• Title/Summary/Keyword: Mobile Phone User interface

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Factors Affecting the Intention to Use of Smart-Phone Banking Service: A Case of Chinese Users (스마트폰 뱅킹서비스 수용의도에 영향을 미치는 요인: 중국 사례)

  • Kim, Soo-Hyun;Li, Lei
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.303-312
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    • 2012
  • In this paper we investigate the factors influencing the intention to use of smart-phone mobile banking service in China. We include the characteristics of smart-phone, mobile banking service, and users to the research model and also consider user satisfaction as an intervening variable. We try to find and prove the factors influencing the intention to use of smart-phone mobile banking service by surveying 206 chinese users and using structural equation model. This empirical paper proves that mobility, instance connectivity, use convenience, and intimacy give positive effects to intention to use of smart-phone mobile banking service. In addition, this paper indicates some managerial implications that mobility, access speed and the easy user interface can help to increase the degree of user acceptance.

Usability Study of Different Types of Mobile Phones Using KLM Model (KLM(Keystroke-level Model)모델을 이용한 일반 휴대폰과 스마트폰의 사용성 연구)

  • Yoon, Cheol-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.5
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    • pp.2081-2085
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    • 2013
  • The purpose of this study is to investigate the usability and user interface in different types of mobile phones. KLM(key-stroke-level model) model estimation and observation values were calculated to perform 11 functional factors in 4 ordinary mobile phones and 4 smart phones. In results, it was found that the usability of ordinary phone is superior to smart phone in basic and simple function likes phone call. On the contrary, the usability of smart phone is superior to memorizing and picturing function. Current results can be used to anticipate the future effort to improve user interface design especially in smart phone.

Research on Functional Use nnd Demands for Cellular Phone in The Aged (노령인구의 핸드폰 기능사용 현황 및 수요 조사)

  • Jung, Jae-Bum;Nam, Ki-Chun;Choi, Moon-Gee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.2
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    • pp.455-462
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    • 2009
  • The present study focused on the status of functional use and demands for cellular phone in the aged. Through a survey of 206 aged people, we asked the present use of UI(User Interface) and problems in use of functions of cellular phone. The survey consist of questions about use of internet and mobil products, receptiveness of various mobil contents and machines, and marketable evaluation. The results showed that great part of elder people used only cellular phone as telephone. However, it appeared that relatively younger people in the participants In survey used more and more various functions of cellular phone such as digital camera. Moreover, according to the situations of health, economy, culture of participants, they demanded more various functions and UI in cellular phone.

The Influence of Altering Mobile Phone Interface on the Generation of Mental Model (모바일 폰의 인터페이스 변경이 멘탈모델 형성에 미치는 영향)

  • Park, Ye-Jin;Kim, Bon-Han
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.575-588
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    • 2008
  • This study is to inquire respective patterns of mental models caused by wrongful usages which can be experienced when a user who is used to a keypad-based mobile phone starts using a touch screen mobile phone and to find out the features of the user's logical process of correcting such wrongful usages to a new mental model. In addition, design improvement to be considered for easy generation of the mental model regarding touch screen mobile phones was reviewed in this study. We set up test subjects for the most frequently used seven high priority functions among touch screen phone functions and carried out the subject assessment together with interview surveys after the video observation experiment. Our test results show that test subjects who were used to keypad-based mobile phones tend to use operation knowledge related to the computer operational system(Window) or the web browse, navigation including Tap or Double Tap in order to correct the mental model when a wrongful usage is made. In addition, the result of comparison and analysis of the subject assessment and the video observation experiment data shows that wrongful usages of touch screen mobile phones mostly occurred in the field of 'information feedback' and 'navigation' among mobile phone components.

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Usability of Wireless Application Protocol Interface in the Philippines

  • Tangsoc, Jazmin Chong;Ponio V., Amelia S.
    • Industrial Engineering and Management Systems
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    • v.8 no.1
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    • pp.54-65
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    • 2009
  • The existence of Internet revolutionized the computer and communications world. With the rising demand for accessing the Internet, the mobile technology has incorporated the use of Internet in mobile phones. Wireless Application Protocol (WAP) has combined two of the widest utilized technology today: mobile phones and Internet. This study aims to assess the existing WAP pages offered by the top service providers in the Philippines through usability testing experiments. The paper also aims to identify existing problems in WAP interface by focusing on the errors committed by the users. From the usability study, it was found out that common usability problems are wrong selection of links, unclear grouping of categories, wrong feedback, and redundant links. The type of service provider used is significant in determining the performance of users while experience in accessing WAP is insignificant.

