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A Design Framework for Mobile Social CommerceKucukcay, Ilyas Eray January 2014 (has links)
The use of mobile devices and social media has been increasing dramatically and becoming critical for B2C businesses. Such businesses need to consider implementing e-commerce services in the mobile environment with social integration to satisfy their customers’ needs. Concepts like mobile commerce and social commerce are already being used extensively by many businesses. However, there are no clear guidelines in the literature on how to use mobile and social characteristics together for B2C e-commerce. Fusing these two concepts is what we call mobile social commerce (ms-commerce).
In this thesis, we performed a thorough literature review to identify the characteristics of ms-commerce. The findings enabled us to first devise a proper definition for ms-commerce as the concept of performing online commercial activities in a mobile environment with the help of contributions from customers. Second, elements of the building blocks of ms-commerce, namely business models, m-commerce and s-commerce were identified based on commonly accepted fundamentals of the related concepts. Each building block has a critical role in increasing the value and efficiency of the product/service being delivered online by B2C businesses.
We propose a mobile social commerce design framework along with a modular design model consisting of a generic class diagram that can be used for designing and developing ms-commerce applications that fit the specific needs of businesses. Businesses can choose the right elements to integrate in their ms-commerce application with the purpose of increasing the efficiency and integrating the social participation of customers. Three different scenarios were devised, and three mobile app prototypes were developed to support them, using the design model of our proposed framework.
Finally, in light of our experience in developing ms-commerce applications, we discussed and contrasted the three different mobile development strategies, namely native, hybrid and web-based.
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Multiplatformní vývoj mobilních aplikací pomocí webových technologií / Cross-platform development of mobile applications using web technologiesKlos, Roman January 2013 (has links)
Goal of this master thesis is to compare hybrid and UI frameworks for multiplatform mobile applications based on web technologies. Theoretical part deals with mobile platforms, with options to develop applications and with in-depth overview of multiplatform development of mobile applications. In the next part there are described two hybrid frameworks and five UI frameworks, these frameworks are compared and their result is used as source for creation of mobile application, which deals with pollen reports. The result of this thesis is overview and comparison of hybrid and UI frameworks. And an example of mobile application developments based on chosen frameworks.
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Do academia and industry agree? : A study on how cross-platform research aligns with the concerns of developersTingström, Conrad, Zidan, Omar January 2021 (has links)
The number of available mobile applications (or apps) as well as the usage of these are rapidly increasing. With this increase there naturally also follows an increased competitiveness in the app market, with developers needing to produce apps of high perceived quality in order to get return users and also needing to make their apps available to multiple different platforms and devices. With substantial platform and device fragmentation, this is often a difficult and costly task. While traditionally an app basically had to be build from scratch for each platform it needed to support, in later years alternative development techniques for what is called cross-platform development have emerged and seen a rapid increase in usage. Contrary to native development, cross-platform development aims to enable development of a single codebase that can then run on all platforms. The idea is that this would save development time and thereby cost. Academic literature was found to often evaluate and compare performance differences between apps developed with cross-platform frameworks and their natively developed counterparts. Typically, these studies reported several reoccurring drawbacks with cross-platform development, compared to native development. However, research within the field was found to be lacking in regard to developers’ experience in general, and specifically whether this focus on comparing performance and listing pros and cons was representative of the concerns of industry developers. This study aimed to begin filling this gap, byinvestigating the extent to which these developers were relating any drawbacks to cross-platform development as well as which these were. Also, the study sought to answer how big a part this awareness of drawbacks played in the decision when developers chose to develop natively instead of cross-platform. With this, the goal of the study was ultimately to discussthe state of cross-platform research and whether it focused on aspects that were relevant to the industry. Data in this study was gathered in two ways: (1) a literature study, aiming to get an image of the current state of cross-platform research and (2) a web survey, in which app developers were invited through various groups in Facebook and Reddit. Ultimately, the results indicated that industry developers were to a large extent relating the same drawbacks to cross-platform development as were found to be frequently reported by academia. Further, all of the survey participants that related drawbacks to cross-platform development and ever chose to develop natively instead of cross-platform, did so to a very large degree because of those drawbacks. There were limitations to both the planning and the execution of the methods that were used, primarily in the gathering of data but also the analysis of this. However, it was still deemed possible to conclude that the results of the study indicated that research regarding cross-platform development could reasonably keep its current focus moving forward, as this appeared to be of high relevance to the industry.
