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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
461

Conditional resource management for mobile devices

Pérez, Martín 28 August 2014 (has links)
Dispositivos móveis, como os tablets e smartphones, ficam mais populares a cada dia. Esta nova classe de dispositivos está evoluindo constantemente em suas capacidades computacionais, permitindo os usuários trocarem computadores maiores por estes dispositivos móveis menores. Diariamente novas aplicações para estes dispositivos são desenvolvidas e publicadas em repositórios de software, possibilitando que os usuários instalem e se beneficiem de novos aplicativos rapidamente. Para gerenciar múltiplas requisições de recursos de diferentes aplicações rodando em paralelo, o design de gestão de recursos do sistema operacional desempenha um papel chave. A vasta maioria dos gerentes de recursos disponíveis nos dispositivos móveis são projetados para maximizar o desempenho do sistema como um todo, nem sempre levando em consideração as características dos processos solicitando recursos na camada de aplicação. Este tipo de estratégia pode levar a casos onde algumas aplicações experimentem tempos de latência mais longos que os desejados durante os acessos aos recursos, comprometendo a Qualidade de Serviço ou a segurança do sistema. Este trabalho tem por objetivo oferecer um novo modelo de gerência de recursos para dispositivos móveis, permitindo a criação de regras que priorizem a alocação de recursos para aplicações específicas de acordo com suas necessidades. Além disso foi implementado um prototótipo como prova de conceito deste modelo, usando a plataforma Android, para confirmando a viabilidade do mesmo. / Mobile devices, such as smartphones and tablets, are becoming more popular everyday. This new devices class is constantly evolving on what concerns computing capabilities, allowing users to switch from larger computers to smaller mobile devices in several cases. Everyday new apps for these devices are developed and published in software repositories, enabling users to quickly install and benefit from new software. In order to deal with the multiple resource requests from different applications running in parallel, the operating system’s resource management design plays a key role. Most resource managers available to mobile phones are designed to maximize the performance of the system as a whole, not always taking into account the characteristics of the processes requiring resources in the application layer. This type of strategy can lead to cases where some applications experience longer latencies than desired while accessing resources, compromising the Quality of Service or system security. This work aims to offer a new resource management model for mobile devices, allowing the creation of rules that can prioritize the resource allocation for specific applications according to their needs. Also it implemented a proof of concept prototype version of this model, using the Android platform, confirming its viability.
462

Static analysis of implicit control flow: resolving Java reflection and Android intents

SILVA FILHO, Paulo de Barros e 04 March 2016 (has links)
Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-08-08T12:21:17Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) 2016-pbsf-msc.pdf: 596422 bytes, checksum: be9375166fe6e850180863e08b7997d8 (MD5) / Made available in DSpace on 2016-08-08T12:21:17Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) 2016-pbsf-msc.pdf: 596422 bytes, checksum: be9375166fe6e850180863e08b7997d8 (MD5) Previous issue date: 2016-03-04 / FACEPE / Implicit or indirect control flow allows a transfer of control to a procedure without having to call the procedure explicitly in the program. Implicit control flow is a staple design pattern that adds flexibility to system design. However, it is challenging for a static analysis to compute or verify properties about a system that uses implicit control flow. When a static analysis encounters a procedure call, the analysis usually approximates the call’s behavior by a summary, which conservatively generalizes the effects of any target of the call. In previous work, a static analysis that verifies security properties was developed for Android apps, but failed to achieve high precision in the presence of implicit control flow. This work presents static analyses for two types of implicit control flow that frequently appear in Android apps: Java reflection and Android intents. In our analyses, the summary of a method is the method’s signature. Our analyses help to resolve where control flows and what data is passed. This information improves the precision of downstream analyses, which no longer need to make conservative assumptions about implicit control flow, while maintaining the soundness. We have implemented our techniques for Java. We enhanced an existing security analysis with a more precise treatment of reflection and intents. In a case study involving ten real-world Android apps that use both intents and reflection, the precision of the security analysis was increased on average by two orders of magnitude. The precision of two other downstream analyses was also improved. / Fluxo de controle implícito, ou indireto, permite que haja uma transferência de controle para um procedimento sem que esse procedimento seja invocado de forma explícita pelo programa. Fluxo de controle implícito é um padrão de projeto comum e bastante utilizado na prática, que adiciona flexibilidade no design de um sistema. Porém, é um desafio para uma análise estática ter que computar e verificar propriedades sobre um sistema que usa fluxos de controle implícito. Quando uma análise estática encontra uma chamada a uma procedimento, geralmente a análise aproxima o comportamento da chamada de acordo com o sumário do método, generalizando de uma forma conservadora os efeitos da chamada ao procedimento. Em trabalho anterior, uma análise estática de segurança foi desenvolvida para aplicações Android, mas falhou em obter uma alta precisão na presença de fluxos de controle implícito. Este trabalho apresenta uma análise estática para dois tipos de fluxos de controle implícito que aparecem frequentemente em aplicações Android: Java reflection e Android intents. Nas nossas análises, o sumário de um método é a assinatura do método. Nossas análises ajudam a descobrir para onde o controle flui e que dados estão sendo passados. Essa informação melhora a precisão de outras análises estáticas, que não precisam mais tomar medidas conservadoras na presença de fluxo de controle implícito. Nós implementamos a nossa técnica em Java. Nós melhoramos uma análise de segurança existente através de um tratamento mais preciso em casos de reflection e intents. Em um estudo de caso envolvendo dez aplicações Android reais que usam reflection e intents, a precisão da análise de segurança aumentou em duas ordens de magnitude. A precisão de outras duas análises estáticas também foi melhorada.
463

