281 |
Smartphone-based indoor positioning using Wi-Fi, inertial sensors and Bluetooth / Positionnement intérieur basé sur les smartphones à l'aide de Wi-Fi, des capteurs inertiels et BluetoothTa, Viet-Cuong 15 December 2017 (has links)
Grâce à l’émergence dans la vie quotidienne des appareils de plus en plus populaires que sont les smartphones et les tablettes, la tâche de postionner l'utilisateur par le biais de son téléphone est une problématique fortement étudiée dans les domaines non seulement de la recherche mais également des communautés industrielles. Parmi ces technologies, les approches GPS sont devenues une norme et ont beaucoup de succès pour une localisation en environnement extérieur. Par contre, le Wi-Fi, les capteurs inertiels et le Bluetooth sont plutôt préférés pour les tâches de positionnement dans un environnement intérieur.Pour ce qui concerne le positionnement des smartphones, les approches basées sur les « empreintes digitales » (fingerprint) Wi-Fi sont bien établies. D'une manière générale, ces approches tentent d'apprendre la fonction de correspondance (cartographie) des caractéristiques du signal Wi-Fi par rapport à la position de l’appareil dans le monde réel. Elles nécessitent généralement une grande quantité de données pour obtenir une bonne cartographie. Lorsque ces données d'entraînement disponibles sont limitées, l'approche basée sur les empreintes digitales montre alors des taux d’erreurs élevés et devient moins stable. Dans nos travaux, nous explorons d’autres approches, différentes, pour faire face à cette problématique du manque de données d'entraînement. Toutes ces méthodes sont testées sur un ensemble de données public qui est utilisé lors d’une compétition internationale à la Conférence IPIN 2016.En plus du système de positionnement basé sur la technologie Wi-Fi, les capteurs inertiels du smartphone sont également utiles pour la tâche de suivi. Les trois types de capteurs, qui sont les accéléromètres, le gyroscope et la boussole magnétique, peuvent être utilisés pour suivre l'étape et la direction de l'utilisateur (méthode SHS). Le nombre d'étapes et la distance de déplacement de l'utilisateur sont calculés en utilisant les données de l'accéléromètre. La position de l'utilisateur est calculée par trois types de données avec trois méthodes comprenant la matrice de rotation, le filtre complémentaire et le filtre de Madgwick. Il est raisonnable de combiner les sorties SHS avec les sorties de Wi-Fi, car les deux technologies sont présentes dans les smartphones et se complètent. Deux approches combinées sont testées. La première approche consiste à utiliser directement les sorties Wi-Fi comme points de pivot pour la fixation de la partie de suivi SHS. Dans la deuxième approche, nous comptons sur le signal Wi-Fi pour construire un modèle d'observation, qui est ensuite intégré à l'étape d'approximation du filtre à particules. Ces combinaisons montrent une amélioration significative par rapport au suivi SHS ou au suivi Wi-Fi uniquement.Dans un contexte multiutilisateur, la technologie Bluetooth du smartphone pourrait fournir une distance approximative entre les utilisateurs. La distance relative est calculée à partir du processus de numérisation du périphérique Bluetooth. Elle est ensuite utilisée pour améliorer la sortie des modèles de positionnement Wi-Fi. Nous étudions deux méthodes. La première vise à créer une fonction d'erreur qui permet de modéliser le bruit dans la sortie Wi-Fi et la distance approximative produite par le Bluetooth pour chaque intervalle de temps spécifié. La seconde méthode considère par contre cette relation temporelle et la contrainte de mouvement lorsque l'utilisateur se déplace. Le modèle d'observation du filtre à particules est une combinaison entre les données Wi-Fi et les données Bluetooth. Les deux approches sont testées en fonction de données réelles, qui incluent jusqu'à quatre utilisateurs différents qui se déplacent dans un bureau. Alors que la première approche n'est applicable que dans certains scénarios spécifiques, la deuxième approche