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Consumer-Centric Innovation for Mobile Apps Empowered by Social Media AnalyticsQiao, Zhilei 20 June 2018 (has links)
Due to the rapid development of Internet communication technologies (ICTs), an increasing number of social media platforms exist where consumers can exchange comments online about products and services that businesses offer. The existing literature has demonstrated that online user-generated content can significantly influence consumer behavior and increase sales. However, its impact on organizational operations has been primarily focused on marketing, with other areas understudied. Hence, there is a pressing need to design a research framework that explores the impact of online user-generated content on important organizational operations such as product innovation, customer relationship management, and operations management. Research efforts in this dissertation center on exploring the co-creation value of online consumer reviews, where consumers' demands influence firms' decision-making. The dissertation is composed of three studies. The first study finds empirical evidence that quality signals in online product reviews are predictors of the timing of firms' incremental innovation. Guided by the product differentiation theory, the second study examines how companies' innovation and marketing differentiation strategies influence app performance. The last study proposes a novel text analytics framework to discover different information types from user reviews. The research contributes theoretical and practical insights to consumer-centric innovation and social media analytics literature. / PHD / The IT industry, and especially the mobile application (app) market, is intensively competitive and propelled by rapid innovation. The number of apps downloaded worldwide is 102,062 million, generating $88.3 billion in revenue, and projections suggest this will rise to $189 billion in 2020. Hence, there is an impetus to examine competition strategies of app makers to better understand how this important market functions. The app update is an important competitive strategy. The first study investigates what types of public information from both customers and app makers can be used to predict app makers’ updating decisions. The findings indicate customer provided information impacts app makers’ updating decisions. Hence, the study provides insights into the importance of customer-centric strategy to market players. In the second study, it explores the impacts of product differentiation strategies on app product performance in the mobile app marketplace. The results indicate that product updates, which the first study showed are influenced by consumer feedback, are a vertical product differentiation strategy that impacts app performance. Therefore, the results from the two studies illustrate the importance of integrating online customer feedback into companies’ technology strategy. Finally, the third study proposes a novel framework that applies a domain-adapted deep learning approach to categorizing and summarizing two types of innovation opportunities (i.e., feature requests) embedded in app reviews. The results show that the proposed classification approach outperforms traditional algorithms.
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What makes a mobile app successful in supporting health behaviour change?Fitzgerald, Martin, McClelland, Gabrielle T. 27 December 2016 (has links)
Yes / Health promotion apps designed to support and reinforce health behaviours or to reduce risk behaviours are the most commonly downloaded apps. Such technologies have the potential to reach and deliver health care to new populations. But the extent to which they are successful in enabling the adoption of new and desired behaviours can vary. Some apps are more effective than others, some are free to download while others require a nominal or substantial charge. Cost alone is not indicative of quality or effectiveness. This is important because the use of health apps by the public will likely increase, as is the
expectation that health care professionals understand this technology and its heuristic role in personalised health. Practitioners therefore need to be better informed regarding what makes a health app appealing to service users and successful as an intervention to facilitate behaviour change.
This paper describes and discusses how the structure and content of health care apps can facilitate or inhibit behavioural change. The aim is to support practitioners in the screening and identification of suitable apps for clinical use.
Method: Theory and literature review.
Conclusion: App content that involved clinician input at the design stage and included internal drivers such as motivation, self-efficacy and illness understanding and external drivers such as illness information, social networking and user compatibility tend to do better in facilitating behaviour change than those that do not. Of these factors, motivation is considered to be the most important.
