Academic literature on the topic 'Website and mobile app audiences'

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Journal articles on the topic "Website and mobile app audiences"

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Sarkam, Saida Farhanah, Siti Khadijah Mohd Ghanie, Nur Sa’adah Muhamad, and Khairul Akmaliah Adham. "Yeayyy.com: venturing into mobile app business." Emerald Emerging Markets Case Studies 25, no. 6 (2016): 1–28. http://dx.doi.org/10.1108/eemcs-12-2014-0287.

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Subject area “Starting up a new company” and “development of technology-based venture”. Study level/applicability The target audiences for this study are advanced business or non-business undergraduate students and MBA students taking courses of entrepreneurship, management of innovation and organization theory and design. Case overview Yeayyy.com was a private limited company based in Bandar Baru Bangi, Selangor, a township located about 30 km south of Kuala Lumpur. It was founded by Mr Hazmin in early 2010 with a seed funding of RM150,000 (about US$50,000). By the end of 2014, its core businesses include developing mobile application (app), software and website, as well as conducting information technology (IT) training. The company had developed its own animation cartoon, Oolat Oolit, and had commercialized several mobile app inventions. These mobile apps include a Jawi (traditional Malay writing system) app, mobile games and Facebook apps which were compatible with most mobile operating systems. Since its inception, Yeayyy.com had aspired to follow the footsteps of the internationally acclaimed Malaysian home-grown animation production house, Les’ Copaque, which had produced the popular Upin Ipin series. Similar to Les’ Copaque, Yeayyy.com also planned to commercialize its in-house characters into TV series and to market related merchandises, along with its collaborative partner, CikuTree Studio. However, by the end of 2014, the company’s seed funding had depleted, thus forcing Mr Hazmin to strategize for the company’s future. Expected learning outcomes Understanding the process of entrepreneurship and technology-based venture development enables case analysts to apply the concepts in many situations involving business opportunities and company development. Subject code CSS:3 Entrepreneurship.
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Stiller, Daniël, and Willem Frans Beex. "Apps under the surface. Problems with Cultural Heritage apps." Studies in Digital Heritage 1, no. 2 (2017): 326–43. http://dx.doi.org/10.14434/sdh.v1i2.23232.

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Apps for mobile devices are being made with the goal of telling the story of cultural heritage to general public. If they actually reach the target audience or if the apps are being used often, is not clear. This is particularly of relevance in the Netherlands as most apps are partially or completely financed with public money and being made for municipalities or other local government-organisations.The authors noticed and encountered several things concerning cultural heritage apps. The apps are often anything but good or perfect in function and presentation. When looked at the download-data, it becomes also clear that many apps are not very often downloaded and installed.When researching why this is the case several observations were made. From the local government-side there seems to be a lack of understanding of what could or should be achieved. This happens because goals are not being set, target audiences aren’t being thoroughly researched, etcetera. Sometimes the main goal was simply to build or have an app that displays and tells the story of a Cultural Heritage site. Often a company or department gets a set of parameters and simply builds an app around it. Furthermore the promotion of apps is relatively spares after the initial presentation. Often it becomes just a small message on the appropriate website and nothing else.Not everything mentioned above can be remedied, but a better understanding of which goals an app should have and what can be achieved combined with better promotion can lead to better apps and a better use of them by the general public. That leads back to a better return on the (often) public spending for making the app, not to mention of raising the awareness of the specific Cultural Heritage presented.
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Chung, Arlene E., Ashley C. Griffin, Dasha Selezneva, and David Gotz. "Health and Fitness Apps for Hands-Free Voice-Activated Assistants: Content Analysis." JMIR mHealth and uHealth 6, no. 9 (2018): e174. http://dx.doi.org/10.2196/mhealth.9705.

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Background Hands-free voice-activated assistants and their associated devices have recently gained popularity with the release of commercial products, including Amazon Alexa and Google Assistant. Voice-activated assistants have many potential use cases in healthcare including education, health tracking and monitoring, and assistance with locating health providers. However, little is known about the types of health and fitness apps available for voice-activated assistants as it is an emerging market. Objective This review aimed to examine the characteristics of health and fitness apps for commercially available, hands-free voice-activated assistants, including Amazon Alexa and Google Assistant. Methods Amazon Alexa Skills Store and Google Assistant app were searched to find voice-activated assistant apps designated by vendors as health and fitness apps. Information was extracted for each app including name, description, vendor, vendor rating, user reviews and ratings, cost, developer and security policies, and the ability to pair with a smartphone app and website and device. Using a codebook, two reviewers independently coded each app using the vendor’s descriptions and the app name into one or more health and fitness, intended age group, and target audience categories. A third reviewer adjudicated coding disagreements until consensus was reached. Descriptive statistics were used to summarize app characteristics. Results Overall, 309 apps were reviewed; health education apps (87) were the most commonly occurring, followed by fitness and training (72), nutrition (33), brain training and games (31), and health monitoring (25). Diet and calorie tracking apps were infrequent. Apps were mostly targeted towards adults and general audiences with few specifically geared towards patients, caregivers, or medical professionals. Most apps were free to enable or use and 18.1% (56/309) could be paired with a smartphone app and website and device; 30.7% (95/309) of vendors provided privacy policies; and 22.3% (69/309) provided terms of use. The majority (36/42, 85.7%) of Amazon Alexa apps were rated by the vendor as mature or guidance suggested, which were geared towards adults only. When there was a user rating available, apps had a wide range of ratings from 1 to 5 stars with a mean of 2.97. Google Assistant apps did not have user reviews available, whereas most of Amazon Alexa apps had at least 1-9 reviews available. Conclusions The emerging market of health and fitness apps for voice-activated assistants is still nascent and mainly focused on health education and fitness. Voice-activated assistant apps had a wide range of content areas but many published in the health and fitness categories did not actually have a clear health or fitness focus. This may, in part, be due to Amazon and Google policies, which place restrictions on the delivery of care or direct recording of health data. As in the mobile app market, the content and functionalities may evolve to meet growing demands for self-monitoring and disease management.
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Carpenter, Christopher J., and Chandra S. Amaravadi. "A Big Data Approach to Assessing the Impact of Social Norms: Reporting One’s Exercise to a Social Media Audience." Communication Research 46, no. 2 (2016): 236–49. http://dx.doi.org/10.1177/0093650216657776.

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Assessing the impact of an individual’s social network on an individual is difficult without administering a large number of surveys. Online social networks with built-in data collection circumvent this problem. The data collected by an exercise-focused social media website and mobile app allowed the estimation of the effect of both the behavior of the social network and the size of that network on the behavior of individual service users (31,200 users reporting 67,699 exercise events with a potential range of 87 weeks). The results are consistent with the theory of normative social behavior in that the amount of exercise reported by the user’s social network as well as the size of the user’s on-site social network affected the user’s exercise behavior over time.
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Csapó, Noémi, and Erzsébet Dani. "APPetite for Something New: The Katona József Library’s Mobile Application." Central European Journal of Educational Research 4, no. 2 (2022): 35–44. http://dx.doi.org/10.37441/cejer/2022/4/2/11374.

