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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.
11

Consumer opinions on branded mobile applications

Furr, Laura Elaine 17 February 2011 (has links)
Advertising is moving from a more traditional, paid placement into a new digital and mobile era. Companies are trying to figure out how to reach consumers in new ways, and emerging technologies are assisting. Branded mobile applications are one way that companies are working to build brand image and advertise in an innovative way. In this research, twelve in-depth interviews were conducted to find out what consumers may want, look for, and expect from a branded mobile application. Secondary research was also conducted to find out how brands are leveraging these new technologies and what consumers can look for in the future of mobile advertising. After reading this paper, the reader will have further knowledge of what consumers are seeking in mobile branded applications and how to obtain and keep their attention with a mobile application. / text
12

Vývoj aplikací pro Android a iOS / Application development for Android and iOS

Vacula, Josef January 2013 (has links)
This thesis covers topic of mobile application development for Android and iOS. It also points out differences between Android and iOS programming. The main goal is to de-scribe the whole process of development which starts by choosing suitable mobile plat-forms and ends by distribution of finished application. The theory is shown on video streaming application. The first part of this thesis covers choosing of suitable platforms for development. Next chapter focuses on different development methods of mobile applica-tions. The rest of thesis is dedicated to Android and iOS development. There is one chapter covering software development kit and one chapter covering mobile user interface - its principles and creation methods. The last theoretical chapter covers fundamentals of each Android and iOS application. The whole development process of sample application is described in the seventh chapter. It includes functional and non-functional application re-quirements, analysis, design of user interface, implementation, testing and distribution of finished application. This thesis is supposed to be jump start for all new developers, who consider mobile application development.
13

Apps in the U-space : From mobile to ubiquitous marketing

Bredican, John January 2016 (has links)
Smart mobile devices are becoming increasingly essential daily companions. Applications (apps) are the interface through which the consumer can leverage unique capabilities of smart mobile devices to interact with people, other devices and firms via the supporting mobile ecosystem. Smart mobile devices and apps are influencing how competition is defined and changing how firms do business by improving internal processes and increasing flexibility and convenience for customers. Mobile apps and devices enable users to move from a portable and mobile communication and computing environment to that of a ubiquitous communication and computing environment [u-space]. Discussion in terms of ‘mobile marketing’ is therefore too limiting, our understanding should be ‘ubiquitous marketing’. Six papers explore ubiquitous marketing further. The retail sector provides a contextual setting for paper one and finds that mobile marketing increases value for retailers and consumers. Integration of all retailer / consumer interfaces with mobile marketing to maximise exposure and connectivity between both parties is recommended. Paper two investigates the sources for mobile app ideas in companies and finds that apps developed externally or within the firm with some outside help, were perceived to be more effective. Apps that leverage the mobile devices unique features is central to the methodology proposed for developing an app in paper three. The next three papers examine the impact that mobile apps and devices have on business activities and customer relationships. Paper four finds increased operational efficiency in a Dental  Practice, while paper five identified the opportunity for increased firm-customer interaction in a medical context. Paper six determines that rather than five dimensions of SERVQUAL, financial service quality of apps consists of three dimensions: Reliability, personal and visibles; and that service success can be derived from providing less service. This thesis contributes to a fuller understanding of U-commerce theory. It advances understanding in how apps are making significant changes in how information technology is managed and controlled from an organisational perspective, and how these technology advances can influence consumer interaction. / <p>QC 20160516</p>
14

The Design & User Experiences of a Mobile Location-awareness Application: Meet App

Westerlund, Markus January 2010 (has links)
<p>This paper intends to describe the work and result of the design project Meet App. Meet App lets users interact around their current locations in a direct manner. The user experience is evaluated to get an understanding of the usefulness and interaction with this type of design. The project is related to the context-awareness research field where findings put the project in a greater whole. The result indicates usefulness and enjoyment interacting with the application, but because of the low number of participants the findings cannot be validated.</p>
15

