use was affected by the performance expectancy (PE) and effort expectancy (EE) of mobile application designs. Mobile applications characteristics do not affect behavioural intention to use mobile applications but through the mediator mobile application designs.

Research limitations/implications

This study also proposes mechanisms that explain how mobile apps characteristics affect EE and PE through app designs. Use behaviour is affected by Gamification elements. Affective need and social need link up uses and gratification (U&G) theory and unified theory of acceptance and use of technology (UTAUT)in gamification context. This study confirms the affective need affecting behavioural intention (Thongsri et al., 2018). In this regard, the mechanism between the relationship of affective need and behavioural intention was showed. Affective need through both PE and EE influencing behavioural intention.

Practical implications

Corporations should consider adding gamified elements into consumption-related mobile apps to increasing usage behaviour. Lucky draws, quizzes and games could be built in for mobile apps. Mobile app designs and characteristics could improve user experience by allowing consumers to perform their search and buying processes easily. Mobile app designs will not directly influence “behavioral intention to use” but use behaviour.

Social implications

Practitioners need to look at the problem from technological and customer perspectives. From technological viewpoint, both mobile apps characteristics and design are important in affecting user behaviour. From customer’s perspective, it would be helpful to add gaming elements to the mobile apps and induce emotion. One may also use visual image to create an immersive experience on the development of storyline. Prospective customers might focus on what is going on in the story and pay less attention on its own logic. Thus, simply lucky draw might not have a true effect since player have its own belief working. A suitable story element could have positive effect on mobile apps use behaviour.

Originality/value

This study is one of the first to examine the association between gamification and use behaviour on consumption-related mobile applications. A new framework was proposed by integrating UTAUT model and U&G theory.

Details

Young Consumers, vol. 22 no. 3
Type: Research Article
ISSN: 1747-3616

Keywords

Article
Publication date: 13 February 2017

Kimberly Mullins

This paper aims to describe a case study illustrating the systematic approach librarians used to develop of an information literacy mobile application (app) prototype that aids…

1660

Abstract

Purpose

This paper aims to describe a case study illustrating the systematic approach librarians used to develop of an information literacy mobile application (app) prototype that aids students in performing research tasks “on the go”.

Design/methodology/approach

The initial findings from a student survey on technology use indicated the value of an information literacy mobile application. The analysis, design, development, implementation and evaluation approach was used to develop the app. Alpha and small-scale usability testing was performed to evaluate the prototype’s readiness for deployment.

Findings

The survey analysis indicated that students were not using mobile devices as expected for library related tasks. Student suggestions for improving their library experiences included mobile access to the libraries’ digital collection, mobile reference support and an application that assisted them in effectively using these resources. Usability studies indicated a positive response to the app and its readiness for beta testing among the inclusive student population.

Originality/value

To the author’s knowledge, this is the first native information literacy mobile application whose aim is to help students with research on the go. The step-by-step approach used for each phase of development, as well as the implications for success, may serve as a model for libraries’ seeking to enhance their mobile resources.

Details

Reference Services Review, vol. 45 no. 1
Type: Research Article
ISSN: 0090-7324

Keywords

Article
Publication date: 2 December 2021

Zainab Ajab Mohideen, Arslan Sheikh and Kiran Kaur

A surge of library activities and technological advances have increased the demand for data accuracy and agility among library clientele. Therefore, novel approaches are needed to…

Abstract

Purpose

A surge of library activities and technological advances have increased the demand for data accuracy and agility among library clientele. Therefore, novel approaches are needed to extend library services. This paper aims to introduce the implementation of a prototype mobile library application (app) designed using an in-house open source system, Koha.

Design/methodology/approach

This paper presents a case study using a metamorphosis process to create mobile apps. This case study is tested based on the library services with a set of activities during the system acceptance test (SAT) and also user acceptance test (UAT). An application programming interface (API) used to support two-way communication, including system-to-component and system-to-system connectivity. The design, features and advantages of this mobile app are discussed, illustrated and analyzed. The case study reports the mobile app version development from the Koha Open Source Library Information System.

Findings

The app was tested using user acceptance test (UAT) and system acceptance test (SAT) by library staffs who found it functional, accessible, appealing and useful. Features such as Online Public Access Catalog search, library collection scanning, patron accounts, patron personal book collection, circulation, librarian chat, QR codes for borrowing books, social media integration and notifications of library activities and events were successfully tested. This process was useful for the creation of a mobile app based on the existing library System-Koha Open Source System.

Research limitations/implications

This study is limited to a case study of a national university in Malaysia.

Practical implications

This study has some practical implications for implementing library mobile applications, e.g. it will encourage librarians to implement library applications in libraries.

Originality/value

This study is useful for mobile developers and libraries that plan to offer mobile library services to their patrons. This paper presents a case study of metamorphosis existing process of library open source System-Koha Open Source System.

Details

Digital Library Perspectives, vol. 38 no. 3
Type: Research Article
ISSN: 2059-5816

Keywords

Article
Publication date: 12 December 2016

Manuel Rivera, Robertico Croes and YunYing Zhong

This paper aims to examine and identify important attributes for mobile applications (apps) that might dictate tourist preferences for the apps on a small island destination…

1499

Abstract

Purpose

This paper aims to examine and identify important attributes for mobile applications (apps) that might dictate tourist preferences for the apps on a small island destination. Guided by the Task Technology Fit (TTF) theory, the study considers the tasks performed, technology characteristics and individuals’ characteristics in determining the mobile apps attribute set.