montre une amélioration significative par rapport aux résultats de position basés uniquement sur le modèle d'empreintes digitales Wi-Fi. / With the popularity of smartphones and tablets in daily life, the task of finding user’s position through their phone gains much attention from both the research and industry communities. Technologies integrated in smartphones such as GPS, Wi-Fi, Bluetooth and camera are all capable for building a positioning system. Among those technologies, GPS has approaches have become a standard and achieved much success for the outdoor environment. Meanwhile, Wi-Fi, inertial sensors and Bluetooth are more preferred for positioning task in indoor environment.For smartphone positioning, Wi-Fi fingerprinting based approaches are well established within the field. Generally speaking, the approaches attempt to learn the mapping function from Wi-Fi signal characteristics to the real world position. They usually require a good amount of data for finding a good mapping. When the available training data is limited, the fingerprinting-based approach has high errors and becomes less stable. In our works, we want to explore different approaches of Wi-Fi fingerprinting methods for dealing with a lacking in training data. Based on the performance of the individual approaches, several ensemble strategies are proposed to improve the overall positioning performance. All the proposed methods are tested against a published dataset, which is used as the competition data of the IPIN 2016 Conference with offsite track (track 3).Besides the positioning system based on Wi-Fi technology, the smartphone’s inertial sensors are also useful for the tracking task. The three types of sensors, which are accelerate, gyroscope and magnetic, can be employed to create a Step-And-Heading (SHS) system. Several methods are tested in our approaches. The number of steps and user’s moving distance are calculated from the accelerometer data. The user’s heading is calculated from the three types of data with three methods, including rotation matrix, Complimentary Filter and Madgwick Filter. It is reasonable to combine SHS outputs with the outputs from Wi-Fi due to both technologies are present in the smartphone. Two combination approaches are tested. The first approach is to use directly the Wi-Fi outputs as pivot points for fixing the SHS tracking part. In the second approach, we rely on the Wi-Fi signal to build an observation model, which is then integrated into the particle filter approximation step. The combining paths have a significant improvement from the SHS tracking only and the Wi-Fi only. Although, SHS tracking with Wi-Fi fingerprinting improvement achieves promising results, it has a number of limitations such as requiring additional sensors calibration efforts and restriction on smartphone handling positions.In the context of multiple users, Bluetooth technology on the smartphone could provide the approximated distance between users. The relative distance is calculated from the Bluetooth inquiry process. It is then used to improve the output from Wi-Fi positioning models. We study two different combination methods. The first method aims to build an error function which is possible to model the noise in the Wi-Fi output and Bluetooth approximated distance for each specific time interval. It ignores the temporal relationship between successive Wi-Fi outputs. Position adjustments are then computed by minimizing the error function. The second method considers the temporal relationship and the movement constraint when the user moves around the area. The tracking step are carried out by using particle filter. The observation model of the particle filter are a combination between the Wi-Fi data and Bluetooth data. Both approaches are tested against real data, which include up to four different users moving in an office environment. While the first approach is only applicable in some specific scenarios, the second approach has a significant improvement from the position output based on Wi-Fi fingerprinting model only.