Desenvolvimento e uso de aplicativo móvel para monitoramento da ocorrência de mordeduras por morcegos hematófagos e suspeitas de raiva em herbívoros no Estado de São Paulo / Development and use of a mobile application to monitor the occurrence of bites by hematophagous bats and suspected rabies in herbivores in the state of São Paulo

Vanessa Cristinne Victor Rabaquim 13 November 2017 (has links)
O monitoramento da população animal é um instrumento imprescindível para o controle de zoonoses e outras doenças. Com o avanço tecnológico, em termos de comunicação, houve o aumento no desenvolvimento de aplicativos móveis. Este trabalho tem com o objetivo desenvolver um aplicativo móvel para o sistema operacional Android® com o propósito de otimizar o sistema de notificação de animais espoliados por morcegos e casos de suspeitas de raiva. Sendo utilizado para o desenvolvimento do aplicativo o Software LiveCode®. O Aplicativo é capaz de se conectar ao banco de dados em um servidor através da Internet móvel ou wi fi, e permite ao proprietário notificar a incidência de mordedura por morcego ou suspeita de raiva no rebanho, e ao médico veterinário visualizar e modificar os dados enviados pelo proprietário da sua região. Diante dos dados obtidos neste trabalho, conclui-se que o aplicativo atende aos objetivos propostos de coletar dados de notificação e otimizar o sistema de notificação. A baixa adesão ao aplicativo, devido a ausência de acesso a Internet pelos proprietários, sugere a necessidade de modificar o sistema de comunicação do aplicativo com o banco de dados. / Monitoring of the animal population is an essential tool for the control of zoonoses and other diseases. With the technological advancement, in terms of communication, there has been an increase in the development of mobile applications. This work aims to develop a mobile application for the Android® operating system for the purpose of optimizing the notification system of bat-bitten animals and suspected rabies cases. LiveCode® Software is used for the development of the application. The application is able to connect to the database on a mobile Internet or wi fi, and allows the owner to report the incidence of bat bitten or suspected rabies in the herd, and to the veterinarian viewing and modifying the data sent by the owner of your region. Based on the data obtained in this work, it is concluded that the application meets the proposed objectives of collecting notification and optimizing the notification system. The low adherence to the application, due to the absence of Internet access by the owners, suggests the need to modify the communication system of the application with the database.
464

