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1 – 10 of over 39000
Article
Publication date: 19 June 2019

Walid Chaouali, Imene Ben Yahia, Renaud Lunardo and Abdelfattah Triki

Applying the stimulus–organism–response model, the purpose of this paper is to analyse the influence of design aesthetics (stimulus) on adoption and recommendation intentions…

1590

Abstract

Purpose

Applying the stimulus–organism–response model, the purpose of this paper is to analyse the influence of design aesthetics (stimulus) on adoption and recommendation intentions (response) of mobile banking applications through the mediating role of perceived usefulness and trust (organism). Importantly, this research further examines the moderating effect of persuasion knowledge, which attenuates the effects of design aesthetics on perceived usefulness and trust.

Design/methodology/approach

A survey is conducted with the help of panellist among a sample of 213 bank customers who are not yet users of mobile banking. Data are analysed using the PROCESS macro.

Findings

The results show that design aesthetics positively influence perceived usefulness and trust. These variables, in turn, positively affect adoption and recommendation intentions of mobile banking applications. Interestingly, the findings also demonstrate that persuasion knowledge moderates the effects of design aesthetics on perceived usefulness and trust, as well as their mediating effect.

Originality/value

Because the results demonstrate that persuasion knowledge weakens the effects of design aesthetics on perceived usefulness and trust, the originality of this research rests upon its reconsideration of the “what is beautiful is good” effect and the questioning of the supremacy of this effect. These results provide insights for academics to better explain and increase adoption and recommendation intentions. Moreover, the results can help banking practitioners to improve their policies and strategies pertaining to mobile banking applications.

Details

International Journal of Bank Marketing, vol. 37 no. 7
Type: Research Article
ISSN: 0265-2323

Keywords

Open Access
Article
Publication date: 14 September 2018

Buddhini Gayathri Jayatilleke, Gaya R. Ranawaka, Chamali Wijesekera and Malinda C.B. Kumarasinha

The purpose of this paper is to illustrate the development and testing of an innovative mobile application using design-based research.

45241

Abstract

Purpose

The purpose of this paper is to illustrate the development and testing of an innovative mobile application using design-based research.

Design/methodology/approach

This paper reports on the process of transformation of existing printed course material into digitized content through design-based research where design, research and practice were concurrently applied through several iterations of the mobile application. For this transformation, one session each from BSc in Nursing, Bachelor of Pharmacy and Bachelor of Medical Laboratory Sciences was selected. In the first phase of the design-based research, the main research question was formulated. In the second phase, a mobile learning application (OUSL MLearn) was designed and developed to address the research question. In the third phase, this application was evaluated by five groups of stakeholders: content experts to validate the content; educational technologists to check the alignment of technical and pedagogical features; novice users to check the overall effectiveness of the application; developer to develop the application, to check the ease of usage; and researchers to identify the impact of this innovation. These stakeholders were closely involved throughout the whole process which lasted over a period of four months. At the end of this development phase, the results were reflected upon and used for further enrichment.

Findings

It was observed that the developed mobile application was accessible, appealing and pedagogically constructive for users. However, optimization, development time, technical and organizational issues, workload of academics and production costs were identified as major challenges.

Research limitations/implications

This study was based on the findings of a small sample of potential users.

Practical implications

The findings have implications for designing culturally adaptive interactive mobile applications.

Originality/value

This study will benefit practitioners to design culturally sensitive mobile learning courses and researchers to conduct design-based research.

Details

Asian Association of Open Universities Journal, vol. 13 no. 2
Type: Research Article
ISSN: 2414-6994

Keywords

Article
Publication date: 25 July 2019

Walid Chaouali, Renaud Lunardo, Imene Ben Yahia, Dianne Cyr and Abdelfattah Triki

The purpose of this paper is to examine how customers derive value (functional, emotional, social and epistemic value) from the design aesthetics of mobile banking applications

1504

Abstract

Purpose

The purpose of this paper is to examine how customers derive value (functional, emotional, social and epistemic value) from the design aesthetics of mobile banking applications and then form intention to adopt mobile banking. Furthermore, this research investigates the moderating effect of happiness, which is predicted – and showed – to strengthen the effects of design aesthetics on value.

