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1.
Based on a sample of 944 respondents who were recruited from 20 elementary schools in South Korea, this research surveyed the factors that lead to smartphone addiction. This research examined the user characteristics and media content types that can lead to addiction. With regard to user characteristics, results showed that those who have lower self-control and those who have greater stress were more likely to be addicted to smartphones. For media content types, those who use smartphones for SNS, games, and entertainment were more likely to be addicted to smartphones, whereas those who use smartphones for study-related purposes were not. Although both SNS use and game use were positive predictors of smartphone addiction, SNS use was a stronger predictor of smartphone addiction than game use.  相似文献   

2.
This paper develops and tests a motivational model to explain the overall continuance intention to use computers and smartphones. Based on survey data from 192 undergraduate students, structural equation modeling analysis is used to report: (1) the independent effect of intrinsic motivation on the continuance intention to use computers and smartphones; (2) the independent effect of extrinsic motivation on the continuance intention to use computers but not smartphones; (3) intrinsic motivation mediating the effect of extrinsic motivation on the continuance intention to use computers; (4) the independent effect of technology cognizance on the continuance intention to use computers but not smartphones; (5) intrinsic motivation positively influencing extrinsic motivation and technology cognizance, with respect to both devices. This research contributes to an improved understanding of the independent and interrelated effects of intrinsic and extrinsic motivations to use technological devices. The findings have important implications for theory and practice regarding the overall use of technology.  相似文献   

3.
Icon color and icon border shape are two key factors that affect search efficiency and user experience but have previously been studied separately. This study aimed to ascertain their separate and combined effects on smartphone interfaces. We conducted an experiment using eye tracking in addition to performance and experience measures to understand the effects of app icon color and border shape on visual efficiency and user experience. The results identified both features as essential attributes with interactive effects in the process of searching app icons on a smartphone interface. The study confirmed that varied colors across icons and a rounded square border shape helped to improve search efficiency, decrease cognitive effort, and lead to a more positive user experience.Relevance to industryUsers of smartphones are often confronted with the problem of selecting a single app from a great number of apps. Visual design of app icons plays a key role in influencing visual search efficiency and user experience. The results of this study have implications for designing app icons on the interface of smartphones to improve search efficiency and elicit positive user experience.  相似文献   

4.
While most research on website has focused on functional tasks, the Internet offers many opportunities for leisure as well as experiential activities. Because of the evolution of developed society toward an experience economy, analyzing the role of technologies in the presence of prior user experiences makes sense. This research identifies variables that play a role and influence online behaviors in a specific experiential environment, namely the high culture museum website. Relying on the literature on experience, we propose a research model tested with two different websites. The results of the free simulation experiment indicates that (1) esthetics is the most important design criteria for experiential interfaces and (2) that website design influences intentions to visit a physical place.  相似文献   

5.
The main aim of this research is to propose a conceptual model that explains the factors that can predict behavioral intention to use smartphones and the actual use of smartphones by young Arab consumers in three Arab countries: Iraq, Jordan, and the United Arab Emirates (U.A.E.). The findings indicate that the proposed extended model fits well in the three countries. The research provides information that can help policymakers and mobile companies.  相似文献   

6.
Regular exercise is one of the most important factors in maintaining a good state of health. In the past, different systems have been proposed to assist people when exercising. While most of those systems focus only on cardio exercises such as running and cycling, we exploit smartphones to support leisure activities with a focus on resistance training. We describe how off-the-shelf smartphones without additional external sensors can be leveraged to capture resistance training data and to give reliable training feedback. We introduce a dynamic time warping-based algorithm to detect individual resistance training repetitions from the smartphone’s acceleration stream. We evaluate the algorithm in terms of the number of correctly recognized repetitions. Additionally, for providing feedback about the quality of repetitions, we use the duration of an individual repetition and analyze how accurately start and end times of repetitions can be detected by our algorithm. Our evaluations are based on 3,598 repetitions performed by ten volunteers exercising in two distinct scenarios, a gym and a natural environment. The results show an overall repetition miscount rate of about 1 % and overall temporal detection error of about 11 % of individual repetition duration.  相似文献   