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Forensiska Undersökningar av MolntjänsterWestberg, Sofia January 2012 (has links)
Användning av molntjänster har gjort forensiska undersökningar mer komplicerade. Däremot finns det goda förutsättningar om molnleverantörerna skapar tjänster för att få ut all information. Det skulle göra det enklare och mer tillförlitligt. Informationen som ska tas ut från molntjänsterna är svår att få ut på ett korrekt sätt. Undersökningen görs inte på en skrivskyddad kopia, utan i en miljö som riskerar att förändras. Det är då möjligt att ändringar görs under tiden datan hämtas ut, vilket inte alltid syns. Det går heller inte att jämföra skillnaderna genom att ta hashsummor på filerna som görs vid forensiska undersökningar av datorer. Därför är det viktigt att dokumentera hur informationen har tagits ut, helst genom att filma datorskärmen under tiden informationen tas ut. Informationen finns sparad på flera platser då molntjänsterna Office 365 och Google Apps används, både i molnet och på den eller de datorer som har använts för att ansluta till molntjänsten. Webbläsare sparar mycket information om vad som har gjorts. Därför är det viktigt att det går att ta reda på vilka datorer som har använts för att ansluta sig till molntjänsten, vilket idag inte möjligt. Om det är möjligt att undersöka de datorer som använts kan bevis som inte finns kvar i molnet hittas. Det bästa ur forensisk synvinkel skulle vara om leverantörerna av molntjänster erbjöd en tjänst som hämtar ut all data som rör en användare, inklusive alla relevanta loggar. Då skulle det ske på ett mycket säkrare sätt, då det inte skulle gå att ändra informationen under tiden den hämtas ut. / The usage of cloud services has made forensics investigations more complicated. But there are good foundations if the cloud service providers would create services to retrieve all the information. It would make the process easier and more reliable. The most difficult part to do correctly is to download the information from the cloud services. The investigation is done in a volatile environment and not on a secured copy. It is possible that changes are made during the time the data is retrieved, which is not always visible. It is not possible to compare the differences in files with hash values, in the same way as forensic investigations of computers. That is why it is very important to document how the information is retrieved, preferably by recording the computer screen during the time the information is retrieved. The information is saved on multiple locations when the cloud services Office 365 and Google Apps are used, both in the cloud and on the computer that is being used to access the cloud. The web browser saves a lot of information of what has been done. That is why it is important to find out which computer has been used to connect to the cloud service, which is not possible today. If it would be possible to examine all the computer that have been used, evidence that is no longer in the cloud could be found, The best through a forensic angle would be if the cloud service providers offered to retrieve all data which involves a user, including all relevant logs. Then it would be possible to retrieve the data with a secure method, because it would not be possible to change the information during the retrieval.
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Comparison between Native and Cross-Platform AppsSirvent Mazarico, Carlos, Campillo Carrera, Marc January 2015 (has links)
The primary purpose of this study is to determine in which technology we have to develop an application depending on the features that we would like to include, in order to deliver the best value for a good price to the customers. Consequently, in this research we have described the capabilities, performance and limitations that we have found while using the different technologies. The empirical part of this study was conducted in the first semester of 2014/2015 at the Linnaeus University in Växjö (Sweden), supported by Softwerk Company. In conclusion, the thesis shows that the user experience with native apps is always better than using the web-based technologies, especially using maps, although the time and effort spent to develop them is higher. Cross-platform solutions can be very useful for simple apps, and also if the developer does not have a lot of time to develop them. The problem with this last kind of applications is that the performance is less than the native ones.
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Managing language learning data in mobile appsMårtensson, Christian January 2020 (has links)
On the journey of learning a language we are exposed to countless words that are easily forgotten and subsequently difficult to find again. This study investigates how to design a personal data management system that enables its users to efficiently organize, find and input the words and phrases that they encounter on their journey. Using DSRM, an artifact was iteratively developed and tested in usability tests and interviews by a total of 10 participants. The feedback from the respondents indicates a strong demand for this type of app and also uncovered design knowledge in this new context. The contribution of this study is a set of 14 design principles for making data management in language learning apps more user-friendly and efficient.
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Content Adaption and Design In Mobile Learning of Wind InstrumentsPriyadarshani, Neha January 2021 (has links)
No description available.
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An Investigation Of Boaters' Attitudes Toward And Usage Of Targeted Mobile AppsBowerman, Kamra 01 January 2013 (has links)
The purpose of this study was to understand boaters’ adoption and usage of smartphones and mobile apps as well as to obtain their opinion on potential features of a targeted mobile app being developed as part of a broader interdisciplinary Florida Sea Grant outreach project. Data were gathered from an online survey of a sample of 164 boaters from the surrounding Central Florida area. In contrast with previous empirical mobile app studies, many respondents reported using mobile apps for information-seeking versus escape gratifications. Further more than half of the respondents’ age sixty-five and over indicated using smartphones and mobile apps. These findings reflected recent national trend data showing shifting gratifications and an increase in technology use among older American adults. In regards to the planned mobile app, the study’s respondents had favorable reactions to its potential features and indicated an above average intent toward downloading the app