|
282 |
Smartphone-kalendrar inom “Personal Ecology of Artifacts” : En studie kring akademiska studenters planering av tid med hjälp av smartphone-kalendrar / Smartphone calendars in “Personal Ecology of Artifacts” : A study of academic students time management with the help of smartphone calendarsEriksson, Isa, Westergren, Fanny January 2018 (has links)
I den här studien har vi undersökt användbarheten av smartphone-kalendrar i förhållande till högskolestudenters “Personal Ecology of Artifacts”. Eftersom den tekniska utvecklingen går snabbt framåt behövs ny forskning för att fylla den kunskapsluckan om smartphone-kalenderns design för tidsplanering, vilket vi utforskar på akademiska studenter. Vårt syfte med undersökning är att kartlägga vad det är som fungerar, respektive inte fungerar med de smartphone-kalendrarna som används hos studenter. För att ta reda på det har vi genomfört en kvalitativ undersökning där vi höll i en fokusgrupp. De positiva och negativa egenskaperna som vi har sett i användbarheten utifrån vårt empiriska material, är det vi slutligen kommer att presentera
|
283 |
The use of the smartphone as a tool for the search of information in the undergraduate students of Education of a Metropolitan Lima’s university / El uso del smartphone como herramienta para la búsqueda de información en los estudiantes de pregrado de educación de una universidad de Lima Metropolitana / Uso do smartphone como uma ferramenta para encontrar informações sobre estudantes de graduação da faculdade de educação em uma universidade privada em Lima MetropolitanoFigueroa Portilla, Carlos Saussure 10 April 2018 (has links)
The mobile devices like the tablet and the smartphone, especially this latter, forits portability and easy access to internet, has allowed its use to a massive public,within which are the university students.In this article are shown the results of a quantitative research about how is donethe information search through the educational use of the smartphone by theincoming students of the 2015-I cycle of the education faculty in a MetropolitanLima’s university, who all of them own a smartphone. / Los dispositivos móviles como la tablet y el smartphone, sobre todo este últimopor su portabilidad y fácil acceso a internet, han extendido su uso a un públicomasivo, dentro del cual se encuentran los estudiantes universitarios.En el presente artículo se muestran los resultados de una investigacióncuantitativa acerca de cómo se realiza la búsqueda de información a través del usoeducativo del smartphone por parte de los estudiantes ingresantes del ciclo 2015-Ide la Facultad de Educación de una universidad de Lima Metropolitana, de loscuales todos poseen un smartphone.A fin de obtener la información para el presente estudio, se aplicó una encuestaal grupo señalado. A continuación se presenta la síntesis de los resultados, asícomo las conclusiones respectivas. / Dispositivos móveis como a tablet e o smartphone, especialmente o último porsua portabilidade e fácil acesso à internet, têm alargado sua utilização para umaaudiência de massa, como são os estudantes universitários.Neste artigo são apresentados os resultados de uma pesquisa quantitativa sobrecomo encontrar informações através do uso educacional do smartphone por alunosdo Ciclo 2015-I da Faculdade de Educação de uma universidade em Lima, todosos que têm um smartphone.A fim de obter a informação para este estudo, foi aplicada uma pesquisaao grupo indicado. Após são apresentadas a síntese dos resultados e também asrespectivas conclusões.
|
284 |
Designriktlinjer för platsbaserade pushtjänster för direktmarknadsföring till smartphones : En explorativ studie med smartphoneanvändare / Design guidelines for location-based push services for direct marketing to smartphones : An exploratory study with smartphone usersSebelius, Johan, Edgren, Jakob January 2013 (has links)
Idag lever vi i ett samhälle där smartphones blivit allmänt förekommande. Som en följd av ökade nätverkshastigheter har möjligheterna att enkelt få tillgång till information aldrig varit bättre. Den ökade användning av smartphones har också skapat möjligheter till en rad olika applikationer såsom platsbaserade applikationer som använder sig av pushtjänster. I vår studie har vi undersökt frågan “Hur kan platsbaserade pushtjänster som ett verktyg för direktmarknadsföring designas för att möta smartphoneanvändares behov?”. Genom en litteraturstudie har vi sammanställt och identifierat designteman från tidigare HCI- och interaktionsdesign forskning. Vår litteraturstudie resulterade i de fem designteman, Användarkontroll, Flexibilitet, Visibilitet, Personlig integritet och Felhantering. Dessa teman har vi sedan utvärderat genom att skapa en prototyp som vi testar mot användare. Resultatet av studien är en uppsättning designriktlinjer inom fyra designteman för hur platsbaserade pushtjänster ska designas för att möta smartphoneanvändares behov. / We live in a world were smartphones are becoming increasingly ubiquitous. As a result of increased network speeds the possibilities to easily access information have never been greater. The increase in smartphone use has also created an increase in opportunities to create a range of applications such as location based applications that make use of push services. In our study, we have researched “How location-based push services as a tool for direct marketing can be designed to meet smartphone users’ needs? “. Through a literary review, we have compiled and identified design themes from previous HCI and interaction design research. The review resulted in the five design themes, User control, Flexibility, Visibility, Privacy and Error Handling. We assessed the themes by creating a prototype that we tested with users. The result of the study is a set of design guidelines within four design themes for how location-based push services should be designed to meet smartphone users’ needs.