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The Katona József Library of Bács-Kiskun County has always placed great emphasis on reaching out to all age groups. In order to achieve our goal, we need to be informed and up-to-date with the latest trends and to be present on as many virtual platforms as possible. That’s why, at the beginning of 2021, a few enthusiastic librarians of our institution thought that a library mobile app could be the next important milestone in our continuous development and renewal. All this experimentation and testing has finally paid off: the Katona József Library’s mobile app is available on the Google Play Store from Autumn 2021. It’s no secret that our primary goal with our entirely self-developed, in-house app was to target young people, perhaps the hardest-to-reach age group for libraries. So, in addition to creating content specifically for teens (book reviews, games), we also wanted the look and feel of the app to be coherent and dynamic. Of course, we did not want the app to replace our library’s website, but to provide content that could be enjoyed on a smaller screen. As the application is easy to navigate and use, so that older people who are generally less familiar with the digital world will have no problems using it. For those who are a little apprehensive, one of our tutorials promoting the app will give them all the help they need to become a confident user. So what does our library app do? In addition to the Programme Guide, there is a dedicated menu with a regularly updated document guide. And with our ever-expanding thematic video selection, you can watch videos of our library programmes at any time. Of course, a library mobile app would be useless without a Catalogue menu, so webOPAC is also just a click away. With our Virtual Tour, which is unique among national library mobile apps, you can even take a look around our library from the comfort of your own home, sitting in your armchair. Games were also included in the app. We have thought of games for all ages, with four to four games for children, teens and adults. Puzzles are mainly related to the world of books, but there are also some puzzles on local history. We hope that our innovation will live up to our expectations and will appeal to a wider audience than just young people. Our aim is to ensure that our application remains a popular and constantly renewing service in the long term.
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Malizani, Silavwe, S.P. RAJA Dr., and Glorindal Selvam Dr. "A Study on Challenges to Information Technology Adoption within Small and Medium Enterprises in Growing Town: An Analysis of Technology Inclusion in Malawi." International Journal of Innovative Science and Research Technology 8, no. 5 (2023): 2664–71. https://doi.org/10.5281/zenodo.8000630.

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This study examined how small and medium Enterprise (SMEs) can benefit from information technology (IT) in enterprises in digitalization time. Considering this, we stress the importance of barriers preventing IT adoption within Small and Medium Enterprises (SME). Digital technology is the new method of technology using-digital technology, mostly through internet. Digital technology is built on the internet that can bring services closer to SMEs with reduced in cost. Data were collected from 60 small and medium enterprise clients of Visionfund Malawi one of the second largest Microfinance Institution in Malawi which provides loans to small and medium enterprises to boost the business. Results showed that most of the small and medium enterprise are lacking digitalization technologies hence it they are being forced to spend more resources like money and time to walk long distances to access a service at a nearby Visionfund Malawi financial service centre. Problem Statement: Despite an increase in access to ICT in Malawi, SMEs continue to be excluded on ICT services such as digitalization facilities and training which is vital for their survival, investments choices and diversification of portfolios for them to withstand digitalization shocks within the economy. The study will therefore examine the extent to which digitalization inclusion, specifically digitalization education and trainings have been embedded and provided to SMEs as a key component for strengthening SME’s resilience to economic shocks and survival. The Malawi government has been conducting digitalization awareness campaign in selected districts across Malawi through World Bank funding during this Covid 19 pandemic period. However, despite the availability of such awareness initiatives, a majority of SME’s continue to face challenges as they cannot either grow or end up closing shops due to the fact, they cannot make informed economic decisions and choices as a result of lack of digitalization facilities. Motivation: My new system if very good in terms of security, speed and accuracy and it will improve interms of turnaround time and revenue collection. Challenges, need of digitalization: There is very slowly in digitalization solution and sustainability works. However, digital marketing is essential to save the gap between microfinance institution and Small and Medium Enterprises. The combination of these factors suggests the need to create a research agenda for this field. Challenges: Challenge 1: Customer orientation and value proposition. Most of SMEs are very behind technologies, most of their business are manually done like when the want to access financial from the Microfinance the y need to go physical to the MFI office. Metrics allow us to define indicators that can determine the assessment of sustainability from clients and other stakeholders. Challenge 2: digital consumer behavior. The penetration of internet and other digital services is growing at a snail pace, as a result most of SMEs are affected. Challenge 3: supply chain. Proportion of people with access to the internet and basic digital gadgets such as mobile phones has be stagnant for the past three years as a result most of SMEs have been not spared. Techniques of proposed system: I have proposed the customer mobile app and website forthe business. All the products will be uploaded on their website products, Staff will be going to the field with only Mobile where they will be registering customer using the mobile app and the data will be pushed to the database. This will save a lot in terms of stationery and time from both end sell and consumer, while to the client side they can assess the product while sitting at their home no transport cost and able to do transaction on their mobile, transaction like saving pushing from the bank to their mobile app and loan repayment from their mobile to the bank. Metrics: Here are some metrics which will be used in my research paper:  Search engine optimization (SEO)/keywords  Total website traffic  Traffic from channels Justification: The intended objective of this proposal was to provide enough research to justify why digital marketing is such a massive concept within not only communication but also a business of any scale. This project is addressing the principal audience of small businesses by working in conjunction with a financial firm as well as communication by using digital marketing literature to create a set of strategies to be
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Wang, Hui Hui. "Speech Recorder and Translator using Google Cloud Speech-to-Text and Translation." Journal of IT in Asia 9, no. 1 (2021): 11–28. http://dx.doi.org/10.33736/jita.2815.2021.

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The most popular video website YouTube has about 2 billion users worldwide who speak and understand different languages. Subtitles are essential for the users to get the message from the video. However, not all video owners provide subtitles for their videos. It causes the potential audiences to have difficulties in understanding the video content. Thus, this study proposed a speech recorder and translator to solve this problem. The general concept of this study was to combine Automatic Speech Recognition (ASR) and translation technologies to recognize the video content and translate it into other languages. This paper compared and discussed three different ASR technologies. They are Google Cloud Speech-to-Text, Limecraft Transcriber, and VoxSigma. Finally, the proposed system used Google Cloud Speech-to-Text because it supports more languages than Limecraft Transcriber and VoxSigma. Besides, it was more flexible to use with Google Cloud Translation. This paper also consisted of a questionnaire about the crucial features of the speech recorder and translator. There was a total of 19 university students participated in the questionnaire. Most of the respondents stated that high translation accuracy is vital for the proposed system. This paper also discussed a related work of speech recorder and translator. It was a study that compared speech recognition between ordinary voice and speech impaired voice. It used a mobile application to record acoustic voice input. Compared to the existing mobile App, this project proposed a web application. It was a different and new study, especially in terms of development and user experience. Finally, this project developed the proposed system successfully. The results showed that Google Cloud Speech-to-Text and Translation were reliable to use in video translation. However, it could not recognize the speech when the background music was too loud. Besides, it had a problem of direct translation, which was challenging. Thus, future research may need a custom trained model. In conclusion, the proposed system in this project was to contribute a new idea of a web application to solve the language barrier on the video watching platform.
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Gaspar, Juliano De Souza, Eura Martins Lage, Fernando José Da Silva, et al. "A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study." JMIR Serious Games 8, no. 4 (2020): e25226. http://dx.doi.org/10.2196/25226.

