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21 – 30 of over 41000Christos K. Georgiadis, Panayotis E. Fouliras, Ioannis Mavridis and Athanasios Manitsaris
Web services refer to a specific set of technologies used to implement a Service Oriented Architecture. Thanks to maturing Web‐services standards, and to new mobile devices and…
Abstract
Web services refer to a specific set of technologies used to implement a Service Oriented Architecture. Thanks to maturing Web‐services standards, and to new mobile devices and application solutions, progress is being made in presenting similar Web‐services offerings in both mobile and fixed networks. To bring that architecture and the solutions it will support to the world of mobility is indeed a significant issue in m‐business applications, because mobile Web services present various advantages: Reduction of the overall cost of development (by reusing existing system components), faster time to market introduction of products (provided by applications’ rapid development and deployment) and remarkable possibilities to emerge new applications with increased functionalities. In addition, the new and forthcoming mobile networks, with native IP connection and high speed transmission capability, allow the development of a variety of modern multimedia services. Multimedia Messaging Services (capable to mix the media types in order to enable more intuitive messaging operation), and Instant Messaging and Presence Services (dedicated for presence, instant messaging, and distribution and sharing of multimedia content in groups of users), provide suitable underlying capabilities to support location‐based and context‐sensitive multimedia services. In this paper we will present the current approaches regarding architectural, functional and security features that allow enterprises to enjoy the benefits of traditional Web services in the mobile multimedia domain.
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Wen‐Chen Hu, Jyh‐Haw Yeh, Lixin Fu and Hung‐Jen Yang
Using Internet‐enabled mobile handheld devices to access the World Wide Web is a promising addition to the Web and traditional e‐commerce. Mobile handheld devices provide…
Abstract
Using Internet‐enabled mobile handheld devices to access the World Wide Web is a promising addition to the Web and traditional e‐commerce. Mobile handheld devices provide convenience and portable access to the huge information on the Internet for mobile users from anywhere and at anytime. However, mobile commerce has not enjoyed the same level of success as the e‐commerce has so far because mobile Web contents are scarce and mostly awkward for browsing. The major reason of the problems is most software engineers are not familiar with handheld devices, let alone programming for them. To help software engineers better understand this subject, this article gives a comprehensive study of handheld computing and programming for mobile commerce. It includes five major topics: (i) mobile commerce systems, (ii) mobile handheld devices, (iii) handheld computing, (iv) server‐side handheld computing and programming, and (v) client‐side handheld computing and programming. The most popular server‐side handheld applications are mostly functioning through mobile Web contents, which are constructed by using only few technologies and languages. On the other hand, various environments/languages are available for client‐side handheld computing and programming. Five of the most popular are (i) BREW, (ii) J2ME, (iii) Palm OS, (iv) Symbian OS, and (v) Windows Mobile. They are using either C/C++ or Java programming languages. This article will explain J2ME, a micro version of Java, and Palm OS programming, using C, by giving step‐by‐step procedures of J2ME and Palm application development.
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The study aims to clarify customer experience as perceived through interactions between the consumer and the mobile application of a retailer. It proposes to model and empirically…
Abstract
Purpose
The study aims to clarify customer experience as perceived through interactions between the consumer and the mobile application of a retailer. It proposes to model and empirically study the relationship between customer experience, utilitarian and hedonic benefits and purchase intention when interacting with mobile applications of fashion retailers.
Design/methodology/approach
The study opted for a quantitative approach using a web-based questionnaire. The data collected from a final sample of 118 users of fashion retailers' mobile applications was analysed using partial least square structural equation modelling.
Findings
The results point to a positive and a direct impact of utilitarian factors on the two dimensions of customer experience. Moreover, hedonic benefits seem to generate a positive experience with a retailer's mobile application and are likely to generate favourable rational and emotional responses. In addition, the findings confirm that both dimensions of experience (affective and cognitive) affect purchase intention with a stronger effect for the cognitive dimension over the affective one.
Practical implications
The study concludes with implications for retailers to improve customer experience when using their mobile applications. Retailers are encouraged to integrate functional and aesthetic attributes not only to provide a favourable customer experience through rational evaluations and positive emotions but also to gain a competitive advantage in an m-shopping retailing context.
Originality/value
This study identified a need to further explore customer experience in the context of mobile applications by considering the two dimensions of experience: the cognitive and the affective. Indeed, these two facets of customer experience are rarely studied simultaneously in the previous literature.
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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…
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.
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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.
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.
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Camilo Carromeu, Debora Barroso Paiva and Maria Istela Cagnin
This paper aims to discuss the motivation and present the evolution from a Software Product Line (SPL) in the e-Gov Web (e-Gov Web SPL) domain to a SPL in the mobile domain (e-Gov…
Abstract
Purpose
This paper aims to discuss the motivation and present the evolution from a Software Product Line (SPL) in the e-Gov Web (e-Gov Web SPL) domain to a SPL in the mobile domain (e-Gov Mobile SPL).
Design/methodology/approach
The evolution was supported by the Product Line UML-Based Software Engineering approach and the feature model.