Li100A Study on the Usability of WAP Interface in the Philippines

  • Chong, Jazmin N.;Ponio V, Amelia S.
    • Industrial Engineering and Management Systems
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    • v.7 no.1
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    • pp.66-77
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    • 2008
  • The existence of Internet revolutionized the computer and communications world. With the rising demand for accessing the Internet, the mobile technology has incorporated the use of Internet in mobile phones. Wireless Application Protocol (WAP) has combined two of the widest utilized technology today: mobile phones and Internet. This study aims to assess the existing WAP pages offered by the top service providers in the Philippines through usability testing experiments. The paper also aims to identify existing problems in WAP interface by focusing on the errors committed by the users. From the usability study, it was found out that common usability problems are wrong selection of links, unclear grouping of categories, wrong feedback, and redundant links. The type of service provider used is significant in determining the performance of users while experience in accessing WAP is insignificant.

Buying vs. Using: User Segmentation & UI Optimization through Mobile Phone Log Analysis (구매 vs. 사용 휴대폰 Log 분석을 통한 사용자 재분류 및 UI 최적화)

  • Jeon, Myoung-Hoon;Na, Dae-Yol;Ahn, Jung-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.460-464
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    • 2008
  • To improve and optimize user interfaces of the system, the accurate understanding of users' behavior is an essential prerequisite. Direct questions depend on user' s ambiguous memory and usability tests depend on the researchers' intention instead of users'. Furthermore, they do not provide with natural context of use. In this paper we described the work which examined users' behavior through log analysis in their own environment. 50 users were recruited by consumer segmentation and they were downloaded logging-software in their mobile phone. After two weeks, logged data were gathered and analyzed. The complementary methods such as a user diary and an interview were conducted. The result of the analysis showed the frequency of menu and key access, used time, data storage and several usage patterns. Also, it was found that users could be segmented into new groups by their usage patterns. The improvement of the mobile phone user interface was proposed based on the result of this study.

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Implementation of multi-touching and application based touch interface using Infrared (적외선을 이용한 멀티 터치와 터치 인터페이스의 구현)

  • Yoo, Ki-Sun;Hong, Rok-Ji;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.14 no.6
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    • pp.928-934
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    • 2010
  • In this paper, the method introduce for touching signals and run the application on the multi touch environment using infrared light. When the user touches the screen, the infrared camera make a movie the light and the light which made through image processing communicate from TUIO(Tangble User Interface Object) protocol to Application. this Program is using the delivery informations which are occurred the event to Application. The Application which use the touch can exchange the Andoroid Phone between Mobile picture supervision Application also this equipment introduces about the musical entertainment Application which play a music many users at the same time.

A Study on Production of Low Storage Capacity of Character Animation for 3D Mobile Games (3D 모바일 게임용 저용량 3D캐릭터 애니메이션 제작에 관한 연구)

  • Lee Ji-Won;Kim Tae-Yul;Kyung Byung-Pyo
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.107-114
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    • 2005
  • The next generation of 3D mobile games market is becoming increasingly active, more as a result of improvement in the CPU speed of hardware phone, embarkation of 3D engines and high memory capacity, In response to this trend, popular 3D games of PS2 (PlayStation2) and popular online games are being launched as mobile games. However, mobile units have different hardware characteristics compared to those of other platforms such as the PC or the game console. Therefore, mobile game versions of the popular PC games face many limitations in many aspects such as in battery capacity, size of display, capacity of the game, and other user interface issues. Among these many limitations, study for allowing low capacity storage of the game is becoming important. In addition, realistic animation of the 3D character on the small screen of the mobile unit is more important than any other matter. The purpose of this study is to find a solution to providing realistic 3D character animation, and for decreasing the storage capacity of character animation for application in 3D mobile games.

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Design of a Middleware for Android-based Smart Phone Applications (안드로이드 기반 스마트 폰 응용을 위한 미들웨어 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.111-117
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    • 2012
  • With the rapid growth of smart phone technologies, mobile user's demands for using services provided by existing web or portal cites are highly increased. These services, however, are designed for the environment of desktop PCs or laptops in general, so it requires lots of costs for corrections and has difficulties for system protection to use in current mobile devices. In this paper, we design and implement a middleware for android-based smart phone apps to cooperate with a portal system with minimum corrections and function configuration. Our middleware system is working as an interface between an existing portal system and mobile devices to provide harmonious usage and safe system protection.