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Background No treatment for COVID-19 is yet available; therefore, providing access to information about SARS-CoV-2, the transmission route of the virus, and ways to prevent the spread of infection is a critical sanitary measure worldwide. Serious games have advantages in the dissemination of reliable information during the pandemic; they can provide qualified content while offering interactivity to the user, and they have great reach over the internet. Objective This study aimed to develop a serious game with the purpose of providing science-based information on the prevention of COVID-19 and personal care during the pandemic while assessing players’ knowledge about COVID-19–related topics. Methods The study was conducted with the interdisciplinary collaboration of specialists in health sciences, computing, and design at the Federal University of Minas Gerais, Brazil. The health recommendations were grouped into six thematic blocks, presented in a quiz format. The software languages were based on the progressive web app development methodology with the Ionic framework, JavaScript, HTML5, cascading style sheets, and TypeScript (Angular). Open data reports of how users interact with the serious game were obtained using the Google Analytics application programming interface. The visual identity, logo, infographics, and icons were carefully developed by considering a selection of colors, typography, sounds, and images that are suitable for young audiences. Cards with cartoon characters were introduced at the end of each thematic topic to interact with the player, reinforcing their correct answers or alerting them to the need to learn more about the disease. The players’ performance was assessed by the rate of incorrect and correct answers and analyzed by linear correlation coefficient over 7 weeks. The agile SCRUM development methodology enabled quick and daily interactions of developers through a webchat and sequential team meetings. Results The game “COVID-19–Did You Know?” was made available for free on a public university website on April 1, 2020. The game had been accessed 17,571 times as of September 2020. Dissemination actions such as reports on social media and television showed a temporal correspondence with the access number. The players’ error rate in the topic “Mask” showed a negative trend (r=–.83; P=.01) over the weeks of follow-up. The other topics showed no significant trend over the weeks. Conclusions The gamification strategy for health education content on the theme of COVID-19 reached a young audience, which is considered to be a priority in the strategy of orientation toward social distancing. Specific educational reinforcement measures were proposed and implemented based on the players’ performance. The improvement in the users’ performance on the topic about the use of masks may reflect an increase in information about or adherence to mask use over time.
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Cyrkot, Samantha, Lisa Hartling, Shannon D. Scott, and Sarah A. Elliott. "Parents’ User Experience Accessing and Using a Web-Based Map of COVID-19 Recommendations for Health Decision-Making: Qualitative Descriptive Study." JMIR Formative Research 8 (March 20, 2024): e53593. http://dx.doi.org/10.2196/53593.

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Background The eCOVID19 Recommendations Map & Gateway to Contextualization (RecMap) website was developed to identify all COVID-19 guidelines, assess the credibility and trustworthiness of the guidelines, and make recommendations understandable to various stakeholder groups. To date, little has been done to understand and explore parents’ experiences when accessing and using the RecMap website for COVID-19 health decision-making. Objective To explore (1) where parents look for COVID-19 health information and why, (2) parents’ user experience when accessing and using the RecMap website to make health decisions, and (3) what knowledge mobilization activities are needed to increase parents’ awareness, use, and engagement with the RecMap website. Methods We conducted a qualitative descriptive study using semistructured interviews and a think-aloud activity with parents of children aged 18 years or younger living in Canada. Participants were asked to provide feedback on the RecMap website and to “think aloud” as they navigated the website to find relevant COVID-19 health recommendations. Demographic information was collected using a web-based questionnaire. A hybrid deductive and inductive thematic approach guided analysis and data synthesis. Results A total of 21 participants (13/21, 62% mothers) were interviewed and participated in a think-aloud activity. The data were categorized into four sections, representative of key elements that deductively and inductively emerged from the data: (1) parent information seeking behaviors and preferences for COVID-19, (2) RecMap website usability, (3) perceived usefulness of the RecMap website, and (4) knowledge mobilization strategies to increase awareness, use, and engagement of the RecMap website. Parents primarily used the internet to find COVID-19 information and focused on sources that they determined to be credible, trustworthy, simple, and engaging. As the pandemic evolved, participants’ information-seeking behaviors changed, specifically their topics of interest and search frequency. Most parents were not aware of the RecMap website before this study but found satisfaction with its concept and layout and expressed intentions to use and share it with others. Parents experienced some barriers to using the RecMap website and suggested key areas for improvement to facilitate its usability and perceived usefulness. Recommendations included a more user-friendly home page for lay audiences (separate public-facing user interface), improving the search and filter options, quicker navigation, clearer titles, more family-friendly graphics, and improving mobile-friendly access. Several strategies to disseminate the RecMap website were also expressed, including a mix of traditional and nontraditional methods (handouts and social media) in credible and high-traffic locations that parents frequent often. Conclusions Overall, parents liked the concept of the RecMap website but had some suggestions to improve its usability (language, navigation, and website interface). These findings can be used to improve the RecMap website for parents and offer insight for the development and dissemination of effective web-based health information tools and resources for the general public.
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Ogland-Hand, Callie, Jillian Schulte, Owusua Yamoah, et al. "Leveraging Technology to Engage Supplemental Nutrition Assistance Program Consumers With Children at Farmers Markets: Qualitative Community-Engaged Approach to App Development." JMIR Formative Research 9 (May 16, 2025): e70104-e70104. https://doi.org/10.2196/70104.

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Abstract Background Fruit and vegetable consumption is lower than national trends among people receiving Supplemental Nutrition Assistance Program (SNAP) benefits due to economic and physical access barriers. Monetary nutrition incentive programs at farmers markets aim to reduce these barriers to improve diet quality among SNAP consumers. We leveraged community-engaged methods to collaboratively design a mobile app to increase the use of both nutrition incentive programs and farmers markets among SNAP households with children. This population represents about 35% of all SNAP households providing the dual benefit of improving diet for both adults and children. Objective In this paper, we share the iterative, community-engaged development process used to design a technology intervention that encourages the integration of farmers markets into the food shopping routines of SNAP consumers with children. Methods Our qualitative community-engaged approach was informed by human-centered design, following the inspiration and ideation phases of this framework. In the “inspiration” phase, we worked with community nutrition experts to define both the goal of and target audience for the app (ie, SNAP households with children). In the subsequent “ideation” phase, we completed 3 stages of data collection. We developed 2 interface prototypes and received feedback from end users on design and usability preferences before selecting a baseline model. Additional feedback gathered from qualitative interviews with 20 SNAP consumers with children was incorporated into the app’s version 1 (V1) development. We then shared V1 with SNAP consumers, children, and farmers market managers to test the app’s functionality, design, and utility. Results In the “inspiration” phase, the community nutrition partners identified SNAP consumers with children younger than 18 years as the target population for the app. In the “ideation” phase, we successfully created V1 through 3 stages of a qualitative, community-engaged process. First, about 75% (n=3) of SNAP consumers and all farmers market managers selected a grocery shopping design option for the layout of the app. Second, we integrated features identified by SNAP consumers with children into the app design, such as market information (ie, location with GPS address links, hours, website), likely available market inventory, market events, and grocery shopping checklists. Finally, we obtained recommendations for future versions of the app, including real-time changes in market hours, additional notification options, and grocery list personalization during a demonstration of V1. Both SNAP consumers and farmers market managers expressed interest in the app’s launch and utility. Conclusions It is feasible for community nutrition researchers to successfully design a community-engaged mobile app with the assistance of software developers. The community-engaged approach was key to us integrating potential end users’ preferences in the design of V1. Future work will assess the app’s impact on low-income families’ use of local farmers markets and nutrition incentive programs, as well as fruit and vegetable consumption.
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Dissertations / Theses on the topic "Website and mobile app audiences"

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Thorngren, Erik. "Adapting a website for mobile use." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108405.

