• Title/Summary/Keyword: Mobile app

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Market Segmentation by Loyalty and Switching Intentions of Mobile Social Commerce Apps -Differences in Perceived Service Quality and Switching Barriers- (모바일 소셜커머스 앱의 충성의도와 전환의도에 따른 시장세분화 -지각된 서비스 품질과 전환장벽의 차이-)

  • Sung, Heewon;Kim, Eun Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.1
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    • pp.65-80
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    • 2019
  • Mobile shopping has spread rapidly in the consumer's daily life, and numerous fashion companies have now launched a mobile shopping application. By focusing on mobile social commerce apps, this study was to: (a) segment consumers based on loyalty and switching intentions, (b) to test differences in perceived service quality and switching barrier factors among segments, and (c) examine the effects of perceived service quality and switching barriers on loyalty intention. A total of 550 responses were obtained from mobile users in their 20s to 40s who purchased fashion products through a social commerce app in the last six months. Consumers were classified into four clusters: split-loyals, latent loyals, habitual loyals, and switchers. The split-loyal group showed the highest level of mean scores on perceived service quality and switching barrier factors; however, the switcher group showed the lowest mean scores. Of service qualities, app design had a significant effect on loyalty intentions in both split-loyal and latent loyal groups; the factors of ease of use and privacy had significant effects on loyalty intentions in switchers. Of switching barrier factors, virtual relationship had the most strongly effect on loyalty intention for the four segments.

A Study on the Development of App Ecosystem based Smart Home

  • Moon, Junsik;Park, Chan Young
    • Architectural research
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    • v.18 no.1
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    • pp.13-20
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    • 2016
  • Smart Home has achieved remarkable developments over the past few decades. In the ICT(Information and Communications Technology) field, 'app ecosystem'-a collection of multiple devices such as mobile phones and tablets, software (operating system and development tools), companies (manufacturers, carriers, app-stores, etc.) and the process through which data is transferred/shared by a user from one device to another device or by the device itself-has come into wide use since the advent of the smart phone. Due to the synergy effect of the 'app ecosystem', it has been applied to various fields such as televisions and automobile industries. As a result, both the Smart TV and connected vehicle have developed their own ecosystem. Although much research has been conducted on these two ecosystems, there is a lack of research regarding 'App Ecosystem based Smart Home' (AESH). This research focuses on the building scenarios based on 'Tracking, Analyzing, Imaging, Deciding, and Acting (T.A.I.D.A), a future prediction method process. Rather than taking an approach from the perspective of providing and applying advanced technology for research on building future scenarios, this paper focuses on research from the perspective of architectural planning. As a result, two future scenarios of AESH are suggested.

A Study on Building an Integrated Model of App Performance Analysis and App Review Sentiment Analysis (앱 이용실적과 앱 리뷰 감성분석의 통합적 모델 구축에 관한 연구)

  • Kim, Dongwook;Kim, Sungbum
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.58-73
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    • 2022
  • The purpose of this study is to construct a predictable estimation model that reflects the relationship between the variables of mobile app performance and to verify how app reviews affect app performance. In study 1 and 2, the relationship between app performance indicators was derived using correlation analysis and random forest regression estimation of machine learning, and app performance estimation modeling was performed. In study 3, sentiment scores for app reviews were by using sentiment analysis of text mining, and it was found that app review sentiment scores have an effect one lag ahead of the number of daily installations of apps when using multivariate time series analysis. By analyzing the dissatisfaction and needs raised by app performance indicators and reviews of apps, companies can improve their apps in a timely manner and derive the timing and direction of marketing promotions.

The Study on the e-Service Quality Factors in m-Shopping Mall App based on the Kano Model (카노 모형을 이용한 모바일 쇼핑몰 앱의 서비스 품질 요인 분석에 관한 연구)

  • Kim, Sang-Oh;Youn, Sun-Hee;Lee, Myung-Jin
    • The Journal of Industrial Distribution & Business
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    • v.9 no.12
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    • pp.63-72
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    • 2018
  • Purpose - In this study, it is classified the service quality dimension of mobile shopping app using Kano model. In addition, it is evaluated quality factors suitable for strategic management from the viewpoint of service provider through mobile application through binary dimension analysis. Research design, data, and methodology - In this study, seven quality dimensions such as information quality, reliability, immediacy, convenience, design, security and customer service were derived through related studies to make binary shopping quality app quality measurement. 37 sub-variables were set by each quality dimensions. Each questionnaire was composed of positive and negative items like Kano's proposed method, and the satisfaction coefficient suggested by Timko(1993) was examined to understand the influence of each factors on customer satisfaction. Results - As a result of research, shopping app users perceived unity quality factor in most items of service quality dimension such as information quality, reliability, immediacy, convenience and customer service. In addition, the satisfaction coefficient showed a good impression, quick response of the result, fast delivery, and the unsatisfactory coefficient showed more interest in personal information such as payment method safety, and transaction security. As a result of research, shopping app users perceived unity quality factor in most items of service quality dimension such as information quality, reliability, immediacy, convenience and customer service. And, in information quality, the information overload was classified as an apathetic quality component, while the related information provision belonged to an attractive quality component. In reliability quality, customized service provision was classified as an attractive quality component. In instant connectivity, the quality of the connection during transport was classified as an attractive quality component. In convenience quality, access to product information was classified as a one-way quality component. All components of designs quality were classified as attractive quality components, and in security quality, all of their components were all classified as one quality component. Lastly, in customer service, they components were all classified as a single quality component. In addition, the satisfaction coefficient showed a good impression, quick response of the result, fast delivery, and the unsatisfactory coefficient showed more interest in personal information such as payment method safety, and transaction security. Conclusion - In the online service environment, which is difficult to differentiate in terms of upward upgrading only by technological implementation and function, the results of this study can be suggested as a differentiating factor for major channels with customers rather than improve the brand image.