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Vault: Exploring the effects of social and collaborative platforms in a mobile relational learning applicationÅckerström, Fredrik, Johansson, Niklas January 2019 (has links)
Mobila enheter är idag en stor del av våra liv och har förändrat hur vi gör många av våra vardagsaktiviteter, såsom att läsa en bok eller att se sitt favoritprogram. Detta har också lett till förändringar i våra utbildningar eller mer specifikt hur vi lär oss och lär ut till andra [1]. Den snabba tillväxten av teknologi har haft en stor påverkan på vår utbildning, vilket har lett till en anpassning av både strukturen av utbildningar och dess material [1, 2]. Teknologins utveckling har också möjliggjort den att kombineras med inlärningstekniker, som kollaborativ inlärning. Kollaborativ inlärning är baserat på konceptet att det naturliga sättet att lära sig är genom att kommunicera med varandra [4]. Kollaborativ inlärning är sammankopplat med de sociala aspekterna, där den stora uppgången av sociala plattformar har visat att de kan vara ett nytt och mer modernt utbildningsområde. Interaktionerna på dessa plattformarna har visat sig kunna skapa ett nytt digitalt område av kunskap [29].I denna uppsats så fortsatte utvecklingen av en Android-applikation kallad Vault. Vault är byggd på filosofierna mobile learning, relational learning och parkour. Mobile learning tillåter människor att lära sig var de än befinner sig [3]. I relational learning så existerar inte den traditionella student-lärarrelationen, där alla istället lär sig av varandra genom att dela med sig av sina idéer och erfarenheter [6]. Parkour, vilket även är känt som konsten av rörelse, är en filosofi där människor delar med sig av upplevelser medans de lär sig och hittar nya vägar att visa sina färdigheter [28]. Parkour har även ett fokus på att upprepa vad andra har gjort. Funktionerna som implementerades i Vault var baserade på en applikationsanalys där sociala och kollaborativa plattformar blev analyserade. Det undersöktes sedan hur dessa funktionerna kunde integreras med filosofierna som Vault är byggd på.Vault testades sedan av två idrottslärare under 10 dagar för att utvärdera applikationen med dess nya funktioner där de sedan intervjuades. Målet med intervjuerna var att få information om hur de nya funktionerna påverkade inlärningen samt användarupplevelsen jämfört med den gamla versionen som var producerad av Lindermans uppsats [5]. / Mobile devices is today a big part of our lives and it has changed how we do our everyday activities, such as reading a book or watching our favorite show. This has also caused changes in our education or more specifically how we learn and teach others [1]. The fast growth of technology has had a big effect on our education, which has led to the adaption of both the structure of education as well as the educational materials [1,2]. The development of technology has also allowed for it to combine with learning techniques, such as collaborative learning. Collaborative learning is based on the concept that the natural way to learn is by communicating with each other [4]. Collaborative learning is connected to the social aspects, where the big rise of social platforms have shown that they can be a new and more present-day education area. The interactions on these platforms have proved to be able to help create a new digital area of knowledge [29].In this thesis there was a continuation of development of the Android application Vault. Vault is built upon the philosophies of mobile learning, relational learning and parkour. Mobile learning allows for people to learn at any time wherever they are [3]. In relational learning the traditional student and teacher relationship doesn’t exist, where instead everyone learns from each other by sharing ideas and experiences [6]. Parkour, also known as the art of movement [27], is a philosophy where people share experiences as they learn and find different paths to display their skills [28]. Parkour also have a focus on repeating what other people have done. The features implemented in the further development of Vault was decided by an application analysis where social and collaborative platforms were analysed. It was then examined how these features could be integrated with the philosophies that Vault was built upon. Vault was later tested on two physical education teachers which both had ten days to test out the application with its new features after which a interview followed. The goal of the interviews were to get information about how the new features affected the learning and user experience compared to the old version produced by Linderman’s thesis [5].
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Progressive Web Apps and other mobile developing techniques: a comparisonKvist, Jonathan, Mathiasson, Pontus January 2019 (has links)
Developing an app for Android and iOS traditionally requires you to build two different versions. This is both costly and time consuming, which has led to the creation of many Cross-platform alternatives. One such alternative is to use a Progressive Web App (PWA). They are built like regular Web apps and include features previously unique to Native apps. Our focus is to compare PWAs to other Cross-platform solutions by measuring the performance of a PWA, Web app and Cordova app. Terms in the ecosystem are clarified due to inconsistencies, and the process of converting a Web app into a PWA is described. The measurements showed that the PWA and Cordova app had almost equal overall performance, and they were both faster than the Web app. This indicates that PWAs are a viable Cross-platform alternative, but more quantitative studies with performance in focus needs to be conducted due to the small scale of this work. Other aspects of PWAs also needs to be evaluated, such as app size and ease of development.