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Ett företag som bedriver hunduppfödning når många av dess kunder via Internet och befintliga webbsida. Detta examensarbete syftade till att via en deduktiv metod ta fram en prototyp baserat på studier inom mobil designprocess, mobilt användbarhet samt en granskning av relaterade mobila hemsidor som redan finns på marknaden. Frågor gällande rätt mängd information på mobilhemsidan samt passande designmönster låg i fokus för att lösningen skulle vara användarvänligt men samtidigt innehållsmässigt tillfredsställande. En prototyp skapades och testades via kvalitativa intervjuer. Då antaganden gällande prototypens design till viss del bekräftades uppkom även, via användarnas feedback, behov av att göra vissa ändringar. Resultatet av rapporten belyste vikten av hur struktur och siduppbyggnad måste brytas ned från en webbsida och återskapas för att passa i ett mobilt användningsområde. Samt hur användandet av korrekta designmönster och rätt mängd innehåll, krävdes för att skapa en snabb, lättanvänd och innehållsmässigt korrekt sida för användning i ett mobilt sammanhang.
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Duong, Vuong-Hong, and 楊王鴻. "Mobile Shopping、Website Interaction、ConsumerShopping Behavior and Shopping Website App Loyalty- An empirical investigation of the nine mobile shopping website App-." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/9ws634.

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碩士<br>國立臺北科技大學<br>經營管理系碩士班<br>102<br>Today&apos;&apos;s marketers are faced with a daunting challenge: With the rapid explosion of smartphones, consumers stay connected almost all the time, so-called "bow family" or "mobile consumer" is also increasing. Continued rapid flow of information, and the various digital channels increasingly complex situations, how to send your products&apos;&apos;s messages to target customers merchandise eyes? When consumers make purchases using a mobile phone to check prices era, a shopping website how let customers know that you are unique? It can be said, shopping revolution has broken out, as well as consumers&apos;&apos; purchasing decisions and shopping all acts related to the process, are also caught in this revolution. Consumers can take advantage of smart phones, you can readily use and very different from the way past shopping. More and more people use smart phones in the store with the shopping. Consumers walking in mall operations, will use their phones more and more often scan the barcode. They will use query-related information products, com -pare prices of different products, the final payment will be using a mobile phone. After buying something, they will use social software to share with others the information they purchase goods, but also send photos to friends and family. Shopping revolution in the use of smart phones, they both hands to grasp new strength, leading the marketing staff to follow up the actions if they want to take advantage of the new method of shopping. Global mobile phone users over six billion people, of which most people have one or more . These phones, more than one billion are smart phones, experts predict 2015, the smart phone will more than 2 billion. These mobile shopping are opening up new ways of shopping. The study found: Using your smartphone shopping process and traditional non-mobile shopping is different, can occur at any time. Consumers do not have to go to a physical store or sitting at the computer , while you are watching TV or sitting on the MRT , you also can research buy things through smartphone. Therefore, consumers can search on the phone to buy anything at any where. So, in a new form of society, business or marketing staff on how to let consumers on mobile shopping has continued action is a problem worthy of study.
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Lee, Zhihao Daniel, and 李志濠. "Comparing the mobile app VS desktop website online shopping experience for Taiwanese consumers." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/sdm7yh.

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碩士<br>國立臺灣大學<br>企業管理碩士專班<br>105<br>It has been 10 years since the introduction of the iPhone, and during this time we have seen a global trend of consumers shifting focus to mobile apps. In particular, the retail industry has sought to develop assets that would allow them to ride this wave. With the balance of power seemingly being tipped in favor of mobile apps, some firms have also chosen to neglect websites, whilst others remain cautious and try to take small steps towards building multi-channel assets. Both websites and mobile apps have been integral to growth of online shopping. What motivates us to carry out this study is recognizing that whilst for some countries mobile apps are pushing ahead, the statistics in Taiwan paint a slightly different picture. For a nation with high Smartphone adoption rate, high-speed Internet connectivity and a solid network of infrastructure, Taiwan surprisingly shows an unexpected inclination towards websites and not mobile apps. Utilizing Alex Osterwalder’s’ Value Proposition Canvas allows us to try to uncover some underlying reasons why consumers still prefer purchasing via desktop websites. Analyzing current value offerings for both platforms will allow us to see how they fare in the eyes of the consumer. With a deeper understanding of our local consumers, we can ascertain if platforms have been providing the right kind of value that our Taiwanese consumers are looking for.
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CHEN, YU-FEN, and 陳郁棻. "Research on Mobile IM APP the Effect of Marketing Official Website - for Example in LINE." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/s3rbj3.

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碩士<br>銘傳大學<br>資訊管理學系碩士在職專班<br>102<br>With the ever-changing information technology and the popularity of 3G smartphone usages, development of App softwares for mobile devices is increasing booming. Liked by the general public, LINE is not only used in interpersonal social networking, but LINE Official Accounts is also used as a marketing channel for companies to grow their business and establish brand loyalty. It also can help companies to forward messages more efficiently and effectively to the targeted group,become the closest communication channel to the end-users. This study focuses on the effectiveness of LINE platform marketing used by companies from end-users’ brand awareness toward messages forwarded by companies’Official Accounts. This study attempts to investigate the level of companies’Official Accounts visibility from end-users by in-depth interviews and related advertising theories. Whether different types of messages forwarded by the companies’ Official Accounts affect end-users’ acceptance level, and product and brand awareness toward these messages.  This research adopts the 3x2x2 Three factorial mixed experimental design methods. Considering brand awareness levels and product types, the test samples office workers and students by forwarding electronic questionnaires. The study shows that brand awareness and different types of Official Accounts messages have a significant impact on end-users’ acceptance. Product types will interfere brand awareness and acceptance of the messages. Findings that brand awareness, the official website of message types have a significant impact on the official website of the message acceptance. Product type will affect the kind of brand awareness and acceptance of the message.
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Gu, Jia-He, and 古佳禾. "A Comparative Study of Shopping Website Quality and Purchase Intention: Mobile Version versus APP Version." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/xnjm43.

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碩士<br>國立中央大學<br>資訊管理學系<br>103<br>With the emergence of 3G and Wi-Fi network, smart phones become popular now. The users gradually change the use of computer to smart phones for browsing the sites for shopping. Consequently, mobile shopping is of infinite possibilities, and has many commercial opportunities. In this study, we investigate whether the factors, system quality, general content quality, specific content quality, service quality, and appearance quality presented in the shopping websites will affect the user experience and then affect the purchase intention. In addition, this thesis also compare the mobile and APP versions on mobile devices for shopping websites, i.e. comparing the differences of the quality factors between the two versions of websites. In this thesis, online-survey questions are designed, and two groups of users are invited. One group uses mobile version and the other group uses APP version of shopping websites. According to the returned surveys, we find that every quality factor in both mobile version and APP version has positive impact of user experience and purchase intention. In the comparison between quality factors, it is found that mobile version of shopping websites is better than APP version at the two factors, system quality and specific content quality. Therefore, business shops can enhance the user experience and purchase intention through a websites of good quality factors mentioned above. In addition, the business shops developing shopping APP should enhance the factors, system quality and specific content quality, to meet the needs of the users.
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CHIU, HSIU-LI, and 邱秀莉. "Investigation of Public Use Intention to Replace Mobile Application (APP) with Government Cross-Platform Responsive Website Design (RWD) – Technology Acceptance Model." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/zm3pa5.