|
285 |
Mobilbetalningstjänster i fysisk butik : En studie ur ett användarperspektiv / Mobile payment services in physical stores : A study from a user perspectiveLindberg, Emma, Molund, Emma January 2013 (has links)
I takt med att Internethandeln ökar och fler och fler använder smartphones, introduceras alternativa betallösningar på marknaden. En betalmetod som redan är etablerad är SMS-betalning. Med tanke på detta borde inte steget till att använda mobilbetalningstjänster i fysisk butik vara så stort. Syftet med denna uppsats är att undersöka de huvudfaktorer som påverkar användandet av mobilbetalningstjänster i fysiska butiker. Det huvudsakliga perspektivet ligger på användarna av tjänsterna, snarare än de butiker som erbjuder dem. Både kvalitativa och kvantitativa metoder har användt. Resultaten är baserade på data från en enkätundersökning, intervjuer och användartester. En intressant upptäckt från enkätundersökningen var att även fast människor har erfarenhet av SMS-betalning så verkar det som att få har vetskap om att mobilbetalningstjänster i fysisk butik existerar och därför inte börjat använda dem. I denna studie presenteras någa förslag på faktorer som kan tas i beaktande för att öka kunskapen och användarfrekvensen. De viktigaste faktorerna tycks vara uppfattad nytta, ekonomiska fördelar, uppfattade risker, standardisering och förenlighet med mäniskors existerande beteendemönser. / As Internet shopping increases and more and more people use smartphones, alternative payment solutions are introduced to the market. One payment method that is already established is SMS payment. Given these developments, mobile payment services in physical stores ought not be far from being adopted. The purpose of this essay is to examine the key factors that influence the use of mobile payment services in physical stores. The main focus is the perspective of the users of the services rather than the stores offering them. Both qualitative and quantitative methods have been applied. The results are based on data from a survey, interviews and usability tests. One interesting survey finding was that even though people have first-hand experience of SMS payment it seems that few people have knowledge of mobile payment services in physical stores, and therefore not adopted them. To increase the knowledge and adopting rate a suggestion of factors that can be taken into consideration is introduced in the study. The most important factors seem to be perceived usefulness, economic advantage, perceived risks, standardization and reconcilability with existing behavioural patterns.
|
286 |
Mobilförbud i skolan : Omhändertagande av smartphonen, en utredande studie av varför smartphones förbjuds under lektionstidHolmberg, Hannes, Sandell, Fredrik January 2016 (has links)
Idag är smartphonen ett redskap och verktyg som vi använder oss av varje dag. Smartphones används till allt möjligt, allt ifrån att ringa samtal till att dela med oss av våra liv via sociala medier till att spela spel. Smartphonen är utan tvekan en viktig del av våra liv och kommer förmodligen inte bli mindre viktig med tiden. Nu har en skola gått ut och öppet sagt att de förbjuder smartphones under lektionstid. Med motiveringen att eleverna blir för stressade av sin smartphone. Detta är ett stort steg att ta och frågan är om det är rätt beslut. Syftet med denna studie är att utforska och beskriva vilka argument som ligger bakom att skolor väljer att förbjuda smartphones på lektionstid. För att göra det möjligt för oss att besvara syftet har vi använt oss av en deduktiv ansats och en kvalitativ datainsamling som består av en kvalitativ innehållsanalys på svensk dagspress och personintervjuer. Resultatet av denna studie visar att åsikterna kring mobilförbud skiljer sig både bland respondenterna men även i den kvalitativa innehållsanalysen. Lärare hanterar mobilförbud olika och åsikterna kring detta är delade. En slutsats som tas upp är att idag är det upp till lärarna själva att bestämma hur de vill göra i sitt klassrum, men att centrala riktlinjer behöver bestämmas. Nyckelord: Mobilförbud, Smartphone beroende, Skola, Smartphones i vardagen, Smartphones i skolan. / Smartphones is a tool that we use everyday. Smartphones is being used for all kinds of different things, from making calls, to sharing our lives thru social media, to playing games. Smartphones is a without a doubt an important part of our lives and it´s not likely to become any less important. Now a school has openly released a statement that says they are prohibiting smartphones during classes. With the argument that the students becomes to stressed by their smartphone. This is a big step to take and the question is if it´s the right decision. The purpose of this study is to examine and describe what the underlying