IMPLEMENTERING AV PHONGLJUSSÄTTNINGI 2D-SPELMILJÖ

Setterberg, Joel, Elsgard, Jonatan January 2014 (has links)
Under de senaste åren har en ny trend inom spelindustrin uppstått då en stor del av spelen har gått tillbaka till de tvådimensionella miljöerna som var vanligare i tv-spelens barndom, detta tack vare att mobiltelefoner och deras spel har tagit allt större plats på marknaden och de är ofta tvådimensionella på grund av sin begränsade hårdvara. De tvådimensionella spelen har enligt tradition inte haft någon dynamisk ljussättning, utan de har bestått utav färdig grafik med förutbestämda intensiteter vilket gör att spelen kan se platta ut. Men inom andra områden av spelindustrin, framförallt tredimensionella spel, har utvecklingen av dynamiska ljussättningsmetoder kommit långt. Problemet med dessa metoder är att de kräver objektens normaler, vilka normalt inte finns tillgängligt i tvådimensionella bilder. Idag är mobiltelefonerna kraftfulla och klarar av mycket tyngre beräkningar än vad de gjorde för bara några år sedan. Därför undersökte vi möjligheten att implementera dynamisk ljussättning i ett tvådimensionellt spel på androidbaserade mobiltelefoner. För att genomföra detta krävdes också att vi undersökte metoder för att generera normaler för tvådimensionell grafik. För att ett fullständigt spel skulle kunna skapas så implementerades också saker som kollisionshantering, artificiell intelligens och procedurell generering av banor. / In recent years, a new trend in the gaming industry has emerged since a large part of the games have gone back to the two-dimensional environments that were more common in the early days of the video games history . This is due to mobile phones and their games have taken more and more space on the market and they are often two-dimensional because of the limited harware. The twodimensional games have traditionally never had any dynamic lighting , they have consisted of premade graphics with predetermined intensities , which means that the games may look flat. But in other areas within the gaming industry, especially three-dimensional games, the evolution of dynamic lighting techniques have come a long way. The problem with these methods is that they require the object's normals, which are not normally available in two-dimensional images. Today mobile phones are powerful and capable of much heavier computations than they did just a few years ago. Therefore, we examined the possibility of implementing dynamic lighting in a twodimensional games on Androidbased mobile phones. To accomplish this it required that we investigated methods to generate normals for two-dimensional graphics. In order to create a full game we also implemented features such as collision handling, artificial intelligence and procedural generation of maps.
465

Spelar behörighetskrav någon roll? : En kvantitativ studie av Android användares beteende och förståelse / Does Application Permissions Matter? : A Quantitative Survey of Android Users Behaviour and Awareness