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碩士<br>國立高雄應用科技大學<br>資訊管理系碩士在職專班<br>106<br>According to the "2017 Survey of Broadband Usage in Taiwan" released by the Taiwan Network Information Center, 80% of the population is connected to the internet. Among the findings, users primarily use mobile telecommunication networks, indicating that the mobile network has become the most common connection method. Furthermore, the public primarily use mobile phones to go online. As the mobile internet population continues to substantially grow year by year, the government must provide comprehensive mobile services to the public in order to increase use frequency of e-government services on mobile phones as well as improve convenience service satisfaction. However, the download rate of government applications is generally low. Therefore, in recent years, the government has shifted from developing apps to providing information for APP value-added innovations by the private sector. Yet, due to limited funding and the need to curb public expenditures, the government has proposed replacing government mobile applications (APP) with government cross-platform responsive website designs (RWD). This study explores factors that influence people’s intentions to use government RWD websites. Moreover, a comprehensive research model is formed using the "Technology Acceptance Model", combined with "technology readiness" and "switching barriers". Data collection is based on an empirical study conducted on IM students from a technological university. The survey is conducted using paper and online questionnaires with a total of 173 valid samples collected. The structural equation model is then used to analyze measurement and structural models. Study conclusions are as follows: technology readiness optimism has positive significant influence on perceived usefulness and perceived ease-of-use towards government RWD websites. Technology readiness innovation has positive significant influence on perceived ease-of-use towards RWD websites in all respondents. To respondents experienced in using government mobile applications, the same innovation also has positive significant influence on perceived RWD website usefulness. Both perceived usefulness and ease-of-use have positive significant influence on use attitude towards RWD websites. To the same experienced respondents, exclusion of alternatives has positive significant influence on use attitudes, whereas perceived switching costs have negative significant impact on use attitudes toward shifting from government mobile apps to RWD websites. Use attitudes toward RWD websites affect use intentions. Based on the empirical results, the researcher proposes objective suggestions to relevant government agencies to facilitate effective subsequent promotion of the “government RWD website” policy.
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Reis, Francisca Fontes. "Análise da experiência do consumidor de moda de luxo em contexto online- aplicação móvel (app) versus website: caso de estudo farfetch." Master's thesis, 2018. http://hdl.handle.net/10400.26/24435.

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Ao longo dos últimos anos o mercado de luxo tem vindo a observar uma valorização crescente, bem como tem sido alvo de mudança no que toca às marcas que compõem este tecido. O volume de vendas tem registado um notável aumento, essencialmente causado pela procura do público chinês e a capacidade de resposta aos desafios exigentes e constantes deste tipo de consumidores tem sido cumprida com sucesso. A recusa em utilizar o canal online como meio de comercialização por parte das marcas de luxo, justificada pela falta de exclusividade, é, nos dias que correm, muito diferente. Uma vez que as mesmas já consideram este meio de venda como vantajoso, devido aos seus resultados de vendas. A crescente oferta deste mercado ao nível da experiência deve ser igualmente exaltada, visto que este público é insaciável no que toca a pedidos de experiências inovadoras. O propósito desta investigação é analisar a experiência de compra do consumidor de moda de luxo, em contexto online, fazendo um confronto entre os websites e as aplicações móveis. Mais especificamente, dos consumidores da plataforma de E-Commerce de Luxo Farfetch. Para tal, recorreu-se a uma abordagem teórica baseada em três temas – Mercado dos bens de luxo; Comportamento de compra do consumidor online; Experiência do Consumidor - que em conjunto com um diagnóstico extensivo à marca e a recolha de dados primários, obtidos por questionários e entrevistas, ajudaram a definir propostas de melhoria para a plataforma e a apurar as avaliações quanto à experiência de compra. Os resultados obtidos aplicados a este público apontam para uma maior valorização do website para realização de compras ao invés da aplicação móvel (app), no entanto é evidente um aumento da importância do uso mobile devido a fatores como a compra mais rápida e mais fácil, navegação mais fluída, etc. Ao nível da experiência, os resultados não permitem afirmar a sua diferença entre canais, no entanto são encontradas razões que podem justificar esta alteração, bem como é demonstrado que a valorização da interação com as empresas que vendem este tipo de bens é importante para os consumidores analisados, o que pode influenciar a sua experiência de compra.
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YEH, JIA-KAI, and 葉家凱. "Applying Progressive Website Application Techniques to Develop a Mobile Device APP - Using Transportation Bureau of Kaohsiung City Government's Dynamic Bus Information Equipment Inspection System as an Example." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/vrs93p.

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碩士<br>國立高雄科技大學<br>資訊管理系<br>107<br>With the popularity of mobile devices, people are getting used to using Apps in mobile devices in their daily lives. There are 3 types of Apps: Native Apps are downloaded directly from application market, Web Apps can be used on browsers, and Hybrid Apps which comes with embedded webpages are also downloaded from application market. Each has their own pros and cons. This study develops Transportation Bureau of Kaohsiung City Governments Dynamic Bus Information Equipment Inspection System under Web Apps’ form, and improves the shortcomings of Web Apps through implementing Progressive Web Apps. Meanwhile, we utilize highly integrated tool “Angular” and “ASP.NET Core” in development process to avoid the high time cost derived from complicated program structures after introducing PWA concept. This study will generalize some noteworthy points during design process of Web Apps, and explain how to solve problems in development process in practice. Lastly, we will carry out usability analysis and interviews after staffs using the system. The research indicates that through our design and development pattern, only Apps with low-class API function are required can we improve the usability of Web Apps on mobile devices. Also, the interview result shows there are little deference between Native App and Web App in terms of user experience and the development cost will not increase as well. Therefore, we suggest using this design principle and development tool to create Web Apps in order to reach a win-win situation between developers and users.
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Paiva, Tiago Alberto Campos. "O último ponto de contacto para uma estratégia Omni-channel na categoria de Running na Sport Zone : rede social Every Zone." Master's thesis, 2016. http://hdl.handle.net/10400.14/21614.

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A presente dissertação decorre em contexto empresarial com o desafio de reforçar a posição de liderança da Sport Zone na categoria de Running. Em resposta a esse desafio, foi planeado, desenvolvido e implementado o projeto Every Zone, servindo este como base de implementação de uma estratégia Omnichannel. O Every Zone nasce como um novo ponto de contacto da marca com o cliente: o ponto de contacto que permite à Sport Zone estar com o cliente não só no momento de compra, mas também quando ele pratica desporto. Podemos definir o Every Zone como uma rede social do desporto, que vive essencialmente em duas plataformas, num website e numa aplicação móvel, onde a app é a ligação com o mundo real, pois regista toda a atividade física do desportista, tendo assim a função de gerar conteúdo próprio. E o site é a home base de toda a informação, onde vive todo o conteúdo gerado pelo utilizador, pela comunidade e pela Sport Zone. O planeamento, desenvolvimento e implementação da plataforma Every Zone foi realizado através de uma metodologia pré-estabelecida e apresentada na presente dissertação, onde se destaca a importância da interligação e alinhamento deste novo ponto de contacto com os restantes já existentes da marca. O desenvolvimento de todo o projeto foi assim apoiado pelo conceito da estratégia Omni-channel (Verhoef et al. 2015), e ainda, no facto da Sport Zone querer aumentar a sua força gravitacional à volta da marca (customer gravity), sem recorrer apenas a posicionamento comercial. É com base nesta premissa que é definido o objetivo do presente projeto: desenvolver uma plataforma que seja o novo ponto de contacto com o cliente, um “customer gravity generator” (Mark Bonchek, 2012), promovendo o alinhamento e a interligação de todos os pontos de contacto, ajudando, assim, na construção da estratégia Omni-channel.<br>This work takes place in a business context with the challenge of strengthening Sport Zone leadership position in the Running category. In response to this challenge, we planned, developed and implemented the project Every Zone, which should serve as an implementation base for an Omni-channel strategy. Every Zone is born as a new point of contact of the brand with the customer: the contact point that allows Sport Zone to be with the customer not only at the time of purchase, but also when he/she practices sport. We can define Every Zone as a sports social network, which lives primarily in two platforms, a website and a mobile app. The app is the connection with the real world, as it records all the physical activity, and it also has the function to generate its own content. And the website is the home base of all the information, where all the content generated by the user community and by Sport Zone lives. The planning, development and implementation of Every Zone platform was accomplished through a pre-established methodology presented in this dissertation. This methodology highlights the importance of the linkages and alignment of this new point of contact with all the others points of contact that the brand has with its customers. The development of the entire project was well supported by the concept of Omni-channel strategy (Verhoef et al. 2015), and also by the fact that Sport Zone wants to increase the gravitational pull of the brand (customer gravity) without using only a commercial positioning. The objective of this project was defined around this assumption to develop a platform that will be the new point of contact between the brand and its customers, a "customer gravity generator" (Mark Bonchek 2012), promoting the alignment and interconnection of all the contact points, thereby helping to build an Omni-channel strategy.
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Books on the topic "Website and mobile app audiences"