The Design &amp; User Experiences of a Mobile Location-awareness Application: Meet App

Westerlund, Markus January 2010 (has links)
This paper intends to describe the work and result of the design project Meet App. Meet App lets users interact around their current locations in a direct manner. The user experience is evaluated to get an understanding of the usefulness and interaction with this type of design. The project is related to the context-awareness research field where findings put the project in a greater whole. The result indicates usefulness and enjoyment interacting with the application, but because of the low number of participants the findings cannot be validated.
16

App-to-date : – A study about how mobile applications can help companies to get an image that fit their corporate identity

Andersson, Marie, Jörgensen, Sanna, Olsson, Johanna January 2011 (has links)
Background: The number of smartphones has increased rapidly in the last years. With the expansion of smartphones came the increased development and use of mobile applications. Companies market their company through applications because they want to reach, inform and remind their customers. Depending on the companies, its size and the industry, companies have different purposes with their apps.   Purpose: We intend to study how mobile applications can help companies to get an image that fit their corporate identity Method: Our thesis is based on multiple case studies of three Swedish companies. We have chosen to use a qualitative research method. We have gathered our empirical data by doing telephone interviews and focus groups. Conclusions: Consumer form their image trough reputation, communication and experience. Building  a strong corporate identity is the main factor that helps to improve a company’s image. The use of mobile applications can both improve and worsen a company’s image. It is therefore necessary that the application is well made and has a clear connection to the identity to be able to improve an image.   Suggestions for further research: A more extensive industry study could be done, by adding more companies. Other age segments could be studied. The influence of mobile applications that cost could be studied. It could also be interesting to study  consumers that  had downloaded the mobile applications on their own will.
17

An Exporatory Research of the Effect of Youtube Marketing on Mobile Applications

Shiu, Lung-Hung 06 September 2011 (has links)
This thesis address the study of the recently popular Apple iOS platform, and its online application marketplace, called the ¡§App Store¡¨. The thesis examines the relation in Youtube videos and raking of the Apps. According to the research result, over 25% people use mobile device to watch the Apps videos. If marketer can manage the result of the searching and embedded the video in high traffic website, it can get more higher Apps ranking and Youtube video views. In addition, people/App player upload the video and share it with friends. It is just like the word and mouth marketing. Whenever people upload a lot of videos and get more video views, it can get higher App ranking. Furthermore, the video type is belonged to game trailer and walkthrough will has more views. In the other hand, the KUSO video will spread quickly in social network website and it brings more video views and Apps downloads potentially.
18

Providing intuitive museum guidance through asset-tracking and mobile applications

Goertz, Maria Magdealena 15 February 2011 (has links)
The tracking of artifacts in museums can be a cumbersome and error-prone process. A system that performs this tracking manually would help prevent mistakes and could be utilized to help attract and retain museum visitors. This thesis outlines the design and implementation of a three-part system for accomplishing this goal. By combining a powerful RFID infrastructure with a server and an intuitive mobile-device application, the project in this thesis aims to provide an automated way to keep track of artifacts, as well as to provide an application that makes the traversal of the museum intuitive and enjoyable for visitors. The application is built on Apple’s iOS platform in order to reach the multitude of users already in possession of iPhones, iPads, and iPod Touches. An initial evaluation shows the system behaves as expected and that it could be a useful tool to museums. / text
19

Pedestrian transportation project prioritization incorporating app-collected sidewalk data