7.
A smartphone is a device which offers advanced technologies, functions similarly to a computer, supports multitasking and makes it easy to remain connected with others. The following survey design research examined the usage patterns of smartphone users across different demographics. The results of this study provide insights into the prevalence of respondents’ usage of smartphones and their habits and behavior related to smartphone use itself especially among the younger generation of social disorders such as nomophobia and phubbing. In addition to documenting the experience of smartphone users, the research also examines personality patterns related to smartphone usage, the trends of different age groups, and the effects of gender preferences.  相似文献   

8.
The objective of this study is twofold. First, it aims to investigate the various values users achieve with smartphones, which is a form of user‐empowering information technology (IT). The other objective is to introduce a means‐end chain approach into IT‐user studies. An important attraction of smartphones is their personalized environment, which is mainly provided by varied applications. The user personalization ability implies that users achieve diverse benefits with smartphones; that is, users decide what a smartphone is to them rather than adopt a given product. Thus, investigating what values users pursue with a smartphone (i.e. a value‐oriented approach) will give insights into understanding the users. To investigate user values in using smartphones, we conducted a laddering interview with 54 smartphone users and analyzed the data by using a means‐end chain approach to understand consumers' hierarchical value structure. This study contributes to value‐oriented research on user‐empowering IT by revelling how users benefit from smartphones. Furthermore, the study advances value‐oriented research by showing what users actually do with smartphones, from concrete activities to abstract values. In addition, a means‐end chain approach introduced in the study can be another angle for the investigation of user adoption of technology, in that it can describe IT use contexts and practices, which become an important object of analysis in the information systems research.  相似文献   

9.
This paper explores how the use of smartphones vs. laptops influences students’ engagement, behaviour and experience watching academic videos in a collaborative classroom. Experiments were run in authentic teaching sessions with a total of 483 first-year higher education students. The methodology applied is a quasi-experimental design with post-test-only, being the independent variable, the device used to visualise the academic videos. Results indicate that the use of laptops has provided better results in terms of student’s engagement with the videos, their collaborative behaviour and satisfaction with the device. Hence, the findings of this research suggest that the type of mobile device used in activities that consider the use of videos in a collaborative class need to be carefully chosen to maximise the student’s comfortability – and in consequence, their engagement with the video-based learning activity and their positive behaviour and experience within the collaborative context.  相似文献   

10.
With prosperity of applications on smartphones, energy saving for smartphones has drawn increasing attention. In this paper we devise Phone2Cloud, a computation offloading-based system for energy saving on smartphones in the context of mobile cloud computing. Phone2Cloud offloads computation of an application running on smartphones to the cloud. The objective is to improve energy efficiency of smartphones and at the same time, enhance the application’s performance through reducing its execution time. In this way, the user’s experience can be improved. We implement the prototype of Phone2Cloud on Android and Hadoop environment. Two sets of experiments, including application experiments and scenario experiments, are conducted to evaluate the system. The experimental results show that Phone2Cloud can effectively save energy for smartphones and reduce the application’s execution time.  相似文献   

11.
In this paper, we investigate the relationship between automatically extracted behavioral characteristics derived from rich smartphone data and self-reported Big-Five personality traits (extraversion, agreeableness, conscientiousness, emotional stability and openness to experience). Our data stem from smartphones of 117 Nokia N95 smartphone users, collected over a continuous period of 17 months in Switzerland. From the analysis, we show that several aggregated features obtained from smartphone usage data can be indicators of the Big-Five traits. Next, we describe a machine learning method to detect the personality trait of a user based on smartphone usage. Finally, we study the benefits of using gender-specific models for this task. Apart from a psychological viewpoint, this study facilitates further research on the automated classification and usage of personality traits for personalizing services on smartphones.  相似文献   