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Manuscript Paper for Teens Music and Lyrics Lines, Horizontal Pattern Green Leaves Various Shapes Leaves Trees Plants Floral Foliage Elements Illustration White Background Website Page Mobile App Cover, 100 Pages. Independently Published, 2021.

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NoteBooks, Sappuris. Notebook DotGrid and Lines, Horizontal Pattern Green Leaves Various Shapes Leaves Trees Plants Floral Foliage Elements Illustration White Background Website Page Mobile App Cover, 100 Pages - Large(8. 5 X 11 Inches). Independently Published, 2021.

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Publishing, My Lovely. Lovely Cat : Discreet Password Book with Alphabetical Order, Internet Address and Password Keeper and Organizer Logbook to Remember Your Internet Account Information: Website/App, Email, Username, Password, Mobile Phone and Notes - 132 Page. Independently Published, 2021.

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Publishing, My Lovely. LOVELY and CUTE CAT : Discreet Password Book with Alphabetical Order, 6x9 Internet Address and Password Keeper and Organizer Logbook to Remember Your Internet Account Information: Website/App, Email, Username, Password, Mobile Phone and Notes. Independently Published, 2021.

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Publishing, My Lovely. Lovely Dolphin : Discreet Password Book with Alphabetical Order, 6x9 Internet Address and Password Keeper and Organizer Logbook to Remember Your Internet Account Information: Website/App, Email, Username, Password, Mobile Phone and Notes - 132 Pages. Independently Published, 2021.

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Publishing, My Lovely. Lovely Cat : Discreet Password Book with Alphabetical Order, 6x9 Internet Address and Password Keeper and Organizer Logbook to Remember Your Internet Account Information: Website/App, Email, Username, Password, Mobile Phone and Notes - 132 Page. Independently Published, 2021.

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Publishing, My Lovely. Lovely Cat : Discreet Password Book with Alphabetical Order, 6x9 Internet Address and Password Keeper and Organizer Logbook to Remember Your Internet Account Information: Website/App, Email, Username, Password, Mobile Phone and Notes - 132 Page. Independently Published, 2021.

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Publishing, My Lovely. Husky Dog : Discreet Password Book with Alphabetical Order, 6x9 Internet Address and Password Keeper and Organizer Logbook to Remember Your Internet Account Information: Website/App, Email, Username, Password, Mobile Phone and Notes - 132 Pages. Independently Published, 2021.

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Publishing, My Lovely. Husky Dog : Discreet Password Book with Alphabetical Order, 6x9 Internet Address and Password Keeper and Organizer Logbook to Remember Your Internet Account Information: Website/App, Email, Username, Password, Mobile Phone and Notes - 132 Pages. Independently Published, 2021.

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Publishing, My Lovely. Lovely Dolphin : Discreet Password Book with Alphabetical Order, 6x9 Internet Address and Password Keeper and Organizer Logbook to Remember Your Internet Account Information: Website/App, Email, Username, Password, Mobile Phone and Notes - 132 Pages. Independently Published, 2021.

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Book chapters on the topic "Website and mobile app audiences"

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Solberg Söilen, Klaus. "The E-Commerce Website and Mobile App." In Springer Texts in Business and Economics. Springer Nature Switzerland, 2024. https://doi.org/10.1007/978-3-031-69518-6_10.

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Susanto, Budi, Gloria Virginia, Umi Proboyekti, and Jeysy Carmila Dewi Ester. "Progressive Web App Implementation in Omah Wayang Klaten Website." In Mobile Computing and Sustainable Informatics. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-0835-6_24.

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Bellini, Oscar Eugenio, Matteo Gambaro, Maria Teresa Gullace, et al. "Digital Infrastructure for Student Accommodation in European University Cities: The “HOME” Project." In The Urban Book Series. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-29515-7_23.

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AbstractFinding reliable and safe accommodation is a key obstacle to students’ international mobility. While the European Commission plans a tri-fold increase of Erasmus+ participants by 2027, allowing international students to get suitable accommodation remains one of the main difficulties encountered during the mobility experience. European Higher Education Institutions (HEIs) are unable to cover the majority of student accommodation demand. Indeed, as stated by Eurostudent VII Report, only 17% of students in Europe find home abroad in student accommodation facilities. Moreover, in accordance with the Erasmus+ Impact Study 2019, 23% of the students involved in the survey considered very important to have support in finding accommodation abroad during mobility along with insurance and other practical aspects. This contribution explores the first results of the European project HOME (Home of Mobile Europeans). The project, currently ongoing, is funded by the 2019 Key Action 2 Erasmus+ call and developed by six European partners. According to the digital transition planned by the Erasmus+ Programme, HOME supports EU mobility by providing students and trainees with a digitalized infrastructure that integrates the search for accommodation within existing European digital mobility initiatives, such as the Erasmus+ App. Moreover the project defines a set of living “quality labels” to increase the transparency of information about accommodation offer at the European level. Furthermore, educational resources and a training toolkit will be available, in the HOME website, to spread and replicate the project’s learnings results. Once operational, HOME will represent an essential digital solution for a more accessible and quality student accommodation offer.
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Asif, Mohammad, and Miss Deepshikha. "DESIGN A UNIFIED LPG GAS CYLINDER DELIVERY SYSTEM." In Futuristic Trends in IOT Volume 3 Book 6. Iterative International Publishers, Selfypage Developers Pvt Ltd, 2024. http://dx.doi.org/10.58532/v3bbio6p1ch8.

