Purpose -Accessing web sites from mobile devices has been gaining popularity but may often do not give the same results and experiences as accessing them from a personal computer. The paper aims to discuss these issues. Design/methodology/approach -To address these issues, the paper presents a server-side adaptation approach to prioritising adaptive pages to different devices through prioritisation system. The prioritisation approach allows users to prioritise page items for different devices. The prioritisation engine reorders, shows, and removes items based on its priority set by users or developers. Findings -With this approach, the overall web page's structure is preserved and the same terminology, content, and similar location of content are delivered to all devices. A user trial and a performance test were conducted. Results show that adaptive page and prioritisation provides a consistent and efficient web experience across different devices. Originality/value -The approach provides advantages over both client-side and proxy and has conducted significant experimentation to determine the applicability and effectiveness of the approach.
<span>A computer is a vital tool for UUM community in doing routine jobs and activities. Spending many hours using a computer without breaks can cause bad effect on users’ health. Inappropriate computer use can cause muscle and joint pain, overuse injuries of the shoulder, arm, wrist or hand, and eyestrain. Fortunately, this pain and misery can be avoided with only a few simple routines. Therefore, a short break from using a computer is necessary. The break could be filled with a short and simple exercise. Physical exercise can provide many benefits to individual and organization. Besides improving the productivity of the organization, physical exercise also can help staff and students to be more focused, stay alert, feel motivated, energetic, and have less stress. In response to this, this paper introduces a digital health application to create health awareness among the UUM community. The methods employed in the study are a preliminary investigation, requirement gathering and analysis, prototype development, and prototype validation. From the requirement analysis phase, 11 criteria were gathered and applied in designing the Digital Healthy Lifestyle Application prototype. Then it was validated by the content and user interface experts. The experts responded positively towards the application.</span>
Road safety campaigns and programs have been extensively introduced and implemented in Malaysia. However, their effectiveness is still being debated. Children especially will become the unfortunate victims of road accidents if they are unaware of the danger and precaution actions to be safe on the road. In response to that, this paper introduces an application as an alternative that inculcates road safety awareness to further support existing related programs and campaigns. Particularly, an interactive web application incorporating interactive multimedia elements has been designed and evaluated. Results on the usability test indicate a promising success and highlight aspects and issues that can be further focused for improvement and enhancement.
Indonesia mampu mencatat angka pertumbuhan ekonomi yang relatif tinggi dan konsisten meski dunia dilanda krisis keuangan global serta memiliki peningkatan angka konsumsi domestik yang kuat. Pertumbuhan kelas menengahnya membuat Indonesia menjadi salah satu negara berkembang yang menarik perhatian para Investor dan pebisnis, hal tersebut secara tidak langsung menimbulkan persaingan yang makin tajam untuk merebut pasar kelas menengah Indonesia. Oleh karena itu, penelitian ini bertujuan untuk mengetahui faktor terpenting dalam membangun unique selling proposition untuk menjangkau konsumen kelas menengah indonesia. Landasan teori penelitian ini adalah teori Unique selling proposition, postioning, branding, dan kelas menengah Indonesia. Metode penelitian yang akan digunakan adalah metode penelitian triangulasi, yang sering digunakan dalam penelitian sains sosial yang mengacu pada aplikasi dan kombinasi beberapa metode penelitian dalam studi fenomena yang sama, dan melakukan wawancara pada narasumber yang berpengalaman dalam bidang.
This paper describes about the design and development of PToolkit prototype. We used both low and high fidelity prototype techniques for development of PToolkit prototype interactive application with expert user collaboration in the design iterative phases. Low fidelity prototype enables exploration for the general layout and information contents, whereas high fidelity prototype allows experimentation in providing experience for intended context and target user group. Both techniques has proved provide experiences in design context, thus allows an early reflection and design transformation.
People with communication disabilities like Amyotrophic lateral sclerosis (ALS), Stroke survivors, Apraxia, Cerebral Palsy, Down Syndrome, and others have problems in speech. It is hard for them to explain their thoughts or release their mood. The disability causes them limited or no opportunity to converse smoothly with others. In response, this paper introduces an application named EzComm as assistance for people with communication disabilities; by doing only one simple act, they can communicate with their family and friends. For example, the users tap the image or word buttons, and the system will read them aloud, besides adding them to a sentence that can also be read. A pilot study shows that EzComm enables them to communicate and increases their chances of making friends. Through the application, we hope that communication for communication disabilities problem could be improved.
Apple sebagai merk yang terkenal dengan inovasinya, telah mampu bertahan di posisi puncak Most Valuable Brand selama bertahun-tahun. Apple Inc. telah mampu membangun dan mengelola brand sehingga dicintai oleh konsumennya dan menjadi top of mind diantara produk sejenisnya. Strategi pengelolaan merk seperti apakah yang dilakukan oleh Apple Inc.? Melalui metode penelitian dengan jenis data kualitatif melalui wawancara terstruktur kepada para responden dari kalangan praktisi sekaligus akademisi branding dan didukung dengan studi literatur ini, ditemukan bahwa Apple telah berhasil menciptakan strategi branding yang baik dengan mengidentifikasikan siapa target marketnya, dan menciptkan visi misi yang berkomitmen untuk menciptakan solusi untuk permasalah yang dihadapi oleh target marketnya, tidak berhenti sampai disitu namun Apple inc. mampu menerjemahkan visi tersebut menjadi brand strategy yang mampu menciptakan pengalaman unik dan membangun kedekatan emosional antara konsumen dengan brand, dan akhirnya tercipta loyalitas terhadap brand Apple. Hasil dari riset ini berguna untuk membantu perusahaan-perusahaan lain memahami bagaimana cara mengelola merk yang mereka miliki hingga bisa memperoleh loyalitas dari konsumennya.
Design for persuasion requires the designer to understand theories, ideas and strategies of persuasion that could change, modify or adapt people’s behaviour. This situation requires the designer to access appropriate persuasion knowledge by making the design suit to the persuasion intention. Therefore, a tool called as PToolkit was introduced to assist designer during the design process. Then, a pilot evaluation was conducted to evaluate PToolkit. This is to ensure that the actual evaluation phase would run smoothly, as well as having an initial understanding of the ability of PToolkit in influencing the design ideas. As a result, few evaluation procedures were amended and ways of data interpretation were suggested.
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