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Aplicativo móvil culture upDeza Chávez, Daniel Arturo, Pimentel Vargas, Josselyn Patricia, Urquizo Boyd, Lorena Andrea, Ventura Chávez, Alexandra Bertha, Zavalaga Dueñas, Claudia María 28 November 2019 (has links)
Para el presente trabajo de investigación se detectaron dos problemas en la coyuntura Limeña. El primero es que las empresas organizadoras de eventos culturales tienen poca afluencia debido a una difusión ineficiente de sus eventos. El segundo, es complicado encontrar oferta cultural en Lima. Para darle solución a estos problemas, el equipo de investigación ha planteado el desarrollo de un aplicativo mediante el cual los organizadores pueden difundir sus eventos y vender entradas por el mimo aplicativo; y donde los usuarios podrán encontrar toda la oferta cultural que Lima ofrece mediante un mapa que le permite ver en tiempo real lo que sucede a su alrededor.
Para el desarrollo del trabajo se realizaron un sin fin de experimentos con usuarios y clientes que permitieron hacer proyecciones adecuadas, así como los planes estratégicos, operativo, de marketing, de recursos humanos, de responsabilidad social y financiero de acuerdo a las necesidades del mercado. El análisis cuantitativo de la investigación concluye en la necesidad de invertir S/. 44,350.75 soles para obtener S/. 26,207.20 como utilidad neta el primer año, S/. 197,488.59 en el segundo año y S/. 609,430.36 en el tercer año. El valor del proyecto es de S/ 1,252,819.49. / For the present research work, two problems were detected in the Lima juncture. In first place, companies organizing cultural events have little influx due to inefficient dissemination of their events. On the other hand, it is difficult to find cultural offer in Lima. To solve these problems, the research team has proposed the development of an application through which organizers can disseminate their events and sell tickets in the same application; and where users can find all the cultural offer that Lima offers through a map that allows them to see in real time what is happening around them.
For the development of the work, an endless number of experiments were carried out with users and clients that allowed adequate projections, as well as strategic, operational, marketing, human resources, social and financial responsibility plans according to market needs. The quantitative analysis of the research concludes in the need to invest S /. 44,350.75 soles to obtain S /. 26,207.20 as net income the first year, S /. 197,488.59 in the second year and S /. 609,430.36 in the third year. The value of the project is S/. 1,252,819.49. / Trabajo de investigación
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Proyecto Cheap AppAlarcón Díaz, Stephanie Jordana, Chavez Flores, Mirella Alexandra, Polo Riega, Claudia Alexandra, Porles Rivera, Joshep Andre, Vilca Ramos, Sebastian Rodrigo 28 November 2019 (has links)
El presente proyecto es una aplicación móvil dirigida a afrontar el problema de desperdicio orgánico por parte de cafeterías y pastelerías. En base a la investigación realizada en Lima Norte al NSE “C”, se detectó que esos negocios desechaban excedentes de producción no vendidos y que habían clientes deseosos de adquirir estos platos o postres a un precio reducido. Así mismo, se identificó que los usuarios tienen cada vez menos tiempo para acudir físicamente al negocio ya que prefieren priorizar sus actividades diarias. Por ello, deciden hacer sus pedidos vía online o por medio de aplicaciones en sus celulares. Por último, bajo esta tendencia mundial detectada de descarga online de aplicaciones y el uso creciente de smartphones por parte del nivel socioeconómico “C” se decidió desarrollar Cheap App la cual mostrará los productos de todos las cafeterías y pastelerías afiliadas en un radio cercano a la ubicación del usuario con ofertas y descuentos mínimo de 30% del precio original.
Para poner en marcha este proyecto se hizo un análisis de la industria: consumidor, competidores y otros factores externos. Además, se desarrollaron los siguientes planes: Plan Estratégico, Plan de Operaciones, Plan de Marketing, Plan de Recursos Humanos y Responsabilidad Social Empresarial y el Plan Financiero. Los cuales contienen las acciones necesarias para la viabilidad de este proyecto. Como resultado, luego de una inversión inicial de S/. 69,382 en el 2019 se tendrá una utilidad neta de S/.50,231 para el 2022 , S/.90,728 para el 2023 y S/.148,540 para el 2024. / This project is a mobile application aimed at addressing the problem of organic waste by coffee shops and patisseries. Based on the research carried out in North Lima to the NSE “C”, it was detected that these businesses discarded surpluses of unsold production and that there were customers eager to acquire these dishes or desserts at a reduced price. Likewise, it was identified that users have less and less time to physically go to the business since they prefer to prioritize their daily activities. Therefore, they decide to place their orders online or through applications on their cell phones. Finally, under this worldwide trend of online application downloading and the increasing use of smartphones by the socioeconomic level "C" it was decided to develop Cheap App which will show the products of all the coffee shops and patisseries affiliated in a radius close to the User location with offers and discounts minimum of 30% of the original price.