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The purpose of this study is to offer a solution to the problems consumers face when ordering and getting petrol cylinders, especially in urban locations. A user-centred design strategy was used in the research which included the development of personas, empathy maps, user journey maps, information architecture, low-fidelity prototype and usability testing. The target audience's unique needs and pain points were identified by the personas which were based on consumer segmentation. 100 participants between the age group 16-52 years participated in online questionnaire based study and contextual interviews with 15 participants of age group 22-38 years were conducted for user research phase. It was found that users most commonly use websites for gas booking apart from message, call and WhatsApp. Some users are unaware of or unable to locate the delivery tracking option, rescheduling options on the website is not easy for users to find, status of delivery cannot be tracked and other usability issues on the exiting websites were identified. The findings demonstrate the need for a user-centred design process while creating a petrol cylinder delivery application that meets the expectations of Indian consumers. The application needs to be simple to use, easily accessible, and able to supply petrol cylinders on time. The design and implementation of a mobile application for the distribution of petrol cylinders in India was the core of the study. Heuristic evaluation and usability tests were conducted via a focus group study with 15 participants for 4 tasks on the new application designed. The success rate was recorded to be 80%-93% for the 4 tasks and participants found the process easy to understand and navigate. This paper offers a thorough manual for creating a mobile app for petrol cylinder distribution tailored to the Indian market. The results of this study can be utilised as a guide for further research and implementation of mobile software for the delivery of gas cylinders in India based on internet based connections and network
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Sharma, Arpit Kumar, Arvind Dhaka, Amita Nandal, Akshat Sinha, and Deepika Choudhary. "Location-Based Internationalization and Localization With Mobile Computing." In Emerging Trends in IoT and Integration with Data Science, Cloud Computing, and Big Data Analytics. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-4186-9.ch003.

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The Android system operates on many smartphones in many locales. Websites and web tools have their own requirements in day-to-day life. To reach the maximum users, the app and website should handle all the resources such as text strings, functions, layouts, graphics, and any other static data that the app/website needs. It requires internationalization and localization of the website and app to support multiple languages. The basic idea of this chapter is to present an approach for localizing the Android application according to the location data that the app received from the device, but many users do not allow the “access location” feature so this approach will be a dead end in this case. The authors have proposed some other techniques to achieve this feature of localization and internationalization by implementing the “choose language” service so that the app can itself optimize its content and translate it into the user's native language.
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Choi, Tsan-Ming. "Mobile-app-online-website dual channel operations strategies." In Reference Module in Social Sciences. Elsevier, 2024. http://dx.doi.org/10.1016/b978-0-443-28993-4.00001-9.

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Lederman, Alexandra, and Farah Jindani. "Drips Gallery." In Advances in Library and Information Science. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-2676-6.ch011.

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This paper explores the possibilities of using digital technologies in an archival setting. The hypothesis examined and investigated was: street art can be preserved and archived through archival websites and mobile applications. In order to explore this problem a community driven digital archive, Drips Gallery, was created. Drips Gallery is a new archive consisting of graffiti photograph collections and is available through a website and mobile app. The database, website, and mobile app was created, coded, and programmed specifically for the archival and community needs of Drips Gallery. Drips Gallery allows the community to drive the archive and changes the role of the archivist from record keeper to facilitator. By creating an archival mobile app and website, new and immediate ways of capturing and preserving culture as it is being created and consumed is now possible.
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Chmiliar Linda. "Mobile App Selection Tool (MAST) for Post-Secondary Students with Disabilities." In Studies in Health Technology and Informatics. IOS Press, 2017. https://doi.org/10.3233/978-1-61499-798-6-642.

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This paper discusses research examining the use of a Mobile Apps Selection Tool (MAST) designed to facilitate the use of the iPad by post-secondary students with disabilities. MAST is a public website that was developed to support students to become independent in their use of the iPad to meet their learning needs.
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Verma, Amitabh. "Mobile Marketing." In Marketing in a Digital World: Strategies, Evolution and Global Impact. BENTHAM SCIENCE PUBLISHERS, 2025. https://doi.org/10.2174/9789815305456125010015.

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The “Mobile Marketing” chapter delves into the pivotal role of mobile devices in the digital marketing landscape, highlighting their ubiquity and impact on consumer behavior. It begins by examining the exponential growth in mobile device usage globally, citing increased accessibility and affordability as key drivers. The chapter emphasizes the shift in consumer behavior, where mobile devices have become the primary access point for information and interaction, leading to a rise in mobilecentric brand engagement and the prevalence of mobile commerce (m-commerce). The chapter discusses the intricate relationship between social media and mobile usage, with a focus on the dominance of visual content optimized for mobile viewing. It also explores the nuances of mobile search patterns and local discovery, underscoring the significance of mobile in personalization, contextualization, and providing instant gratification to consumers. A major segment is dedicated to mobile website optimization, stressing the importance of responsive design, fluid grids, and flexible images for an enhanced user experience. The chapter explores the criticality of page speed optimization, including strategies like optimized images and minification of code. The realm of app marketing is explored next, covering aspects of app development, user experience, platform selection, and integration with other services. App Store Optimization (ASO) is presented as a key strategy for improving app visibility and user engagement. SMS marketing is examined for its effectiveness in direct communication, with an emphasis on best practices like permission-based opt-ins and clear calls-to-action. The chapter also touches on the challenges and ethical considerations involved in SMS marketing, including respecting user privacy and preferences. Location-based marketing, another pivotal aspect of mobile marketing, is explored through discussions on geotargeting and beacon technology. These tools offer innovative ways for businesses to engage customers based on their physical location, enhancing the relevance and personalization of marketing efforts. The chapter then shifts focus to mobile advertising, detailing the growing significance of in-app advertising and various mobile ad formats like display ads, video ads, interactive ad experiences, and augmented reality (AR) ads. It discusses the importance of creative optimization and maintaining consistent branding across different ad formats. Mobile analytics are highlighted as essential tools for tracking and measuring mobile marketing performance. The chapter covers key metrics like app installs, user retention, and conversion rates, and emphasizes the importance of understanding user behavior, segmentation, and funnel analysis to tailor marketing strategies effectively. Finally, the chapter addresses emerging trends in mobile marketing, such as AR, VR, and voice search optimization. These trends present new opportunities for engaging customers in immersive experiences and highlight the need for marketers to adapt their strategies to evolving consumer behaviors and technological advancements. In summary, the chapter on “Mobile Marketing” offers a comprehensive overview of the strategies and tools essential for effective marketing in a mobile-dominated world. It underscores the dynamic nature of mobile marketing and the necessity for marketers to stay agile and responsive to ongoing changes in technology and consumer preferences.
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Nakushian, Andrew J. "A usability study of airline booking platforms." In Proceedings of the 2020 International IEMS Conference, March 15-17, 2020. Wichita State University, 2022. http://dx.doi.org/10.62704/10057/24931.

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The purpose of this study was to assess and compare the usability of booking airline flights on an airline's mobile app and on the same airline's website. The method of this study was a usability test where participants gave detailed evaluations of their thoughts while using two platforms. This study was conducted using a laptop and a smartphone. The five participants were assigned to either a group where they had to book a flight on the PC first or the mobile application first. They were timed while they completed a series of tasks such as finding a specific flight, adding a first-class upgrade, and adding a service animal. The test showed that users took approximately half as long to complete the booking process on the mobile application when compared to the website. Most of the users, however, felt the website was a more user-friendly interface despite it taking nearly twice as long to complete. The users explained that they felt the website had more information to aid in making booking decisions as well as more defined buttons, so it was less difficult to make a mistake. This feedback was unexpected since all of the participants were members of Generation Z. This result is important because it could be used to help airlines redesign their mobile apps to give more information about flight options. It also hopefully could inform airlines that even though Generation Z grew up with smartphones and mobile technology, they still prefer the website for booking flights.
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Conference papers on the topic "Website and mobile app audiences"

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Kumar Ghadiyaram, Anil, G. Srikanth Reddy, Mohammed Abdul Basith, and Naini Rithvik Reddy. "Phish Check: Content-Based Phishing Website Detection Web App." In 2025 6th International Conference on Mobile Computing and Sustainable Informatics (ICMCSI). IEEE, 2025. https://doi.org/10.1109/icmcsi64620.2025.10883447.