Jamil, Eva, Shirazi, Mazdak January 2017 (has links)
Problem - Android är det ledande operativsystemet på marknaden, samtidigt har tidigare forskning påvisat att skadlig kod och mobila attacker främst har riktats mot Androidenheter. Attacker utförs genom att applikationer som innehar skadlig kod, får den åtkomst på enheten som de begär genom att applikationsbehörigheter godkänns av användaren före installation av en applikation. Ett stort problem är att användarna i dagsläget väljer att ignorera behörigheterna före installation samt inte förstår dess betydelse. Frågeställning och syfte - Studien syftar till att undersöka tre frågeställningar. Den första forskningsfrågan behandlar hypoteser kring hur pass medvetna Androidanvändarna är om riskerna som finns hos tio applikationsbehörigheter vilket ofta förekommer bland skadliga applikationer. Vidare var målet med studien att undersöka om det finns ett samband mellan användarnas medvetenhet och nedladdningsbeteende. Den sista frågeställningen undersöker om användarna läser igenom applikationsbehörigheter före installation av en applikation och vilka bakgrundsorsaker det finns ifall de inte gör det. Metod - Kvantitativa metoder har använts i form av att det empiriska materialet inhämtats med hjälp av en enkätundersökning. I studien deltog 116 respondenter och resultatet togs fram med hjälp av stapeldiagram, korstabeller, Chi2-tester och frekvenstabeller. Resultat och slutsats - Målet har uppfyllts till hög grad, dock hade det varit gynnsamt att ha ett större urval för att möjligen kunna säkerställa samt stärka signifikansen i Chi2-testerna. Resultatet visade att en hög grad av användarna inte är medvetna om riskerna hos de undersökta behörigheterna. Vidare visade fynden att det finns ett visst samband mellan användarnas medvetenhet och nedladdningsbeteende då sex av tio hypoteser bekräftats. Resultatet visade även att 62 procent av användarna aldrig alternativt sällan läser igenom behörigheterna före installation, samt att orsaken till detta är att de inte förstår behörigheternas beskrivning alternativt inte lägger märke till behörigheterna. Slutligen påpekade respondenterna att de inte förstår behörigheternas beskrivning på grund av att de är för korta samt innehåller för många tekniska termer. Originalitet - Studiens resultat nyttjar främst Androidanvändarna för att öka deras kunskap vilket skyddar dem mot de risker som finns. Resultatet ger dock även nytta för vidare utveckling av applikationsbehörigheterna för att mer effektivt fungera som en varningsmetod vid nedladdning. Det som är nytt och värdefullt i studien är att vi baserat på problemen som påvisats hos tidigare forskning, valt att ytterligare fördjupa oss inom ämnet. Studien har undersökt om det finns ett samband mellan användarnas medvetenhet och nedladdningsbeteende, samt vilka bakgrundsorsaker det finns som medfört att användarna inte läser igenom samt inte förstår sig på applikationsbehörigheterna. Originalitet finns även i studien då vi avgränsat oss till att specifikt undersöka medvetenheten kring tio behörigheter som ofta förekommer bland skadliga applikationer, men som även uppkommer hos vanliga applikationer på Google Play. / Problem – Android is the leading operative system on the market, while previous studies have shown that malware and attacks have mostly been targeted at Android units. Attacks are executed when applications that consist malware gets access of the permissions they demand of the unit. This is by the approval of the user before an installation of an application. A problem is that many users ignores or don’t understand the permission they give applications access to. Purpose - The study aims to examine three issues. The first research question contains hypotheses about how aware Android users are of the risks which ten application permissions contain. These permissions often occurs among malicious applications but are also included among safe applications at Google Play. Furthermore, the objective of this study is to investigate whether there is a connection between the user awareness and their downloading behavior. The last issue examines whether users read through the application permissions before installing an application, and what possible reasons that causes them to not read the permissions. Methodology - Quantitative methods have been used by gathering the empirical material through a questionnaire. The study involved 116 respondents and the results were created by using bar graphs, crosstabs, Chi-square tests and frequency tables. Results and Conclusion - The goal has been met to a large extent, however, it would have been beneficial to have a larger selection to possibly be able to ensure and strengthen the significance of the Chi-square tests. The result showed that a high degree of users are not aware of the risks of the investigated permissions. Further findings showed that there is some connection between the user’s awareness and download behavior, since six out of ten hypotheses got confirmed. The results also showed that 62 percent of the users never alternatively rarely read permissions before installation. The reason for this is that they don’t understand the permissions associated description, alternatively don’t notice the permissions at all. Finally, the respondents indicated that they do not understand the description of the permissions because they are too short and have too many technical terms. Originality - The results of the study mainly benefits the Android users since it increases their knowledge which protects them against the risks. The result, however, also benefit the further development of the application permissions, to make them work more effectively as a warning method. What’s new and valuable in the study is that it’s based on the problems that was identified in previous research and we decided to further immerse ourselves in the subject. The study has investigated whether there is a connection between the user awareness and downloading behavior, as well as the background causes which makes the users ignore and don’t understand the permissions. Originality is also found in the study since we limited ourselves to specifically investigate ten permissions that often occur among malicious applications. The study is written in Swedish.
466

Comparing modifiability of React Native and two native codebases

Abrahamsson, Robin, Berntsen, David January 2017 (has links)
Creating native mobile application on multiple platforms generate a lot of duplicate code. This thesis has evaluated if the code quality attribute modifiability improves when migrating to React Native. One Android and one iOS codebase existed for an application and a third codebase was developed with React Native. The measurements of the codebases were based on the SQMMA-model. The metrics for the model were collected with static analyzers created specifically for this project. The results created consists of graphs that show the modifiability for some specific components over time and graphs that show the stability of the platforms. These graphs show that when measuring code metrics on applications over time it is better to do this on a large codebase that has been developed for some time. When calculating a modifiability value the sum of the metrics and the average value of the metrics between files should be used and it is shown that the React Native platform seems to be more stable than native.
467

Notifikationslösning för brandrisk : En undersökning av SMHI:s brandprognoser och varningar