12.
ABSTRACT

The growing spread of mobile phones and internet has some practitioners and scholars arguing about the possible irrelevance of community technology centers (CTCs) serving low-income communities. However, although mobile internet is making great strides, it does not yet substitute for public access; in actuality, mobile phones and computers at CTCs complement each other in providing those who face digital inequalities with a broader sociotechnical experience. In order to explore this problem, this paper explores this experience by investigating how favela residents appropriate mobile phones, posing the question, “how do marginalized populations perceive CTCs in the mobile internet era?” To address this question, I draw on a 10-month ethnography in the favelas of Vitória, Brazil which examines slum residents’ uses of information and communication technologies (ICTs) such as computers and smartphones. Through this research, I demonstrate how marginalized people take advantage of smartphones and computers in a complementary way, using these ICTs to best meet their needs as they experience daily life in a relatively severe environment.  相似文献   

13.
With the wide popularity of mobile devices such as smartphones and tablets, mobile shopping, which can be conducted anytime and anywhere, has received increased attention and strengthened beyond expectations. This study investigates the factors influencing the use of mobile shopping (m-shopping) value from personality, usability, and technology perspectives. The m-shopping value that users experience during m-shopping can be divided into utilitarian value and hedonic value. The results show that personalization, self-efficacy, intimacy, simplicity, mobility, and connectivity have considerable influence on m-shopping value. More specifically, the personalization, simplicity, and connectivity of m-shopping influence utilitarian value, as well as hedonic value and shopping value, influences m-shopping use.  相似文献   

14.
Mobile phone is a necessary gadget for modern people nowadays. More and more users consume news and media content from smartphones via news applications or social media platform. It is important for news portals to understand young generation deeply to provide suitable service. This study introduces the method of taxonomy of experience (ToE) and its analytic approach of SEEing to understand college students’ user experience of Taiwanese news applications on smartphones. Users were encouraged to express their feelings, opinions, and operation processes during the testing via the approach of ‘think aloud’. The analytic approach of SEEing includes nine steps to categorise and analyse users’ verbal commentary. More importantly, user experience is analysed via clear missions of each steps. A total of 80 participants were invited to evaluate four news applications that were developed by media in Taiwan. Each news application was evaluated by 20 participants. The outcomes show that the users’ experience of news applications include the expectation of quick understanding, sharing, consistency, fun, importance, diversity, interests, and a wide range of topics. The outcome of this study provides an alternative way for news providers in Taiwan to re-evaluate what the users’ real desires of news applications are.  相似文献   

15.
A personal mobile DRM manager for smartphones   总被引:1,自引:0,他引:1  
Siddharth  Radu  Bogdan   《Computers & Security》2009,28(6):327-340
In this paper we report on our experience in building the experimental Personal Digital Rights Manager for Motorola smartphones, an industry first.Digital Rights Management allows producers or owners of digital content to control the manner in which the content is consumed. This may range from simply preventing duplication to finer access policies such as restricting who can use the content, on what devices, and for how long. In most commercial DRM systems, the average end user plays the role of content consumer, using DRM protected content made available by a service. Here we present a personal digital rights system for mobile devices where the end user has the ability to place DRM protection and controls on his or her own personal content.We designed the personal DRM system to allow users of a mobile device to transparently define controls and generate licenses on custom content and securely transfer them to other mobile devices. A user is able to define and restrict the intended audience and ensure expiration of the content as desired. Compatible devices automatically detect each other and exchange credentials. The personal DRM system on each device safely enforces the content usage rules and also handles moving licenses between devices while preventing leakage of content. We implemented a prototype of our system on Motorola E680i smartphones.  相似文献   

16.
Barcode scanners for smartphones enable mobile product-centric services for consumers. We have developed a mobile app that enables consumers to share their use of and opinions about products with their friends and others. Our goal is to establish a product-centric information stream generated by users to benefit other consumers and retail businesses and to enable large-scale research on consumer-product interaction. This paper describes our approach to create a sustainable service. We report first experiences and an initial evaluation after releasing the app to the public, give an overview over possible business models, and discuss some of the challenges we experienced during implementation.  相似文献   