arguments are for the school to forbid smartphones during classes. To make it possible for us to achive the purpose of this study we have choosen to use an deductive approach and a qualitative method for gathering our data. An qualitaitve content analysis on swedish daily press and personal interviews are the methods that have been conducted. The result of this study shows that the views regarding smartphone ban is different both among the respondants, but also in the qualitative content analysis. Teachers handle smartphone ban different and the views regarding this are different. One conclusion which is brought up is that it´s up to the teachers themselfs to decide how they want to handle their classroom, but central guidelines will need to be decided. Keywords: Mobile phone prohibition, Smartphone addiction, School, Smartphones in everyday life, Smarthpones in school.
|
287 |
Les usages sociaux et les logiques économiques de l'audiovisuel sur smartphone / Social uses and business logics of audiovisual media on smartphoneSonet, Virginie 14 November 2014 (has links)
L’audiovisuel sur smartphone est un phénomène complexe et en construction. La mobilité et l’hybridation caractérisent ce nouveau territoire audiovisuel et cette thèse cherche à comprendre en quoi ces deux dimensions contribuent à la construction des usages sociaux et des logiques économiques de l’audiovisuel sur smartphone. À partir de plusieurs enquêtes qualitatives et d’une observation des offres des chaînes sur ce nouvel écran, ce travail analyse comment les utilisateurs et les acteurs de l’audiovisuel particulièrement les chaînes de télévision se saisissent de ce nouvel écran.Ce territoire audiovisuel est d’abord contextualisé, puis une lecture originale de l’évolution de l’audiovisuel est présentée, au prisme de disruptions d’ordre technologique, économique et d’usage. La construction de la posture scientifique reposant sur une approche interdisciplinaire est ensuite exposée. Dès lors, cette thèse met en évidence que la mobilité participe de l’appropriation du smartphone en tant qu’écran audiovisuel, notamment à travers les dimensions de contexte et de contraintes technologiques, commerciales, sociales. Quant au déploiement des modèles économiques des chaînes de télévision sur cet écran, il est contraint par un environnement technoéconomique imposé par les plateformes mobiles (comme Apple et Google). Avec la dimension d’hybridation, la thèse montre que les usages se construisent dans une logique d’entrelacement des pratiques audiovisuelles et des pratiques de communication et de connexion. Les chaînes de télévision réagissent en proposant des applications enrichies, en se déployant dans les réseaux socionumériques et en développant des dispositifs interactifs entre le smartphone et le téléviseur. Autant de nouvelles modalités d’agrégation susceptibles de drainer des implications économiques défavorables aux chaînes. / Watching and delivering video contents on smartphone is a complex phenomenon because it is forming as we investigate it. Both dimensions of mobility and hybridization characterize this new media territory and this thesis explains how their contribution leads to the construction of the social uses and the economic logics. Through several qualitative surveys based on interviews with users and professionals and a long term observation of the TV offers on this new screen, this research analyzes how the users on one hand and the broadcasting industry (TV networks) on the other hand, seize this new screen.This new audiovisual field is put into perspective by drawing up its offers overview and the first observed uses. An original reading of the audiovisual field evolution with the prism of technological, economical and use disruptions is then presented, and the construction of our scientific position is described, by explaining the interdisciplinary approach.Therefore, this research highlights that the mobility contributes to the appropriation of the smartphone as an audiovisual screen, essentially through the dimensions of context, as well as technological, commercial and social constraints. It also analyzes how the techno-economic environment, generated by the mobile platforms (Apple and Google), constrains the deployment of French TV networks’ business models on this new screen. With the dimension of hybridization, this thesis explains that the uses are expanding through the interlacing of communication, connection and audiovisual uses. Therefore, Television Networks try to conquer the attention of smartphone users by providing enhanced applications, by spreading in Social Networking Sites and by developing interactive systems between the smartphone and theTV set. But, these new aggregations often come with adverse economic implications.