Design/methodology/approach

A survey using screenshots of mobile banking applications was administered to a sample of 281 bank customers. Data were analysed using SmartPLS.

Findings

The results show that design aesthetics have a positive effect on functional, emotional, social and epistemic value. In turn, these value dimensions positively affect intention to adopt mobile banking. The findings also demonstrate that happiness moderates the effects of design aesthetics on these value dimensions.

Practical implications

This work can be useful to designers of banking applications and other practitioners to improve their policies and strategies related to mobile applications.

Originality/value

This research represents an initial attempt to examine how customers derive functional, emotional, social and epistemic value from design aesthetics in mobile banking. In addition, this research demonstrates that happiness moderates – and more specifically strengthens – the effects of design aesthetics on customer value. The results provide a theoretical contribution to the importance of value in customer decision making, and in the current case, in the seldom-researched area of mobile banking.

Details

International Journal of Bank Marketing, vol. 38 no. 1
Type: Research Article
ISSN: 0265-2323

Keywords

Article
Publication date: 18 April 2016

Itamir de Morais Barroca Filho and Gibeon Soares Aquino Júnior

This paper aims to present a case study of the Metamorphosis process in the development of a mobile application based on an existing web information system.

1351

Abstract

Purpose

This paper aims to present a case study of the Metamorphosis process in the development of a mobile application based on an existing web information system.

Design/methodology/approach

The paper presents the design and execution of a case study to investigate the feasibility of using the Metamorphosis process to create mobile applications based on existing web information systems. This case study reports the development of a mobile version from SIGEventos web information system.

Findings

The use of Metamorphosis process for the development of SIGEventos Mobile, based on SIGEventos web version, allowed the investigation of the feasibility of it on creation of mobile applications based on existing web information systems. This process was considered useful for creating mobile applications based on existing information systems.

Originality/value

This paper presents a case study of Metamorphosis process.

Details

International Journal of Web Information Systems, vol. 12 no. 1
Type: Research Article
ISSN: 1744-0084

Keywords

Article
Publication date: 31 August 2012

Mehdi Nourbakhsh, Rosli Mohamad Zin, Javier Irizarry, Samaneh Zolfagharian and Masoud Gheisari

The purpose of this paper is to present the results of a study aimed at investigating the information requirements for broad use mobile applications for construction projects. It…

3455

Abstract

Purpose

The purpose of this paper is to present the results of a study aimed at investigating the information requirements for broad use mobile applications for construction projects. It also presents the results of usability testing of a mobile application prototype for improving information management in construction projects.

Design/methodology/approach

To achieve the research objectives, the information required to properly design the mobile application was collected by distributing an online questionnaire among construction professionals. Then a server‐based application prototype was developed based on enterprise content management concepts. The mobile application was tested in a laboratory by setting a group of construction management postgraduate students who had experience of working in the construction industry.

Findings

This study determines and ranks the critical on‐site information artifacts, considered highly important from the perspective of clients, consultants, and contractors. The study also illustrates the development of a mobile application prototype and results of a usability test. The test results demonstrate that the application is well designed, user friendly, and meets user requirements.

Practical implications

The results of this study are useful for developing a functional mobile application to manage on‐site information in construction projects.

Originality/value

The paper makes an original contribution by investigating information requirements of a mobile application for on‐site information management.

Details

Engineering, Construction and Architectural Management, vol. 19 no. 5
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 15 June 2015

Itamir de Morais Barroca Filho and Gibeon Soares Aquino Júnior

This paper aims to identify and propose strategies for development of mobile applications from Web-based enterprise systems and introduce a process called Metamorphosis. This…

1379

Abstract

Purpose

This paper aims to identify and propose strategies for development of mobile applications from Web-based enterprise systems and introduce a process called Metamorphosis. This process provides a set of activities subdivided into four phases – requirements, design, development and deployment – to assist in the creation of mobile applications from existing Web information systems.

Design/methodology/approach

With the aim to provide a background to propose the Metamorphosis process, a systematic review was performed to identify strategies, good practices and experiences reported in the literature about creation of mobile applications.