To launch this project an analysis of the industry was made: consumer, competitors and other external factors. In addition, the following plans were developed: Strategic Plan, Operations Plan, Marketing Plan, Human Resources Plan and Corporate Social Responsibility and the Financial Plan. Which contain the necessary actions for the viability of this project. As a result, after an initial investment of S /. 69,382 in 2019 there will be a net profit of S / .50,231 for 2022, S / .90,728 for 2023 and S / .148,540 for 2024. / Trabajo de investigación
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How does the user experience of a progressive web application compare to native application? : A case study on user's attitude in context of social media.Sedkowska, Justyna January 2020 (has links)
Purpose–The purpose of this thesis paper was to measure differences in the user experience provided by the Progressive Web App technology in comparison to native application in a context of social media. The study investigated users attitude towards different user interfaces implemented in the PWA and the native application. Method–This paper isqualitative research in the field of user experience. Usability tests paired with semi-structured interview were chosen as research methods for this study. The study has been conducted on Twitter's PWA and Android application. Ten participants took part in the study. Findings–The results have shown that most of the participants can identify differences in the user interfaces of both apps. Although both applications provided the same functionalities, the different UI solutions were the major factor influencing users feelings. On top of that, different user interfaces did not change the user's perception of the platform's consistency. As a result, more participants preferred the PWA over the native app. Moreover, results suggest that PWA can provide native-like experience in the context of social media. Implications–The main contribution of this bachelor thesis is a comparison of user experience on PWA and native app technology in the context of social media. This research opens a discussion about the need for companies to broader their digital presence by implementing PWA technology as it can bring benefit to users and businesses. Limitations–The main limitation of this study is a low number of participants caused by restrictions of social distancing inthe times of global pandemic. On top of that, the convenient sampling method has been used. Keywords–User Experience, Progressive Web Application,User Interface, Native Mobile Application, Attitude
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The Effects of Mobile App Technology on Technique and Game Performance in Physical EducationJanuary 2020 (has links)
abstract: Informed by Behavioral Ecological Model (BEM), Technological Pedagogical Content Knowledge (TPACK) framework, and Model for Learning With Digital Video, this project assessed: (a) the effects of mobile application (App) technology on students’ skill and game play development during a badminton sport education season and (b) a physical education teacher and students’ perceptions about the use of the App technology. Two eighth grade classes participated in the study (the teacher only used the App in Class A; students used the App in Class B). The Poole forehand overhead clear shot skill test, game performance assessment instrument (GPAI), and opportunity to respond (OTR) observation tool were used to measure skill development and game improvement in the first study. Students’ practices and game play performance were recorded. Critical incident sheets, the teacher’s daily reflections, and interviews with the teacher were used in second study. In the first study, students in both intervention classes, regardless of the App use condition (i.e., teacher vs students), improved in the clear shot skill, tactical dimensions of their game performance (i.e., skill execution, decision-making, and base position), and opportunities to respond rates (i.e., success and acceptability). In the second study, there was evidence that a physical education teacher can effectively integrate the use of a motion analysis App and complement his instructional skills during regular instruction in a middle school badminton context. Also, it was evident that the App provided students with active learning opportunities through instant feedback on skill and game performance. Further research on the use of such App technologies should focus on: (a) how the App technology can be innovative to foster student learning in game play in Physical Education settings and (b) how teachers understand the use of technology along with their pedagogical skills. / Dissertation/Thesis / Doctoral Dissertation Physical Education 2020
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Vývoj mobilní aplikace pro Android OS / Development of Mobile Application for Android OSMičic, Daniel January 2017 (has links)
Goal of this diploma thesis is to design and develop a mobile application for Android OS. Marketing and monetization plans will be defined and realized for propagation and profit. Aim is to create capable, sellable product for quickly expanding market of mobile applications.
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Vývoj aplikace pro elektronickou evidenci tržeb / Development of Application for Electronic Records of SalesŠťáva, Jan January 2017 (has links)
This diploma thesis is focused on the design and development of applications for mobile devices with Android operating system. The main purpose of this application is to fulfil the requirements of law on the Electronic Records of Sales. The thesis describes the theoretical knowledge which is important in the development of the application and describes the design and the whole implementation of the application. The application is implemented in the Java programming language. The thesis also deals with the description of the problem of electronic records of sales and the analysis of the EET product range.
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Optimalizace a komunikace produktu vybraného obchodního centra / Optimization and Communication of the Product of the Chosen Shopping CenterBrabec, Lukáš January 2018 (has links)
The Diploma Thesis is focused on the problematic of the optimization and consecutive communication of the mobile application which is developed by one Prague shopping center for its needs. For that I will use suitable communication mix based on current experience since the launch of the app which was in September 2017. The communication of the application itself to all interest groups in managed by marketing agency in cooperation with marketing management of the certain shopping center. Though it seems on the first sight that it is mainly B-2-B market, main interest focus is on the final customer satisfaction and that is B-2-C market. There is a detailed analysis of the Prague shopping centers market with emphasis on another mobile applications of the same purpose made in the Thesis. Then there are the steps how to make the marketing communication of the application more effective a so make the awareness of the application better suggested from the results of the analytical part .
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Návrh datového skladu / Design of Data WarehouseSzkuta, David January 2018 (has links)
This diploma thesis deals with the design of a data warehouse that stores events created in the mobile app. The goal was to design an alternative to the current solution. The thesis explains concepts, mainly data warehouse terminology, which are used in subsequent chapters. An analysis of the current solution is conducted, and as well as research of available data warehouse and ETL services. Based on the results of the analysis, a suitable new solution is chosen, implemented, and tested.
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Chcu víno! - mobilní aplikace pro komunikaci zákazníka s vinařem / Chcu víno! - Mobile App for Communication of a Customer with a Wine MakerAdamec, Martin January 2018 (has links)
The aim of this thesis is to create a mobile application for Android that will connect small wineries with their customers. The result is two applications, the first of which is for wineries and the second one for customers, who can search wineries by simple criteria, save them as favorites, make notes and much more. The applications respects Material Design rules. Google Firebase is used for work with data and Firebase Cloud Messaging handles notifications between devices.
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Návrh a tvorba mobilní aplikace pro systémy Android a iOS / Design and Creation of Mobile Application for Android and iOSBláha, Ondřej January 2019 (has links)
This thesis deals with design and implementation of mobile application for iOS and Android operating systems using tools for mobile application development. Ionic 4 was chosen for implementation, which is a set of tools that can be used to develop software, using Angular, HTML and SASS.
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