1 |
Monetization when the time is limited : A multiple case study on temporary mobile appsGubbels, Jeroen Henricus Hubertus, Langer, Sophie Verona January 2020 (has links)
A successful mobile app monetization strategy is the foundation of any sustainable future business. App developers, in this regard, face the demanding challenge of building, maintaining and monetizing this strategy respectively. Factors, such as users' increasing unwillingness to pay for an app, impacts monetization methods negatively which makes current monetization strategies ever more challenging. Particularly for temporary apps, this phenomenon is ever influential. This research therefore addresses how companies can maximize the monetization of users if the usage of the app is limited by time. The researchers examined existing literature on app monetization and discovered that no research has been conducted on temporary apps yet, which highlights a specific research gap in a changing business environment. By conducting expert interviews on app monetization in combination with a multiple case study, investigating four temporary apps, this research found out that temporary apps do not monetize differently than non-temporary apps. This paper uncovered that there is a trend happening within the mobile app monetization industry that shifts from user-based monetization, where the user pays for the app, towards a partner-based monetization strategy. In this regard, external companies provide the revenue for the app. Particularly interesting is the potential of mobile data monetization, which is invisible for the user, thus providing a valuable strategy for the company. Comprising all executed research and insights gathered, the paper built the Mobile App Monetization Model. It examines the challenges and opportunities companies face during their monetization and which success and goal metrics are influential in their decision-making. It summarizes the current most important topics in the mobile app monetization field.
|
2 |
Konceptdriven designforskning för dynamisk applikationsanvändning : En studie för att främja användarupplevelsen av dynamiska applikationsförslag baserat på plats och tid / Concept-driven design research for dynamic application use : a study to facilitate the user experience of dynamic application suggestions based on location and timeHelge, Isak, Larsson, Christoffer January 2019 (has links)
Den mobila användningen har ökat ordentligt de sista tio åren och smarttelefonen har blivit en viktig del av många människors vardag. Applikationer används i vår vardag och användningen av dessa kan reflektera vår vardag, dock så är gränssnittet på smarttelefonen statiskt och förändrar sig inte beroende på användarens plats och tid. Syftet med studien är att undersöka om användarupplevelsen går att främja med hjälp av en dynamisk hemskärm på en smarttelefon utifrån användarens plats och tid. Detta gjordes med hjälp av konceptdriven designforskning drivet av följande frågeställning: “Hur kan ett designkoncept av en dynamisk hemskärm på en smarttelefon teoretiskt förankras och konceptualiseras baserat på användarens plats och tid i syfte att främja användarupplevelsen? Konceptet grundar sig i tidigare forskning och resultatet blev ett koncept för dynamiska applikationsförslag som bemöttes av sju deltagarna som deltog i studien. Enligt deltagarna har konceptet en potential att minska stressen då navigering till rätt applikation underlättas. Konceptet var också enkelt att förstå men frågan kring integritet och säkerhet delade deltagarna. I resultatet presenteras designkonceptet som bygger på tidigare forskning samt kritiken från studiens deltagare. Konceptet har en potential och kan utforskas vidare från många olika perspektiv. / The mobile usage has increased considerably in the last ten years and the smartphone has become an important part of many people's everyday lives. Applications are used in our everyday life and the use of these can reflect our everyday lives, however, the interface on the smartphone is static and does not change depending on what context the user are in. The purpose of this study is to investigate whether the user experience can be favoured by a dynamic home screen on a smartphone based on the user's location and time. This was accomplished with the help of concept-driven design research driven by the following research question: "How can a design concept of a dynamic home screen on a smartphone be theoretically anchored and conceptualized based on the user's place and time in order to favour the user experience? The concept is based on previous research and the result was a concept for dynamic application suggestions that were met seven participants who participated in the study. According to the participants, the concept has the potential to reduce stress as navigation to the right application is facilitated. The concept was also easy to understand but the question of integrity and security shared the participants. In the result, the design concept is presented, which is based on previous research and the criticism from the study's participants. The concept has great potential and can be explored further from many different perspectives.
|
3 |
智慧型手機的使用者行為模式分析 / Behavior Analysis Based on Smart-phone User Logs許志毓, Hsu, Chih Yu Unknown Date (has links)
通訊技術的演化與智慧型手機的普及,改變了人際溝通的方式與手機的應用情境,在此變動快速的行動運算時代,欲研究探討使用者的行為模式,必須建立一個包含硬體、軟體與使用者社群的實驗平台,以量化的數據補強質性的觀察,準此,本論文將以現有之平台為基礎,強化其功能與易用性,方便其他研究者觀察資料的概況,並擷取符合某些條件之資料,此外,我們採用3-gram之應用程式序列,作為行為模式(behavior pattern)之特徵定義,配合不同的應用程式被使用之頻率,在相似度比較上進行不同比重的加權,根據實驗結果,可大致對使用者進行初步的分類,亦可利用此指標,針對已分類過的使用者更進一步探討之間的歧異程度。 / The rapid evolution of information technology and prevalence of smart-phones have changed the way people communicate. To effectively observe and investigate user behavior in this new era of mobile computing, an experimental platform that consists of hardware devices, software applications and user groups is essential. In this thesis, we enhance and extend the functions of a user log collection and analysis system to facilitate quick overview of the recorded data and allow flexible query/extraction of desired data segments for further processing. In addition, we employ 3-gram app log sequence as the main feature to characterize user behavior. A similarity measure that takes into account the relative app usage frequency has been defined to compare and classify users and their usage patterns. Experimental results indicate that this measure can effectively distinguish users of different traits given enough time period of observation.
|
Page generated in 0.0333 seconds