|
288 |
Aprendizagem motora na distrofia muscular de Duchenne por meio de jogo de labirinto em telefone móvel / Motor learning in Duchenne muscular dystrophy through a maze game for mobile phoneCamila Miliani Capelini 27 June 2016 (has links)
Introdução: A distrofia muscular de Duchenne (DMD) é uma doença genética e hereditária que leva ao enfraquecimento da musculatura esquelética, respiratória e cardíaca de maneira progressiva e irreversível. Para pessoas gravemente comprometidas, a realidade virtual vem surgindo como uma forma de intervenção que traz uma nova possibilidade de interação com a comunidade. Os smartphones estão se tornando a próxima modernidade funcional para pessoas deficientes, não apenas pela acessibilidade, mas também pela conveniência da comunicação. Objetivo: Verificar se pessoas com DMD melhoram o desempenho motor quando realizam uma tarefa visuo-motora de labirinto virtual em um telefone móvel (smartphone). Método: Participaram do estudo 50 pessoas com DMD e 50 pessoas controles com desenvolvimento típico (DT), com idade entre 10 e 35 anos. A caracterização da amostra foi feita por meio das escalas Vignos, Egen Klassifikation, e Medida da Função Motora. A tarefa consistiu em completar o percurso de um labirinto virtual no jogo para telefone móvel (smartphone) Marble Maze Classic®, por meio de movimentos de punho e mão para mover a bola virtual pelo labirinto. Para mensurar o desempenho motor, foi cronometrado o tempo (em segundos) utilizado para completar o labirinto. O desempenho foi avaliado considerando os resultados nas fases de aquisição, retenção e transferência, e interpretados sob o ponto de vista teórico da aprendizagem motora. Resultados: A prática do jogo de labirinto no celular promoveu uma melhora no desempenho durante a aquisição em ambos os grupos, que se manteve na fase de retenção. Nas transferências, o desempenho no grupo DMD foi similar ao grupo DT, com a exceção da transferência para a mão contralateral (não dominante). No entanto, o grupo com DMD apresentou um tempo de movimento maior em todas as fases de aprendizagem comparado ao grupo DT. Conclusão: A prática de uma tarefa visuo-motora em um jogo de telefone móvel promoveu uma melhora no desempenho com padrões de aprendizagem similares em ambos os grupos. O desempenho pode ser influenciado pela dificuldade da tarefa, e para as pessoas com DMD, os déficits motores são responsáveis pela menor velocidade de execução, mas não é um impeditivo para a utilização dos smartphones por esta população / Background: Duchenne Muscular Dystrophy (DMD) is a genetic and hereditary disease that leads to a progressive and irreversible weakening of the skeletal, respiratory, and cardiac muscles. For the severely compromised subjects, virtual reality (VR) has been appearing as an intervention form that brings a new possibility of interaction with the community. Smartphones are likely to become the next functional modernity for handicapped, not only for accessibility but also for the convenience of communication. Objective: To verify whether people with DMD improve performance when doing a visual-motor task using a smartphone game. Method: The study included 50 patients with DMD and 50 healthy control subjects with Typical Development (TD), aged between 10 and 35 years. The characterization of the sample was given through Vignos scales, Egen Klassifikation, and the Motor Function Measure. The task consisted in to complete the journey of a virtual maze in the Marble Maze Classic® game for mobile phone (smartphone), moving a virtual ball using both hand and wrist movements. For the motor performance assessment it was measured the time (in seconds) used to complete the maze. The motor performance was assessed considering the results in acquisition, short-term retention and transfer, and interpreted from the theoretical framework of motor learning. Results: The practice of the smartphone maze game promoted an improvement in performance during acquisition in both groups, which remained in the retention phase. At the transfer phases, the performance in DMD group was similar to the performance of TD group, with the exception for the transfer to the contralateral hand (non-dominant). However, the group with DMD showed longer movement time at all stages of learning compared with the TD group. Conclusion: We conclude that the practice of a visual-motor task in a mobile phone game promoted an improvement in performance with similar patterns of learning in both groups. The performance can be influenced by the task difficulty, and motor deficits are responsible for the lower speed execution in DMD people, however, this is not an impediment for smartphone use by this population