Findings

This paper identifies and proposes strategies for development of mobile applications from Web-based enterprise systems and introduces a process called Metamorphosis. Then, this process is applied for creation of SIGAA Mobile.

Originality/value

The originality of this paper is the proposal of Metamorphosis process, that is, a process for development of mobile applications from Web-based enterprise systems.

Details

International Journal of Web Information Systems, vol. 11 no. 2
Type: Research Article
ISSN: 1744-0084

Keywords

Article
Publication date: 2 June 2022

Nida Hanifah Nasir, Fatma Lestari and Abdul Kadir

The aim of this study is to develop and redesign the Mobile Panic Button UI (PB1) application as an emergency notification service, as well as conduct a simulation on the use of…

Abstract

Purpose

The aim of this study is to develop and redesign the Mobile Panic Button UI (PB1) application as an emergency notification service, as well as conduct a simulation on the use of the new version of the application.

Design/methodology/approach

This study used the operational research design with a theoretical research framework that followed input, process and output. Primary data were collected through observation, measurement and interview while the secondary data were obtained from literature review. The first step of the analysis was input analysis that included problem identification on the existing Panic Button as input, or PB 1 in this study. This was followed by the analysis of the planned second version of the Panic Button (PB2) development, starting from problem identification to trial and error testing and evaluation of the results of the simulation of seven types of emergency events that involved users, emergency response officers and experts.

Findings

The study shows that the first version of PB1, developed in and used since 2017 at Universitas Indonesia, still had several weaknesses, particularly in its inability to provide adequate information. Only 30% of the standards for a mobile emergency application were met by PB1, which affected the performance of emergency responses. This was one of the reasons why the new version of Panic Button UI (PB2) was developed. The new features in PB2 comprise the inclusion of features for collecting information on user's name and mobile phone number, emergency category options, victim information, photo/voice information, description on the nature of the emergency (text), location selection, emergency notification delivery, notification delivery popup and emergency notification delivery to the emergency response team (ERT) officer. The time needed for using the second version of the Panic Button UI mobile application is 20 s faster than the previous one. PB2 can accelerate response time and response action time; improve response accuracy; facilitate the emergency notification process; and facilitate emergency communication.

Originality/value

Various notification alert systems have been developed in many countries. However, there is a lack of information in Indonesia, especially in educational setting. This study is the first study on a notification alert system application applied in the university. Emergency response is critical due to the big impact of disasters. This study will inform the stakeholders or users, particularly those in educational institution on how to implement mobile app–based emergency response notification systems.

Details

International Journal of Emergency Services, vol. 11 no. 3
Type: Research Article
ISSN: 2047-0894

Keywords

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.

1524

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: 22 February 2013

Victoria Magrath and Helen McCormick

Literature concerning branding elements is vast yet sporadic. Whilst many academics focus on one or a number of branding design elements, none have yet designed a holistic…

13476

Abstract

Purpose

Literature concerning branding elements is vast yet sporadic. Whilst many academics focus on one or a number of branding design elements, none have yet designed a holistic framework to demonstrate the variety of alternatives. The purpose of this paper is to identify the branding design elements within online fashion web sites and propose how they may be utilised within the design of mobile applications. An academic or practitioner must outline a taxonomy of branding elements before they can begin to empirically test their effects. It cannot be assumed that the online consumer is the same as the mobile consumer, and therefore research into how to design successful mobile fashion applications is essential.

Design/methodology/approach

Branding design elements are extracted from branding literature and described in the context of online and mobile utilisation. The elements are demonstrated within a holistic framework of m‐branding design elements presented for both commercial and academic appreciation. Research implications and future research avenues are additionally explored.

Findings

The paper identifies 11 m‐branding design elements classified within four key categories relating to their purpose and consistency to the brand identity.

Originality/value

Literature concerning the design of fashion mobile applications is scarce. With expectations of smart phone figures reaching 1.7 billion by 2013, it is the most lucrative time to be researching how the design of the mobile application might affect the behaviours of the mobile consumer. This paper is a first step in providing information as to the m‐branding elements available for utilisation within a fashion brand's mobile strategy.

Details

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

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

1 – 10 of over 39000