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Exploring the performance gap: How animation implementation affects the CPU and RAM usage in mobile applications : Among cross-platform and native development approachesAmetova, Sabina, Lindström, Tim January 2023 (has links)
Mobile applications are a critical part of everyday life. Animations in mobile applications demand optimized performance, which developers are persistently striving to achieve. This study examines the performance of mobile applications developed using native approaches for iOS and Android, as well as the Flutter framework for cross-platform approach, while executing animations. This was motivated by the fact that while cross-platform development offers advantages in terms of development efficiency, it often results in decreased performance. Since the field of mobile development is continuously evolving, it is important to explore new capabilities of mobile technologies. The purpose of this study is to understand the differences in CPU and RAM usage between native and cross-platform applications by examining two types of animation implementations, thereby aiming to identify the causes of the performance gap and propose solutions to decrease the performance gap. This study involved experiments, a literature study and an analysis of the results to address the research questions and fulfill the purpose. The findings of this study showed that the cross-platform approach resulted in higher CPU and RAM usage than the native approaches. However, the performance gap was less noticeable in one of the animation implementations. Thus indicating that the performance of mobile applications can be significantly influenced by the choice of animation implementation. Therefore, a strategic approach to mitigating the performance gap could involve careful selection of Flutter widgets or the incorporation of efficient libraries.
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Let them use apps : The integration and adoption of mobile enterprise applicationsMolin, Daniel January 2020 (has links)
The rapid increase in smartphone usage has led enterprises to start adapting their internal systems for use with smartphones; so called mobile enterprise applications. Previous research show that these mobile applications can increase the efficiency, satisfaction and productivity of a company's workforce. Developing and deploying the applications is far from trivial, and companies have struggled to fully adopt enterprise mobility. This paper gives a detailed description of the development and implementation of two smartphone applications for internal use at two companies. Through two case studies consisting of an app analysis and interviews with key stakeholders, the research presented focuses on addressing the research question: how do new smartphone applications fit into existing systems to provide added value to companies? The results show that even though the apps developed are simple in their functionality, the fact that they are used on mobile devices makes them valuable in itself. From the companies’ perspectives, availability and connectivity were the two most important aspects of the applications - they provided easy access to company information. Developmental obstacles were also identified, most notably how to integrate the apps with the different internal systems already in place. The usefulness of mobile enterprise applications is discussed, and guidelines for future stakeholders and developers are suggested to make transformations into mobile enterprises easier. / Den snabba ökningen i användandet av smartphones har lett till att företag i allt större utsträckning anpassar sina interna system för mobilanvändning: så kallade mobile enterprise applications. Tidigare forskning visar att dessa mobilapplikationer kan göra företagets anställda mer effektiva, produktiva och nöjda. Att utveckla och lansera dessa applikationer är långt ifrån trivialt, och företag har haft svårt att fullt ut anamma ett mobilt arbetssätt. Denna uppsats ger en detaljerad beskrivning av utvecklingen och implementeringen av två interna smartphone-appar hos två företag. Genom en analys av appar samt intervjuer med nyckelpersoner på två företag syftar den här uppsatsen till att besvara frågan: hur passar nya smartphone-appar in i befintliga system så att de tillför värde för företagen? Resultaten visar att även om de nya apparna har tämligen grundläggande funktionalitet, räcker det faktum att de är mobila för att göra dem värdefulla och användbara. Ur företagens synvinkel var tillgänglighet och anslutning de två viktigaste aspekterna hos apparna – de gav medarbetarna enkel tillgång till företagets information. Även hinder för utvecklingen har identifierats; främst hur man ska integrera apparna med de olika interna system som redan är i bruk. Användbarheten hos mobilappar för företag diskuteras, och det föreslås riktlinjer för framtida intressenter och utvecklare för att underlätta omvandlingen till mobila företag.
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Development of a Rubiks Cube Solving Application for Android DevicesMirtes, Morgan Rene 09 December 2014 (has links)
No description available.
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Mobile development : Linnaeus University App for Exchange studentsJiménez Tarrés, Víctor January 2014 (has links)
Every year approximately a thousand of exchange students arrive to Växjö looking forimproving their university experience. The main problem is that this amount of peopleis very difficult to handle and organize. Sometimes, students don’t have enoughsupport, missing important information, missing interesting events and so on. In consequence, the students can develop a bad feeling about the universityorganization giving a bad feedback to the future potential incoming students. This is abad aspect to Linnaeus University because it is losing future students. In order to solve the problem, different surveys have been done to the internationalstudents, and even to the Växjö International Students (VIS) organization. The findings from these surveys are very interesting, and it is possible to identify andgroup different problems in order to make the solution easier. Furthermore, a good solution is found, improving the situation we were before. The solution found will fit in the hand of each student and will bring us in a better situationfor the university and their students.
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Využití frameworku IONIC pro vývoj multiplatformní mobilní aplikace / Usage of the IONIC framework for development cross-platform mobile applicationGruda, Pavel January 2016 (has links)
The aim of the thesis is to analyse framework IONIC and determine the suitability of this framework for cross-platform mobile development. The intent of the theoretical part is to analyse the current market, introduction to the mobile development and a description of the framework IONIC and related technologies. The practical part deals with the analysis and design mobile application PowerFLOW, describing the implemented mobile application and sample code. The last part is about framework IONIC evaluation based on set criteria. The evaluation rating was determined on the experience gained during the implementation of mobile application PowerFLOW. There are also listed personal experience of the implementation. Based on this thesis the IONIC can be recommended as the framework for cross-platform mobile development.
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