Effects of interface design factors on affective responses and quality evaluations in mobile applications

2017 ◽  
Vol 72 ◽  
pp. 525-534 ◽  
Author(s):  
Upasna Bhandari ◽  
Tillmann Neben ◽  
Klarissa Chang ◽  
Wen Yong Chua
2021 ◽  
Author(s):  
Daniel de Souza Baulé ◽  
Christiane Gresse von Wangenheim ◽  
Aldo von Wangenheim ◽  
Jean C. R. Hauck ◽  
Edson C. Vargas Júnior

Author(s):  
Hanna Jochmann-Mannak ◽  
Leo Lentz ◽  
Theo Huibers ◽  
Ted Sanders

This chapter presents an experiment with 158 children, aged 10 to 12, in which search performance and attitudes towards an informational Website are investigated. The same Website was designed in 3 different types of interface design varying in playfulness of navigation structure and in playfulness of visual design. The type of interface design did not have an effect on children’s search performance, but it did influence children’s feelings of emotional valence and their evaluation of “goodness.” Children felt most positive about the Website with a classical navigation structure and playful aesthetics. They found the playful image map Website least good. More importantly, children’s search performance was much more effective and efficient when using the search engine than when browsing the menu. Furthermore, this chapter explores the challenge of measuring affective responses towards digital interfaces with children by presenting an elaborate evaluation of different methods.


2011 ◽  
Vol 268-270 ◽  
pp. 1739-1744
Author(s):  
Cu Guo ◽  
Qing Yi Hua ◽  
Ya Ming Li ◽  
Yan Shuo Chang ◽  
Hong An Pan

In view of various shortcomings of the traditional MVC model and PAC model in mobile applications, this paper presents a new type of mobile user interface model named MD to guide the mobile user interface design and prototyping. MD model reasonably distributes the tasks between front-end and back-end: input and output are closely coupled as front code put in the D to achieve macro-communication, application model can be considered as back code put in the M. This model effectively solves the power restricted and other problems of mobile devices. By applying this model to the prototype development of Android-based Interactive Graphics Toolkit—AIGT, we verifies the feasibility and effectiveness of the model.


SISFORMA ◽  
2021 ◽  
Vol 8 (1) ◽  
pp. 37
Author(s):  
Ahmad Habib ◽  
Ardy Januantoro ◽  
Okky Candra Srimarsono

In the information age, technology has become one of the things that are growing more rapidly, one of the technologies is the internet. From the use of the internet, it can also be used by sales that have Android mobile-based bread ordering information systems. By only using a cell phone, system users can order bread. This can be a tool in the special community in ordering bread. As with computers, mobile phones can also install a variety of software or software that they want. Besides, android phones can also be used for transactions. Like making a bread order transactions through an android phone. The stages that will be carried out by the author for the application development process include analysis and needs, application design, and application interface design, so that the application is made easy to use. The ordering system designed can make it easier for admin to view order details, check stock, manage customer data by using a database as a storage medium, and can also provide customers to buy stock of bakery goods available at these outlets to provide accurate information. The SMART method has been proven to be implemented in searches based on user preferences, and gives different results if the value of the criteria entered is different. However, conventional search methods are still provided in addition to searching for goods using the SMART Method.


2019 ◽  
Vol 4 (1) ◽  
pp. 1-7
Author(s):  
Siti Fatimah Abd Raof ◽  
Nor Azzyati Hashim ◽  
Noor Azura Zainuddin

There are many mobile applications that help to boost Quran memorization, but the target users are normally for general people without specifically consider the design for ageing people. This becomes imperative since ageing people need to face with the cognitive and physical decline as they are getting older. Hence, to enhance Quran memorization, a mobile app known as E-Hafazan was developed. For the interface design, the researchers integrated the mobile design guidelines for ageing people that comprise of seven categories: cognitive, content, navigation, visual, audio, perception and dexterity. The aims of this paper are to investigate the usability of mobile interface design and user acceptance on E-Hafazan mobile app for Quran memorization. A total of 30 people around Arau, Perlis participated in the system evaluation. The participants were in the category of middle-aged adults and early elderly, between the ages of 40-74 years old. From the findings, most of the respondents are satisfied with the E-Hafazan app since it is effective, interactive and ubiquitous for memorizing Al-Quran although there is a slight lack in the result of the visual category for the mobile interface design.


2021 ◽  
Vol 11 (23) ◽  
pp. 11327
Author(s):  
Sara Domínguez-Lloria ◽  
Rut Martínez López de Castro ◽  
Sara Fernández-Aguayo ◽  
Margarita Pino-Juste

This article presents the results of the content analysis of 32 painting and drawing mobile applications aimed at children between 4 and 12 years old. The characteristics of the artistic dimension were studied, such as the possibilities of drawing, color, and experimentation, as well as the characteristics of the technical dimension related to the visual design of the interface, usability, and adaptability to users. The results collected show that mobile apps offer tools that have great potential for artistic and creative development, but also reveal certain limitations and problems in the quality of the graphic tools and interface design. One of the central problems of the interfaces of these apps is related to decontextualization and the lack of attention to the diversity and the heterogeneity of users in that age group.


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