Design/methodology/approach

This study uses a conjoint methodology within a case study approach framework. The conjoint analysis allows for assessing preferences from different consumers regarding the objective characteristics of products or services that facilitate the optimal design of product development. Optimal product development is a challenge for destinations, as they strive to achieve and sustain optimal market positions. Mobile apps may empower destinations in this endeavor. The case study approach imparts a context-dependent knowledge that facilitates a more nuanced understanding of consumer preference of use.

Findings

The results of the conjoint analysis suggest a strategic mapping of the most important attributes including type of content information, coupons and location awareness in defining apps product development. Within each attribute, the study also identifies the significant characteristics of a mobile application that are preferred by tourists. This ranking exists irrespective of familiarity with the destination (first-time and repeat visitors).

Research limitations/implications

The implication is that revealed preferences anchored in conjoint analysis provide a powerful approach to optimize product development in a small island destination. From a practical perspective, the findings suggest that the developments of a mobile app for a destination must concentrate on fostering spending and consider the app as a new marketing channel. From a theoretical point of view, the current study highlights the usefulness of using the conjoint analysis and the TTF theory as an overarching framework in mapping a multi-attribute decision-making space that influences tourist judgment and preference of use. The conjoint method applied in the study enables researchers to clearly identify a combination of various mobile app attributes that are most influential on tourists’ choice and preference of use. The guiding framework, TTF theory, allows the conjoint product designs to go beyond the technology characteristics to include tasks performed by tourists and their individual characteristics.

Originality/value

This study is the first to apply a conjoint analysis within the TTF theoretical framework in the context of a small island destination when assessing tourists’ use preferences toward mobile applications, while at the same time investigating whether any differences exist between first-time and repeat visitors. The study demonstrates that complementing the nature of the task (traveling) with context-specific interface and interactive features is an important area of inquiry that can benefit from adopting conjoint analysis.

Details

International Journal of Contemporary Hospitality Management, vol. 28 no. 12
Type: Research Article
ISSN: 0959-6119

Keywords

Article
Publication date: 15 August 2018

Steven Leon

This purpose of this paper is to evaluate Millennials’ intention to use service mobile apps and assess gender as a moderator.

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Abstract

Purpose

This purpose of this paper is to evaluate Millennials’ intention to use service mobile apps and assess gender as a moderator.

Design/methodology/approach

An extended technology acceptance model framework that includes information quality and self-efficacy guides this research. PLS-SEM is used to evaluate the data and test the hypotheses.

Findings

The study reveals that information quality, self-efficacy, perceived ease of use and usefulness, and attitude influence Millennials’ intentions to use service mobile apps. Additionally, gender is found to partially moderate the results.

Practical implications

Service companies that rely on mobile apps to deliver services ought to consider the disparities among the Millennial generation, increasing the likelihood that Millennial customers will adopt service mobile apps and that they receive acceptable customer experiences.

Originality/value

This paper examines the factors influencing adoption and use of service mobile apps among Millennials and examines gender as a moderator. Additionally, guidelines for service mobile app design are included.

Details

Industrial Management & Data Systems, vol. 118 no. 9
Type: Research Article
ISSN: 0263-5577

Keywords

Article
Publication date: 16 April 2024

Lee Yen Chaw, Chun Meng Tang and Muhammad Ali

As the competition to retain current and attract new mobile payment app users intensifies, meeting users’ needs has become fundamental for mobile payment app service providers to…

Abstract

Purpose

As the competition to retain current and attract new mobile payment app users intensifies, meeting users’ needs has become fundamental for mobile payment app service providers to stay competitive. This study aims to investigate the relationship between users’ needs, users’ attitude towards mobile payment apps and users’ continuance intention to use mobile payment apps.

Design/methodology/approach

Following an exploratory sequential mixed methods research design, this study first conducted three focus groups in the qualitative phase to investigate issues or concerns faced by current users of mobile payment apps. The study then conducted an online questionnaire survey in the quantitative phase to collect responses from users of mobile payment apps. Partial least squares structural equation modelling was used to analyse 110 valid responses.

Findings

Findings show that usefulness (modelled as a second-order reflective construct consisting of three first-order reflective constructs, i.e. ease of use, acceptability and responsiveness), traceability and security had a statistically significant relationship with attitude towards mobile payment apps (which in turn had a statistically significant relationship with continuance intention to use mobile payment apps). It was also found that attitude towards mobile payment mediated the relationships between usefulness, traceability and security; and continuance intention to use mobile payment apps.

Practical implications

The findings of this study can help mobile payment app service providers and developers design apps that offer the functions and features that their users need.

Originality/value

Although some recent studies have investigated the adoption of mobile payments in the Malaysian context, few of these studies examined current users’ continuance intention to use mobile payment apps.

Details

Journal of Systems and Information Technology, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1328-7265

Keywords

1 – 10 of over 10000