Karttunen, Martin January 2017 (has links)
Sogeti is an IT consulting company that’s active in large parts of the world. One of their biggest clients in Sundsvall is SCA Skog. In case of fire risk, SCA parti- cipates in consultation meetings with contractors to determine fire prevention measures. SMHI’s fire forecasts and warnings are a few of the bases that deter- mine when a consultation meeting is to begin. The problem is that the contractor today does not receive an automatic indication of fire risk. The purpose of the project was therefore to investigate SMHI’s services and find a solution to the problem and to find a limit for when a consultation meeting should be initia- ted based on the risk within an area. The solution presented is illustrated by a proof-of-concept model. The work has been carried agile in sprinting. Data has been taken from SMHI for a more detailed documentation over warnings and against MSB for the raw data that is behind fire forecasts so that those can be included in the solution. The project has resulted in an application that supports indication of risk based on a list of coordinates as well as automatic indication to the user’s position. An implementation guide was also created to facilitate a possible further development of the solution. The investigation shows that fire forecasts give a more precise indication of danger, but warnings should not be overlooked, as they indicate a risk of other warnings than fire risk. The solution is only intended to give the contractor an additional tool when making a deci- sion. The responsibility remains with the contractor, but the tool will hopefully allow the right decision to be made. / Sogeti är ett IT-konsultföretag med kontor i många länder. En av deras största klienter i Sundsvall är SCA Skog. Vid brandrisk deltar SCA tillsammans deras entreprenörer i samrådsmöten för att bestämma brandförebyggande åtgärder. SMHI:s brandprognoser och varningar är ett par av de underlag som avgör när ett samrådsmöte ska inledas. Problemet är att entreprenören idag inte får en automatisk indikation för brandrisk. Syftet med projektet blev därför att undersöka SMHI:s tjänster och finna en automatisk lösning samt att hitta en gräns för när ett samrådsmöte bör inledas baserat på brandrisken inom ett område. Den lösning som tagits fram illustreras genom en Proof-of-Concept modell. Arbetet har utförts agilt i sprintar. En datainsamling har utförts mot SMHI för en mer detaljerad dokumentation och mot MSB för den rådata som ligger bakom brandprognoser så att detta kan inkluderas i lösningen. Projektet har resulterat i en applikation som stödjer indikation av risk baserat på geografiska positioner samt automatisk indikation av risk vid en användares position. En implementationsguide togs även fram för att underlätta en möjlig vidareutveckling av lösningen. Undersökningen visar att brandprognoser ger en mer precis indikation på fara däremot bör varningar inte helt förbises då dessa kan indikera risk vid andra varningar än just brandrisk. Lösningen är enbart avsedd att ge entreprenören ett extra verktyg när denne ska ta ett beslut. Ansvaret ligger fortfarande hos entreprenören men en implementation möjliggör att beslut kan tas med gott un- derlag.
468

Mobila Applikationer : En utvärderande studie om hur mobila applikationer påverkar webbtjänster

Rodling, Joakim, Tibblin, Jonas January 2011 (has links)
De teknologiska framstegen inom mobiltelefoni de senaste åren, har bidragit till att människor kan utföra sysslor oberoende av plats. För företag som tillhandahåller webbtjänster är mobila applikationer någonting som kan utnyttjas för att öka användning av deras tjänst. I uppsatsen undersöks om detta stämmer eller ej.För företag blir det viktigt hur en mobil applikation integreras mot den befintliga webbtjänsten. Det är dessutom relevant för företag att veta hur applikationen påverkar användningen av den initiala webbtjänsten.I studien utvecklas en mobil applikation från grunden för att se vilka potentiella problem företag kan stöta på vid utveckling av en mobil applikation. Intervjuer görs med företag som utvecklat mobila applikationer till befintliga webbtjänster, för att undersöka hur de upplevt effekterna av applikationen efter lansering.Resultaten visar att lansering av en mobil applikation ofta görs till mer än en typ av mobiltelefon. För att underlätta integration av mobila applikationer mot företagets tjänst, undersöks i uppsatsen vilka förutsättningar som krävs av det underliggande systemet. Med en flexibel arkitektur kan företaget vid vidare utveckling spara resurser.Vidare visar resultaten att tjänster i helhet ser ökad användning vid implementering av en mobil applikation. Funktioner i tjänster tenderar dessutom att delas upp mellan den mobila applikationen och webbtjänsten. / The technological advancements in the mobile technology industry have enabled people to perform tasks regardless of time or place. For companies that provide web services, mobile applications can boost service usage. In this thesis we examine if the usage of a service tends to increase in general, by using mobile applications.For companies it is important to know how mobile applications can be integrated with an existing web service. It is also relevant to know about the mobile applications’ effects on the usage of the initial web service.In this study a mobile application is developed from scratch in order to explore potential difficulties that companies can run into while developing a mobile application. Interviews are made with companies that provide web services to their customers, in order to get answers on how mobile applications have affected usage of their respective web services.Results show that the launch of a mobile application is often done towards more than one mobile platform. In the study, we investigate which requirements that has to be met to ease integration of a mobile application to an existing web service. By implementing flexible back-end system architecture, companies can save resources for future development. Furthermore, results show that services in general tend to see increased usage after a mobile application has been launched. Service-specific functionality also tends to get split up between the mobile application and the initial web service.
469