Findings
The authors were able to observe that it is feasible to evolve from a SPL for the Web platform to a SPL for the mobile platform, with the intent to port existing Web applications to mobile platforms such that users can have access to the main information and are able to interact with the most important functionalities of Web applications in a mobile device.
Research limitations/implications
As for the main limitations, the authors can point out the small number of instantiations performed until the moment with the support of the e-Gov Mobile SPL, what prevented the conduction of an empirical study.
Practical implications
Using e-Gov Mobile SPL, it is possible to reduce development time and cost.
Originality/value
The existing SPLs do not worry about supporting the development of mobile applications corresponding to existing Web applications, as it is desirable to have access to the information and main features of these applications in mobile devices. We obtained some e-Gov Mobile SPL instantiations corresponding to e-Gov Web SPL instantiations to attend the demands of the Brazilian Agricultural Research Corporation Unit situated at Campo Grande, MS, Brazil.
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This study aims to evaluate the interface of the mobile Centralized Doctor Appointment System (CDAS), the largest mobile e-government health application developed in Turkey to…
Abstract
Purpose
This study aims to evaluate the interface of the mobile Centralized Doctor Appointment System (CDAS), the largest mobile e-government health application developed in Turkey to allow citizens to make medical appointments at public hospitals.
Design/methodology/approach
A total of 40 information systems engineers took part in the study. The evaluation process was mainly based on Nielsen’s heuristics. The data obtained in the evaluation process were enriched using system usability scale to conduct a more detailed analysis.
Findings
Based on the findings, problems related to the usability of the evaluated mobile health application were identified. The most violated heuristic items were found to be “error prevention” and “user control and freedom”, whereas the least violated heuristic item was “consistency and standards”. The participants generally categorized the usability problems they identified as “minor” or “major” according to their severity.
Originality/value
As a developing country, Turkey has made considerable investment in mobile e-government applications in recent years. It is equally important that mobile e-government services provided by public institutions have features that make these applications effective, efficient and satisfying for citizens. Therefore, the usability of mobile health applications in government services needs to be researched to improve their effectiveness and guide authorities, practitioners and designers.
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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.
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.
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Javad Soroor and Mohammad J. Tarokh
As the technology evolves, the ways in which supply chain is coordinated improve. During a careful study on the intelligent wireless web (IWW) and its services for future…
Abstract
Purpose
As the technology evolves, the ways in which supply chain is coordinated improve. During a careful study on the intelligent wireless web (IWW) and its services for future applications, its great potentials for the implementation of a mobile real‐time system for supply chain coordination were realized. This paper seeks to introduce a development process for the IWW. In addition, it aims to explain the concept of mobile real‐time supply chain coordination, and propose and describe a practical model for this subject matter based on the most recent technologies including the IWW and agents.
Design/methodology/approach
Objectives were achieved through a thorough study on the IWW, agent technology, and the ways of applying them for mobile real‐time coordination in supply processes. As a method to conduct the research, first, the paper made out what the IWW services are and how one may develop them. Since mobile real‐time coordination is an absolutely innovative concept, the study prepared a comprehensive understanding of it and then, a practical framework was sketched and explained to implement the suggested system. The approach to this topic was a realistic one and an attempt was made to include all the prerequisites and details for the intended system.
Findings
In the course of the work, it was found that the IWW and other corresponding technologies have the greatest potentials ever available for the realization of a mobile real‐time supply chain coordination system and most of the chapters illustrate the claim.
Originality/value
Mobile real‐time coordination and its use in supply chains is something new. The development process for IWW proposed here is totally practicable and no other implementation scenario for the application of the IWW in mobile real‐time coordination has been suggested yet.
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This study aimed to investigate the direct and indirect relationship of utilitarian motivation, hedonic motivation and self-identity to travelers’ attitude toward travel mobile…
Abstract
Purpose
This study aimed to investigate the direct and indirect relationship of utilitarian motivation, hedonic motivation and self-identity to travelers’ attitude toward travel mobile application usage using the technology acceptance model (TAM). In addition, this study identified the differences in these relationships according to users’ level of experience in general mobile application usage.
Design/methodology/approach
This study used a causal research design. Online survey was conducted with a self-administered questionnaire.
Findings
Utilitarian motivation is the most important factor in shaping the attitude in using travel mobile applications. However, hedonic motivation plays a role as an important catalyst for utilitarian motivation. Self-identity has a positive direct effect on attitude and an indirect effect through perceived enjoyment. There were differences in these relationships by the years of using similar technologies, general mobile application.
Practical implications
This study provided meaningful implications for practitioners who utilize mobile applications as their communication channel with customers in the hospitality and tourism industry. For example, using graphic and simple icons helps users make free of efforts from reading and writing in text.
Originality/value
This paper presented an important and needed research for the area of hospitality information technology. This study enhances the understanding of travel mobile application usage behavior by investigating interrelationship of utilitarian/hedonic motivation and self-identity on attitude toward using travel mobile application.
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