17.
Millions of people retrieve their emails and files using their smartphones, yet smartphone retrieval of such personal information has never been studied or compared to retrievals from PCs. In our within-subjects study, we compared the retrievals of our 57 participants in four conditions: files using PCs, emails using PCs, files using smartphones, and emails using smartphones. Our results indicate that when using smartphones, retrievals were significantly less successful and efficient than when using PCs, casting doubt on the implicit assumption that the use of these devices is equivalent. Our results also indicate that participants used the search facility for emails about seven times more than for files, which can encourage vendors to invest more efforts in improving email search engines and file navigation systems. Finally, we found that the tendency to search shows interpersonal differences but consistency across different situations for the same individual and therefore can be regarded as a personal trait. Future research can attempt to explain the search tendency trait in terms of cognitive abilities and personality traits, incorporating it to well-established theories. This may pave the way to a new trait-related theory in the field of information science.  相似文献   

18.
As smartphones are now widely used, new types of mobile donation applications have emerged. These new types of mobile donation applications transform giving into easy and convenient activities without interfering in users’ daily schedules, and they enable users to keep donating. However, there is still a lack of research on these new types of mobile donation applications as a new venue of technology-mediated civic engagement. The purpose of this article is to investigate the important factors that affect people’s continuance intention to use mobile donation applications. Based on previous studies of cause-related marketing, this study identifies four attributes—type-cause fit, name-cause fit, cause involvement, and perceived effectiveness—that play an important role in mobile donation applications. Our survey results show that all four attributes have significant positive impacts on users’ willingness to use mobile donation applications. The results of this study contribute to mobile application and donation research and provide guidelines for practitioners on the design and creation of mobile donation applications.  相似文献   

19.
The increasing ubiquity of smartphones coupled with the mobility of their users will allow the use of smartphones to enhance the operation of wireless sensor networks. In addition to accessing data from a wireless sensor network for personal use, and the generation of data through participatory sensing, we propose the use of smartphones to collect data from sensor nodes opportunistically. For this to be feasible, the mobility patterns of smartphone users must support opportunistic use. We analyze the dataset from the Mobile Data Challenge by Nokia, and we identify the significant patterns, including strong spatial and temporal localities. These patterns should be exploited when designing protocols and algorithms, and their existence supports the proposal for opportunistic data collection through smartphones.  相似文献   

20.
In the digital age, the dependence of the elderly on smartphones is growing; and the frequency of use and time spent on various apps continue to grow. The display elements belonging to the quick access area on the homepage of an app act as shortcuts for navigation, directly affecting the search efficiency and user experience of the elderly when they use the app. In this study, we aim to investigate the impact of the density of the elements (icons and their text labels) located on the quick access area of smartphone apps on the visual search efficiency and user experience of elderly people. First, three typical density designs were extracted by collating and analyzing the density rules for the elements belonging to the quick access areas on the homepages of existing elderly-oriented versions of mainstream apps. Then, the densities of three elements in the quick access area on the homepage of a takeout app were used for a case study involving 96 elderly subjects, who were invited to participate in the task search test and user interviews. The results showed that the density of the elements in the app’s quick access area had no significant effect on the visual search efficiency of the subjects but had a certain impact on the user experience. Additionally, the older elderly subjects preferred designs with lower density, while the younger elderly ones, who had more online shopping experience, preferred designs with higher density. The subjects were more concerned about the ease of use and the overall user experience of the quick access area than its visual aesthetics. The research results not only provide a theoretical reference and design basis for designing icons and text labels belonging to the quick access area of apps, considering the density of these elements in the context of elderly-oriented apps, but also offers inspiration for improving the user experience of elderly people that use apps.  相似文献   

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