|
289 |
[pt] USABILIDADE NAS LOJAS DE APLICATIVOS PARA SMARTPHONES / [en] USABILITY IN SMARTPHONE APP STORE25 November 2021 (has links)
[pt] Lojas de aplicativos são soluções desenvolvidas para distribuição de conteúdo digital para dispositivos móveis. As lojas estão presentes em quase todos os smartphones comercializados no país e possuem forte apelo frente ao público e aos desenvolvedores locais. Entretanto, por ser um canal relativamente novo, com pouco mais de seis anos de uso e popularização, ainda não há uma bibliografia fortemente estabelecida a esse respeito no que tange à Usabilidade e Interação Humano-Computador. Essas referências ficam ainda mais rarefeitas quando se procura por fontes que tratem da realidade brasileira levando em conta suas particularidades. O presente trabalho buscou colaborar para a formação dessa bibliografia através de uma pesquisa cujo o foco foram as principais lojas de aplicativos para smartphones disponíveis no país. Para isso, foi analisado o desenvolvimento histórico da comunicação móvel no Brasil e no mundo, para que se pudesse entender quais necessidades sociais possibilitaram o surgimento dos smartphones e legitimaram as lojas como solução de distribuição de conteúdo para esses aparelhos. Após isso, uma pesquisa de campo foi feita para identificação do perfil do usuário brasileiro. Para essa etapa, usou-se um questionário online.
Com a análise dos dados foi possível determinar o perfil geral desses usuários. Essas informações foram a base para o desenvolvimento do perfil e seleção dos participantes da segunda técnica de pesquisa utilizada, um Teste de Usabilidade. Nesse teste, foram avaliadas as tarefas de busca, aquisição e avaliação nas duas principais lojas de aplicativos. Com esses achados foi possível confirmar e identificar vários problemas nas lojas. Alguns desses são os mesmos reportados por outras pesquisa realizadas no exterior, mostrando
que vários problemas apresentados em outros locais também se repetem aqui no Brasil. Contudo, os dados mais relevantes foram aqueles particulares realidade nacional, como a importância atribuída as comunidades digitais, preferências no uso da loja e problemas relacionados a terminologias utilizadas
nas lojas. Ao final do trabalho uma lista de parâmetros e recomendações para lojas de aplicativos foi desenvolvida com base nos achados das técnicas de pesquisa utilizadas. / [en] Mobile Applications Stores are content distribution solution dedicated to mobile devices. These solutions are presented in most of the Smartphone available in Brazil and - as a content distribution solution - it has a strong appeal to developers and users. However, since it is a new model of distribution, there
is not yet a core bibliography established concerning Usability and Human-Computer Interaction. There are even fewer references when the focus is the Brazilian market and its particularities. This research aimed to fulfill this gap through a theoretical and practical study of the major mobile application s stores
available in Brazil. It started with a historical investigation of the development of mobile communication technologies in Brazil and in the world. The purpose of this investigation was to understand the social needs that make it possible the development of Smartphone and mobile application s stores; and how its
became the default solution to mobile content distribution, nowadays. After that, a field research was conducted to identify the profile of the Brazilian mobiles application s stores user. A questionnaire was chosen as research s method. The data analysis of the questionnaire s entries enables the identification of this profile; it was used as reference to gather users to an Usability Test. The Test evaluated the methods of search, acquisition and evaluation in the two biggest stores available in Brazil. With these findings it was possible to confirm and identify many of the problems of the stores. Some of these problems are the
same reported by other research. It demonstrates that various interactions problems presented elsewhere are present here in Brazil as well. However, the most relevant data concern to Brazilian audience particularity, e.g. the relevance attributed to digital communities, the preferences in store usage and problems regarding the use of unknown terms and labels. At the end of this document there is a list of parameters and recommendations that was developed with the finding of both research techniques.
