“…This paper is an aid for developers searching for literature for basic knowledge of UI/UX. To propose an end-to-end evaluation framework for mobile application Provides an end-to-end evaluation framework "perses" which was integrated into a DevOps to automate its execution Heterogeneity of the scenario is missing [7] To study the accessibility barriers in mobile apps…”
Section: State Of the Artmentioning
confidence: 99%
“…Authors have proposed an end-to-end evaluation framework "perses" for mobile applications which were integrated into a DevOps to automate its execution, but it fails to provide a heterogeneous scenario. Moreover, [7] evaluated the dynamism of the digital content and tools used in mobile application development. In the same way, authors in [8][9][10] investigated the effect of the sequence of UI elements and type of forms, the impact of the need for uniqueness, self-identification, and perceived performance risk on mobile application usage behaviour.…”
With the tremendous growth in mobile phones, mobile application development is an important emerging arena. Moreover, various applications fail to serve the purpose of getting the attention of the intended users, which is determined by their User Interface (UI) and User Experience (UX). As a result, developers often find it challenging to meet the users’ expectations. To date, several reviews have been carried out which explored various aspects of design and the experience of mobile applications using UX/UI. However, many of these existing surveys primarily focused on only some of the issues in isolation but did not consider all the major parameters such as visualisation/graphics, context, user behaviour/emotions/control, usability, adaptability/flexibility, language, and feedback. In our pilot survey, we gathered the preferences and perceptions of a heterogeneous group of concerned people and considered all the aforementioned parameters. These preferences would serve as a reference to mobile application developers, giving them useful insights. Our proposed approach would help mobile application developers and designers focus on the particular UI/UX problems of mobile applications as per their relevant context. A comparative analysis of the various UI and UX factors that determine a mobile application interface is presented in this paper.
“…This paper is an aid for developers searching for literature for basic knowledge of UI/UX. To propose an end-to-end evaluation framework for mobile application Provides an end-to-end evaluation framework "perses" which was integrated into a DevOps to automate its execution Heterogeneity of the scenario is missing [7] To study the accessibility barriers in mobile apps…”
Section: State Of the Artmentioning
confidence: 99%
“…Authors have proposed an end-to-end evaluation framework "perses" for mobile applications which were integrated into a DevOps to automate its execution, but it fails to provide a heterogeneous scenario. Moreover, [7] evaluated the dynamism of the digital content and tools used in mobile application development. In the same way, authors in [8][9][10] investigated the effect of the sequence of UI elements and type of forms, the impact of the need for uniqueness, self-identification, and perceived performance risk on mobile application usage behaviour.…”
With the tremendous growth in mobile phones, mobile application development is an important emerging arena. Moreover, various applications fail to serve the purpose of getting the attention of the intended users, which is determined by their User Interface (UI) and User Experience (UX). As a result, developers often find it challenging to meet the users’ expectations. To date, several reviews have been carried out which explored various aspects of design and the experience of mobile applications using UX/UI. However, many of these existing surveys primarily focused on only some of the issues in isolation but did not consider all the major parameters such as visualisation/graphics, context, user behaviour/emotions/control, usability, adaptability/flexibility, language, and feedback. In our pilot survey, we gathered the preferences and perceptions of a heterogeneous group of concerned people and considered all the aforementioned parameters. These preferences would serve as a reference to mobile application developers, giving them useful insights. Our proposed approach would help mobile application developers and designers focus on the particular UI/UX problems of mobile applications as per their relevant context. A comparative analysis of the various UI and UX factors that determine a mobile application interface is presented in this paper.
“…Low-fidelity prototyping is the process of converting product concepts and visions into simple visual representations using pen and paper [50]. The tangible benefits are well-known, ranging from cost-effectiveness, ability to inflict quick changes, and validation of requirements [51]. In this phase, we created eight low-fidelity screens to showcase the most prominent functionalities and requirements of mobile bidding, as depicted in Fig.…”
Section: B Low-fidelity Prototypes Of the Mobile Auction Appmentioning
Commerce is booming everywhere, and Saudi Arabia is no exception. However, the adoption and prevalence of online mobile auctions (aka m-auction) remain unsatisfying in Saudi Arabia and the MENA region. This paper uncovers the enabling factors and hindering barriers against the use of mobile auctions by online consumers. To this end, a multiphase mixed methods design is applied to acquire an in-depth understanding of online mobile bidding or auctioning attitudes and practices of the Saudi auctioneers and bidders. Initially, an interactive mobile auction app was developed by applying the principles of usercentered agile software development (UCASD) methodology, which incorporated several design iterations based on feedback from 454 real users. The mobile auction requirements were collected using a mix of research methods, including a survey, focus groups, prototyping, and user testing. The UCASD methodology positively influenced the early evidence-based adoption and use of mobile auctions in the Saudi market. Subsequently, three consecutive focus groups were conducted with another 22 participants to induce further insights regarding the antecedents impacting the intention to embrace online auctions using mobile phones. A taxonomy of requirements coupled with thematic analysis of the discussions gave rise to 13 influential factors of mobile auctions, namely risk, quality of products, trust, ubiquity, usefulness, access to valuable products, ease of use, age, social influence, monetary costs, enjoyment, past experience, and facilitating conditions. Our inductive approach resulted in an early technology acceptance model of mobile auctions. We conclude by reflecting on the challenges observed to suggest some practical guidelines to pave the way for other researchers in this promising area to carry out experimental studies to ameliorate the proposed model.
“…As individuals age, their perceptual, cognitive, and motor capabilities tend to decline, which can result in more incredible difficulty when using mobile technology. It can be particularly challenging for users, who may experience greater difficulty with design defects than others [2]. Additionally, heuristic evaluation has been extensively utilized to identify issues with usability in real-world settings.…”
Mobile devices are becoming essential in our daily lives, and people frequently start using mobile devices without fully knowing the navigation of applications, which leads to frustration. New and existing users find usability challenges while using mobile applications because of complex and unfamiliar interfaces. This paper investigates usability challenges and how users interact with WhatsApp, Facebook, and Instagram navigation patterns. Initially, Study 1 is conducted on the existing navigation of these applications, and after getting user pain points, improved navigation is designed to conduct Study 2. Study 3 compares Study 1 and Study 2 results to seek further insight. A total of 136 individuals participated in the study to assess the usability via the System Usability Scale. The results depict that the overall existing navigation of these applications is complex, which causes a lack of interest in the application and leads to ultimate frustration. When these applications were compared for navigation patterns in Study 1, huge differences were evidenced in navigation patterns, and the conclusion is that users must learn a lot before usage. In Study 2, users observed modified navigation prototypes easy to use, less complex, and less difference in navigation patterns when employed Apps compared with each other. In conclusion, modified navigation-based prototypes foster usability, learnability, and effectiveness.
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