Customer Value Factors Influencing the Continuous Use Intention of Department Store Mobile Apps : Focusing on the Customer of Sinsegae Department Store (백화점 모바일 앱 지속 이용 의도에 영향을 미치는 고객 가치 요인 : 신세계 백화점 이용 고객을 중심으로 )

  • Kim, So-hyun;Choi, Chang-bum
    • Journal of Venture Innovation
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    • v.6 no.4
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    • pp.23-40
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    • 2023
  • This study examines the customer value factors affecting the intention to continue using the mobile app of department stores, which are traditional offline retailers, in the retail industry that is rapidly digitalizing and becoming mobile. This study clarifies multidimensional customer value in three dimensions; functional, convenience, and social. Functional value refers to the integrated channel, and consistent customer experience provided between channels in the omnichannel retail environment, while convenience value is the convenience of saving time and effort save while customers use a mobile app. Social value refers to the improvement of social approval or social self-concept occurring due to the use of products or services related to green marketing within the mobile app of the department store. The influence of each on the dependent variable, the mobile app's continuous use intention, was analyzed by using the three dimensions of customer value as independent variables. Data was collected from customers who have a history of using the mobile app of Shinsegae Department Store in Korea, and a confirmatory analysis was conducted using Smart PLS 4.0. The analysis results showed that all three dimensions of customer value; functional value, convenience value, and social value, had a positive (+) influence on customers' intention to continue using the mobile app, and the influence of functional value had the greatest impact. As functional value appears to be the most important influencing factor due to the omnichannel retail trend by advancement of technology, it suggests that it is important for department stores, and offline retailers, to provide integrated channels. This provides insights into the direction of customer-centered strategy formulation for activating department store mobile apps and suggests basic analytical data for customized services and marketing activities that department stores can effectively meet the changing expectations and demands of customers through new mobile channels rather than existing offline channels.

A Study on the Management of "the Internship of the Disabled" Using Mobile App (모바일 앱을 이용한 장애학생의 현장실습 관리 연구)

  • Koo, Min-Jeong;Han, Koung-Don;Noh, Dong-Ho
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.419-424
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    • 2013
  • A study was performed on the management of working hours, starting time, and the internship journal using mobile app in order to manage the on the job training of the disabled students in the industrial companies. The employer of the disabled verifies if the acceptable standard of the disabled students and the actual information of the applicant matches, before hiring (accepting) the applicant. The company manages the attendance information (working hours and address, etc.) of the trainees using GPS. Judging from the result of the performance of this process, the process has contributed to the on the job training of the disabled, so the program is underway to link the process to the actual employment in the future. To test This app in this research, surveys with 34 students were done on "Results of Usefulness." UI satisfaction about this application showed more than 81.1% of beyond Just OK.

A Study on the Need for a Mobile Application Development Educational Program using an Authoring Tool (저작도구를 이용한 모바일 애플리케이션 개발 교육프로그램의 필요성에 대한 연구)

  • Chang, Young-Hyun;Oh, Sang-Yeob
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.253-258
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    • 2014
  • To ensure excellence in logical software education for smart IT technologies in schools, the study was conducted to determine whether a course on mobile application (app) content creation using an app authoring tool can be introduced as a part of the regular curriculum. As an approach method, five sessions of related training for characterized high school teachers as well as three sessions for elementary, middle and general high school teachers nationwide and a satisfaction survey were conducted for a total of five surveys. The average of 91.4% for more than moderately satisfied' is judged to reflect the perception of a highly successful study. In conclusion, the introduction of an app development education program using an authoring tool in schools is considered essential, and furthermore, the need for establishing new national technical qualifications is still rising.

Design of a Smart Phone App for Measuring Object Size in a Picture Image (화상 이미지내의 피사체 크기 계측을 위한 스마트 폰 어플 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.5
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    • pp.135-142
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    • 2013
  • With a rapid growth of hardware and product material industries, evolution of handheld terminal technologies is progressed. Various applications using mobile phone are the major trend in recent smart applications. Especially, interesting applications using camera module in a smartphone are developed continuously, mobile users are able to use various useful mobile applications nowadays. In this paper, we design and implement smartphone app for measuring real size of the shooting object in the image taken by a camera module in a smartphone precisely. We implement 4 different shooting modes for precise measurement of objects and 0 point control module is developed to minimize the differences of shooting images taken by different types and systems of various smartphones. The smartphone app proposed and implemented in this paper is analyzed and evaluated by a simulation study.

Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.88-98
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    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.

Usability Evaluation of a Mobile App for Sexual Violence Survivors (성폭력 피해 경험자를 위한 모바일 앱 사용성 평가)

  • Lee, Jieha;Park, Young;Jung, Jai E.;Kim, Kihyun;Park, Jooyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.700-711
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    • 2022
  • The purpose of this study is to evaluate the usability of the mobile app 'Allive' to improve accessibility to resources and mental health services among sexual violence survivors. Participants include survivors of sexual violence as well as service providers at sexual violence crisis intervention centers. The usability test was conducted as a quantitative and qualitative evaluation after study participants used the app in a real-life environment. The results of usability testing highlighted the positive and beneficial impact on mental health function as well as accessibility to essential resources for those who have experienced sexual violence.