|
290 |
L’expérience de magasinage sous l’influence du smartphone : une application au secteur de la chaussure / The shopping experience under the influence of the smartphone : an application to the shoe retailThévenet-Deparis, Martine 13 November 2017 (has links)
La place prise par le smartphone dans la vie des consommateurs ne cesse d’augmenter avec des usages en mobilité qui s’installent durablement au quotidien. Doté de ce pouvoir technologique et décisionnaire, le consommateur modifie son comportement d’achat. L’objectif de notre recherche est d’analyser l’impact des usages du smartphone sur les comportements de magasinage afin de comprendre quels sont les déterminants de la mobilité et de l’usage de la technologie qui jouent un rôle sur les parcours d’achat. La problématique est centrée sur l’analyse du processus d’achat dans sa globalité tout en gardant une approche moins monolithique. Notre recherche est empirique, fondée sur une double étude qualitative : une première étude où nous interrogeons les consommateurs sur leurs pratiques quotidiennes du smartphone et sur leurs expériences d’achats hybrides influencées par cet outil technologique ; une seconde étude où nous interrogeons des clientes juste après une expérience d’achat vécue dans un point de vente d’une enseigne multicanal de la chaussure. Un premier palier de résultats apporte une meilleure compréhension des usages du smartphone (sur les critères de fréquence et d’intensité d’usage) qui s’inscrivent définitivement dans la continuité du changement « mobiquitaire » des usagers. Un second palier de résultats montre le lien entre ces pratiques et la praxéologie du processus d’achat qui sous l’influence du smartphone devient plus rationnel et plus efficace. Néanmoins, l’expérience d’achat vécue en point de vente, telle que nous l’avons étudiée pour un produit particulier, atteste que le magasin doit garder sa singularité. Il doit remplir des fonctions multimodales : des fonctions de commercialité traditionnelles en lien avec un processus d’achat initié sur internet et des fonctions sensorielles et émotionnelles qui renforcent une expérience favorisant les achats d’impulsion et évitant une logique trop rationnelle. Nous proposons aux managers des enseignes des pistes d’amélioration pour adapter leur modèle de distribution et revisiter le rôle alloué à leurs points de vente physiques. / The role of the smartphone in consumers’ life is constantly developing with their increasing mobility. Endowed with this technological and decision-making power, consumers modify their buying behavior. The objective of our research is to analyze the impact of smartphone uses on shopping behavior in order to understand the determinants of mobility and the use of technology that play a role in shopping trips. The problem focuses on an analysis of the shopping process as a whole while keeping a less monolithic. Our research is empirical, based on a two qualitative studies: in a first study, we question consumers on their daily smartphone practices and on their hybrid shopping experiences influenced by this technological device; in a second study, we interview clients after a shopping experience in a shoe store of a multichannel retail chain. A first level of results brings a better understanding of smartphone uses (based on the criteria of frequency and intensity of use) that definitely fit in the continuity of “mobiquity”. A second level of results shows the link between these practices and the praxeology of the shopping process that becomes more rational and efficient under smartphone influence. Nevertheless, the shopping experience at the point of sale, studied here for a particular product, attests that the store must keep its singularity. It has to fulfill multimodal functions: traditional commercial functions in connection with a process initiated on the internet and sensory and emotional functions that reinforce impulse buying and avoid too rational logic. We propose to the retail managers to adapt their retail model and to revisit the role allocated to their physical points of sale.
|
Page generated in 0.0387 seconds