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"Mobile App and Website for Major Depression Monitoring." In Special Session on Health Applications. SciTePress - Science and and Technology Publications, 2013. http://dx.doi.org/10.5220/0004621606050612.

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Chen, Xuefeng, Jin Jiang, Margo O’Sullivan, et al. "PARENTAL EDUCATION ON ECD USING MOBILE APP AND WEBSITE IN CHINA." In International Technology, Education and Development Conference. IATED, 2016. http://dx.doi.org/10.21125/inted.2016.1093.

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K, Ms Remya, S. V. Nagaraj, and S. K. Priyadharshini. "Mobile App for Tracking and Managing of Online Orders in E-Commerce Website." In 2024 Ninth International Conference on Science Technology Engineering and Mathematics (ICONSTEM). IEEE, 2024. http://dx.doi.org/10.1109/iconstem60960.2024.10568854.

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Filomena Curralo, Ana, Pedro Miguel Faria, Antonio Curado, Paula Azeredo, and Sergio I. Lopes. "Designing a UX Mobile App for Hydration and Sustainability Tracking in Academia." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001692.

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Higher Education Institutions (HEIs) are favored atmospheres in the civic training of their audiences, undertaking a major role in Global Sustainable Development. The management of waste packaging represents a huge environmental footprint, particularly the plastic water bottles which constitute a major example of everyday waste that directly impacts our lives, not only ecologically, but also economically. Hence, the project RefillH20 proposes to reduce the sales of plastic water bottles in the 6 schools of the Polytechnic Institute of Viana do Castelo (IPVC), respective bars, canteens, and halls of residence. For this purpose, a smartbottle, equipped with a radio frequency identification (RFID) chip, has been designed and integrated within an institutional ecosystem, that includes several smart refill stations, enabling an automatic filling process with no physical contact with the equipment. This approach enables not only the computation of water consumption metrics typically used for hydration assessment but also the computation of relevant sustainability metrics and indicators through a mobile application, such as the number of refills per period of time, amount of consumed water, the estimated amount of averted plastic waste considering different approaches (temporal, cumulative, individual or referring to colleges, classes, etc.), the energy-saving from overall waste reduction and reduction of greenhouse gas (GHG) emissions and information on users’ environmental footprint. This work presents the development of a high fidelity UX Mobile App prototype, which aims to allow users of RefillH20 ecosystem to monitor their water intake habits, as well as their contribution to improving the overall environmental sustainability in academia, and thus promoting the creation of awareness regarding their effective ecological footprint. By using a UX Design approach, the users have been involved interactively with these new digital products and services idealization, through their appearance and how they feel, use and remember such interactions.
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Jin, Jake, Yu Sun, and Ang Li. "A Smart Mobile Platform to Assist with Reading Comprehension using Machine Learning and Lexical Simplification." In 11th International Conference on Computer Science, Engineering and Information Technology. Academy & Industry Research Collaboration Center, 2024. http://dx.doi.org/10.5121/csit.2024.141412.

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Our research tackles the pressing issue of making news articles accessible and understandable to diverse audiences, particularly those with low literacy levels or cognitive disabilities such as dyslexia or autism [1]. We introduce an innovative AI-driven news application that employs advanced text simplification techniques alongside dynamic user feedback loops to significantly enhance readability and comprehension. At the heart of our solution is the integration of cutting-edge natural language processing (NLP) and machine learning technologies, including BERT text simplification models for parsing and restructuring complex sentences, coupled with sentiment analysis to gauge the emotional tone of content [2][3]. Addressing challenges such as maintaining accuracy in text simplification and fine-tuning the user feedback mechanism were pivotal in our development process [4]. Through rigorous experimentation, including controlled tests and user trials, we observed marked improvements in the accessibility of news content, with enhanced readability scores and positive user feedback. Our application stands out by offering a scalable, user-centered approach to news consumption, adapting to individual preferences and reading abilities. This ensures a more inclusive, informed public discourse, making our app an indispensable resource for brididing the information divide and empowering all users to stay informed, regardless of their literacy level or cognitive capabilities.
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Case, Denise M., Colton Steeve, and Matthew Woolery. "Progressive Web Apps are a Game-Changer! Use Active Learning to Engage Students and Convert Any Website into a Mobile-Installable, Offline-Capable, Interactive App." In SIGCSE '20: The 51st ACM Technical Symposium on Computer Science Education. ACM, 2020. http://dx.doi.org/10.1145/3328778.3367007.

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Tang, Pingzhong. "Reinforcement mechanism design." In Twenty-Sixth International Joint Conference on Artificial Intelligence. International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/739.

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We put forward a modeling and algorithmic framework to design and optimize mechanisms in dynamic industrial environments where a designer can make use of the data generated in the process to automatically improve future design. Our solution, coined reinforcement mechanism design, is rooted in game theory but incorporates recent AI techniques to get rid of nonrealistic modeling assumptions and to make automated optimization feasible. We instantiate our framework on the key application scenarios of Baidu and Taobao, two of the largest mobile app companies in China. For the Taobao case, our framework automatically designs mechanisms that allocate buyer impressions for the e-commerce website; for the Baidu case, our framework automatically designs dynamic reserve pricing schemes of advertisement auctions of the search engine. Experiments show that our solutions outperform the state-of-the-art alternatives and those currently deployed, under both scenarios.
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Lu, Yan, Joseph T. Chao, and Kevin R. Parker. "HUNT: Scavenger Hunt with Augmented Reality." In InSITE 2015: Informing Science + IT Education Conferences: USA. Informing Science Institute, 2015. http://dx.doi.org/10.28945/2237.

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This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then dis-play associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. A revision of this paper was published in Interdisciplinary Journal of Information, Knowledge, and Management Volume 10, 2015
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Amazonas, Mauro, Thais Castro, Rosiane De Freitas, and Bruno Gadelha. "Composing through Interaction: a framework for collaborative music composition based on human interaction on public spaces." In Simpósio Brasileiro de Computação Musical. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sbcm.2019.10421.

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Urban public art is a kind of art that is produced and demonstrated in public places, based on the function and connotation of the city itself exerts. As an essential artistic content in the contact of human life, the introduction of technology is a significant trend in public art, and with it, the interaction has become an increasingly relevant aspect of public art in the digital context. In this way, this work presents an environment for creating random collaborative music from interaction in public spaces using mobile technology. The result is a composition that goes towards to John Cage’s methods. However, in our case, all participants are composers and their interactions with space work as the component that brings randomness to composition. A case study was conducted with volunteer students divided into groups. Participants made use of two versions of Compomus - an app developed for immersive interaction with sound. One version encourages movement through the environment, while the other explores the spatiality of sound in a simulated public environment within the university. The interaction of the participants generated ten compositions, five from the first version and five compositions from the second version of the developed application. The sounds resulting from the interaction were made available to the public through a website.
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Reports on the topic "Website and mobile app audiences"

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Moscicki, Anna-Barbara, Heike Thiel de Bocanegra, Charlene Chang, et al. Determining Whether a Mobile App and Website Improve Appropriate Pap Test Screening for Cervical Cancer. Patient-Centered Outcomes Research Institute (PCORI), 2020. http://dx.doi.org/10.25302/08.2020.cdr.071501ic.

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