Frackelton, Alexandra 13 January 2014 (has links)
Planners and decision-makers recognize that non-motorized transportation provides environmental, economic, and public health benefits. Recent technology advances, such as the widespread use of mobile devices and geographic information systems, enable the collection of disaggregate built environment and travel behavior data. To integrate pedestrian planning into transport operations at local and regional scales, it is necessary to develop systems to rank and prioritize zones and corridors for pedestrian infrastructure investment. Best practices for pedestrian planning suggest that jurisdictions prioritize pedestrian projects based on a variety of concerns, such as high pedestrian activity, pedestrian safety, accessibility to transit and mobility for persons with disabilities, children and older adults. Researchers at the Georgia Institute of Technology developed and piloted an automated system to assess the quality of sidewalks, utilizing an Android™ App that collects GPS-enabled video, accelerometer, and gyroscope data. Researchers collected pilot sidewalk data within the City of Atlanta to evaluate the accessibility and walkability of pedestrian facilities. This research proposes a weighted ranking system to prioritize pedestrian projects using App-collected pedestrian facility data collected in the field using a mobile Android application, pedestrian safety indicators, pedestrian activity data and demographic data. The ranking system uses a set of block-level pedestrian potential and deficiency indicators to prioritize planning investments within a subarea of Midtown, Atlanta, Georgia, combining available data sources with app-collected sidewalk width data. The results of these rank-order prioritization analyses indicate that blocks near rail stations and Georgia Institute of Technology/Technology Square should be prioritized for pedestrian investments. However, further refinements are needed to extend the application of this methodology to larger geographic scales. Additionally, this research did not consider the cost constraints of pedestrian project alternatives within the study area. Future availability of comprehensive pedestrian activity and pedestrian network data will enable planners and engineers to prioritize corridors and intersections for pedestrian project implementation.
20

Smartphone-Mediated Tourist Experiences: Understanding the Influence of Augmented Reality (AR) Applications in Tourism

Anuar, Faiz Izwan 03 October 2013 (has links)
The synergy of smartphone, mobile applications (apps) and Augmented Reality (AR) technology has the potential to mediate tourism experiences to great extents. The advent of AR apps on smartphones provides a dynamic solution for tourists by helping convey destinations’ meanings and creates positive experiences via interactive tourist information and services almost anywhere, anytime. As a result, tourists are increasingly using AR travel apps at destinations to create more memorable travel experiences. Despite vast literature on tourists’ experiences, there is limited research focusing on understanding the use of smartphones and AR apps for tourism. A critical review of the literature indicates that there is a need to develop a richer theoretical framework that describes the use of smartphones and AR apps for travel. In addition, there is a need to understand tourists’ experiences with smartphone-mediated technology. In particular, literature on understanding of the use of smartphones and apps for travel is largely established from a quantitative perspective, and it is argued that this perspective cannot provide an in-depth understanding of the mechanisms that affect the use of smartphones and travel apps, which in turn shapes the travel experience. The present qualitative study was designed to understand the current use and possible benefits of smartphone-mediated tourism experiences with AR apps. Specifically, the purpose of this study was to examine the influence of AR apps on tourists’ experiences. The study sought to understand how tourists used AR apps, which specific interactions with the mobile devices were afforded, what emotions were evoked through interaction with the AR technology, and how the technology mediated tourist’s experiences. Based on this notion, the study attempted to generate an inductive middle-range theory on smartphone-mediated tourism experiences using grounded theory method. An iPhone AR app was developed for the Texas A&M University campus to better understand how tourists used the AR app and how this use influenced their travel experiences. Forty-four participants inclusive of students, prospective students and visitors of Texas A&M University were recruited for the study. To aid theory building and enhance the solidity of the smartphone-mediated travel experience theory, the study included a control group, which involve individual, group and guided tours that only use a brochure/campus booklet or listen to a human tour guide. The AR app was tested on 10 individuals and 10 groups. For the control group, 6 individuals and 6 groups used brochure/campus booklet while touring the sites and 6 individuals and 6 groups listen to the tour-guide. This comparison provided detailed understanding of what happens in the absence of technology in travel experience, and a focus on apprehending what AR technology adds. Data were collected through face-to-face in-depth interviews with the participants and then transcribed and imported into ATLAS.TI 7.0 software for analysis. A grounded theory approach was used to analyze the data. The interview data were coded and presented in five major sections representing the research questions. The results of the study provided theoretical contributions in understanding the smartphone-mediated tourism experiences and offered practical implications for app design and interpretative services for tourist sites.

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