iPhone & Android Client For Mobile Webshop Framework

Tahir, Muhammad, Rasheed, Mobashir Ahmad January 2011 (has links)
Smartphone and wireless network made cell phone a latest channel for trade, helping in shopping independent of time and place. Sellers are already doing online business and it is accessible to PC users but after visible growth of mobile users, they wants to extend business accessibility to mobile users but websites or web applications for PC users are not user friendly for mobile users. It is expensive and cumbersome to customize for mobile. So it is mandatory to develop an application for Smartphone which is cost effective, user friendly and efficient. Unavailability of this application can result in loss of potential customer to sellers and resources to end users.In this thesis our task is to present a framework that provides Smartphone application for Webshop. The application will be built in accordance with Webshop that will offer the end user the facility to achieve same behavior as experienced on Webshop instead of troubling through using with small mobile screen. This will result in facilitation to both customer and seller.
470

Skillnader och likheter i användandet av mobilapplikationen Fishbrain för operativsystemen Android och iOS / Differences and similarities in the use of the mobile application Fishbrain for the operating systems iOS and Android

Nordqvist, Sofia, Westling, Erica January 2018 (has links)
Denna uppsats redogör för skillnader och likheter i beteende och användning av mobilapplikationen Fishbrain beroende på vilket operativsystem (Android eller iOS) användarna har samt vilka faktorer som kan påverka dessa användarmässiga skillnader. Undersökningen kan vara av intresse för företag som utvecklar mobilapplikationer för olika operativsystem men även ligga till grund för andra studenter som undersöker relationer mellan operativsystem och hur de används. Med hjälp av virtual behavior setting- teorin studerar vi användandet av mobilapplikationen Fishbrain och analyserar vilka skillnader och likheter vi finner för de olika operativsystemen. Vi studerar även designmönster och undersöker om Fishbrains mobilapplikation följer Google och Apples designriktlinjer. Genom två kvantitativa metoder, enkät och analys av applikationsdata, kommer vi fram till att det finns såväl skillnader som likheter i användningen av mobilapplikationen Fishbrain mellan operativsystemen Android och iOS. Undersökningen visar att det finns signifikanta skillnader i användandet av Fishbrains mobilapplikation och att detta både beror på hur användare av olika operativsystem beter sig samt designmässig skillnad i hur applikationen är utformad i enlighet med operativsystemens respektive designmönster. / This essay describes the differences and similarities in behavior and use of the Fishbrain mobile application, depending on which operating system is used (Android or iOS). This study may be of interest to companies developing mobile applications for different operating systems, but also to other students who want to investigate the behavioral relationship between a user’s chosen operating system, and how it affects their respective behavior in-app. Using the virtual behavior setting theory, we study the usage patterns of Fishbrain-users and analyse where and how it differs, depending on operating system. We also delve into design patterns, and whether or not Fishbrain’s mobile application complies with Google and Apple's respective design guidelines. Through our two chosen quantitative methods, survey and data analysis, we find that for certain key areas, a user’s chosen operating system has a significant impact on how and why the application is used. This essay shows that there are significant differences in the use of Fisbrain’s mobile application and that this depends both on how users of different operating systems behave, as well as design differences in how the mobile application is designed according to the respective design patterns of the operating systems.

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