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A metrópole comunicacional que emerge dos aplicativos para dispositivos móveis : #um estudo em comunicação e designFabricio Farias Tarouco 17 December 2014 (has links)
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Previous issue date: 2014-12-17 / Nenhuma / A presente tese parte do conceito de Metrópole Comunicacional, proposto por Massimo Canevacci, conectando-o aos estudos de Lev Manovich, que explicitam uma crescente influência do software em nossa sociedade. Com estes dois pilares, esta pesquisa objetiva compreender a concepção de uma metrópole comunicacional softwarizada que emerge do uso de aplicativos para dispositivos móveis de comunicação (os smartphones). Essas mídias móveis tornaram-se parte essencial deste trabalho por proporcionarem mobilidade ao usuário que circula pelos espaços físicos, promovendo uma maior interação com o contexto territorial e ocasionando novas dinâmicas de comunicação e convívio. Dados referenciados no interior desta tese nos levam a crer que em pouco tempo praticamente todos os aparelhos de telefonia móvel serão smartphones, fato este que reconfigurará de vez as práticas urbanas estabelecidas. Além das características comunicacionais que carrega, a metrópole observada é também interpretada como um ambiente criativo, projetual, audiovisual e softwarizado, que recebe interferências de outras áreas do conhecimento, como o design. Neste contexto, um conjunto de aplicativos para dispositivos móveis (os apps) que exploram questões urbanas surge como um instrumento contemporâneo que conversa de diferentes formas com esta múltipla metrópole, desde a concepção de suas práticas até as mutações culturais que ocasionam. Para responder aos questionamentos desta pesquisa e identificar as transformações decorridas, fez-se uso do personagem flâneur, de Walter Benjamin, como recurso metodológico que ocasionou a definição e análise de 15 fragmentos contextuais extraídos da metrópole observada nos apps e em suas imagens. O cruzamento destes fragmentos destacou particularidades e dinâmicas que atualizaram o entendimento de Metrópole Comunicacional, interpretando-a como uma combinação entre suas ruas, avenidas e as dinâmicas ocasionadas pelos apps sobre elas, tal como acontece entre selfies e paisagens urbanas, entre check-ins e benefícios ganhos, entre a smarphonização que se instaura e a falta de sinal Wi-Fi predominante, uma mistura entre perder-se e não perder-se jamais, entre a cultura digital e os processos midiáticos, entre modelos, hábitos e experiências vividas, entre criatividade e projeto, entre vozes, meios e mensagens, entre compartilhamentos e dispositivos, ou ainda, uma composição entre os próprios aplicativos móveis e a metrópole comunicacional com que interagem. / This dissertation has as its starting point the concept of Comunicational Metropolis proposed by Massimo Canevacci, establishing a connection with the research of Lev Manovich, which explains an increasing influence of software in our society. Thus, taking these two pillars as a foundation, this research aims to understand the concept of a communicational metropolis that is emerging from the use of applications for mobile communication devices (smartphones). Mobile media has become a key part of this work since they provide mobility to the user who moves around physical spaces, promoting greater interaction with the local context and causing new communication and social dynamics. Data referenced within this thesis indicate that in a short period of time, almost all mobile handsets will be smartphones and will reconfigure once and for all the existing social practices. However, the metropolis observed in this study overcomes the communicational framework proposed, since it is also a creative, projectual, audiovisual and softwarized environment. In this context, a set of mobile applications exploring urban issues arise as a contemporary tool. In different ways, this tool dialogues with the multiple metropolis, from the design practices that daily occur in it, to the cultural transformations generated by this tool. In order to answer the research questions and to identify the changes that happened, Walter Benjamin’s character flâneur was used as a methodological resource that gave rise to the construction and analysis of 15 fragments extracted from a digital communicational metropolis observed through popular apps and its images. The intersection of these fragments highlighted peculiarities and dynamics that updated the understanding of a Communicational Metropolis, structuring it as a combination of its streets, avenues and dynamics caused by the apps. A combination of selfies and urban landscapes; check-ins and earned benefits; the established ‘smarphonization’ and the lack of predominant WiFi signal; getting lost and not ever getting lost; digital culture and media processes; models, habits and experiences; creativity and design; voices, media and messages; shares and devices; that is, a composition of mobile applications themselves and the communicational metropolis which they interact with.
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Návrh osobního informačního systému / Design of Personal Information SystemHonza, Dalibor January 2013 (has links)
The aim of my masters thesis is to design of Personal Information System for support the business. The primary developing process is focused on customer and business partners relationship management. The purpose is to design system fits to company needs and system which will be so simply to be possible use it in other businesses too.
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Let's play with Statistics!: Implementierung einer studierendenzentrierten multimedialen Lernumgebung unter Einsatz von R-Shiny Apps und VideosScherbaum, Stefan, Esmeyer, Marlon, Herbers, Judith, Reichert, Maria, Wehner, Peggy, Vogel, Diana, Rudolf, Matthias, Dshemuchadse, Maja, Maurer, Philipp, Rolf, Dorothea 10 November 2020 (has links)
Das E-Learning Modul MUVE-STAT (Statistische
Grundbegriffe und Grundlagen multivariater Verfahren)
ermöglicht Psychologiestudierenden einen
anwendungsorientierten und interaktiven Erwerb
statistischer Methodenkenntnisse. Die Inhalte umfassen
anschauliche Darstellungen statistischer Grundbegriffe
bis hin zur Anwendung multivariater Verfahren.
MUVE-STAT soll Lehrende und Studierende in
unterschiedlichen, insbesondere in interdisziplinären
Bachelorstudiengängen unterstützen und eine erfolgreiche
Fortsetzung des Studiums im Rahmen eines
konsekutiven Masterstudiengangs, wie dem Studiengang
„Psychologie: Human Performance in Socio-
Technical Systems” (HPSTS) an der TU Dresden, gewährleisten.
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