This was my second project
6-3: Project 2: Review
of Literature
========================================================
Attached Files:
Purpose:
Your goal is to create a design for a software
interface. You will experience the scope of the design process from
brainstorming ideas and gathering information about users’ needs to
storyboarding, prototyping, and finally, testing and refining your product.
As you work on the software interface, you will demonstrate your ability to
apply fundamental Human-Computer Interaction principles to interface analysis,
design, and implementation. You will be responsible for delivering project
components to your professor at several points during the course.
Action Items:
write three articles about the field you are designing for
Submission Instructions
- Complete and submit literature review till the end of week 05.
- You can find the directions regarding literature review in attached word file.
Grading Criteria
- Problem solving and analysis:
- Answers complete and correct: 0 – 20 points
===============================================================
below you can see my work and in this link here
A literature review: Find and Read Cheaply
*******Alloush
Human Computer Interaction
Noura AL-Barakati
9/10/2015
Modern technology has defiantly had
a deep effect on the way we communicate with each other, this effect can be
seen nowadays as how technology helped readers to find and read books cheaply.
In the present paper, the effect of having such technology on the way people
read and communicate is investigated. The following three literature reviews attempt to
demonstrate and support the hypothesis.
In a research article by Gerlich, Drumheller,
Babb and De'Armond (2015), tow important points were addressed for guiding this
study. First, given the proliferation of mobile apps and the devices on which
they are used, it is important to study how apps are acquired and used among
people. Second, the theory of uses and gratification was uses to measure why
people use mobile apps. The focus of investigation at the beginning was on the
introduction of mobile apps by Apple iPhone OS in 2007 followed by the launch
of the Apple Store in 2008 that represented a new and developing phenomenon.
Then, the introduction of Android OS in 2008 followed by the launch of Google
Play in the same year which allowed for easier entrance for app developers into
the market. After that, the study conducted many researches and their results
to understand the motives of using apps that is apps offers several features at
once and operate on platforms that generate a dynamic experience rather than
providing a static, unidirectional function. This social aspect is interesting
for users because individuals "are often more influential in the selection
process" (Rubin, 2002, p. 531). Additionally, the researchers used an
online survey as an attempt to fully understand and capture app uses and
gratifications. As a result, that study identified two major factors that can
best describe the uses and gratifications of apps as one capturing endogenously
motivated activities, such as acquisition of knowledge and education, and a
second factor capturing exogenously driven needs and wants that can best be characterized
as social in nature (Gerlich, Drumheller, Babb and De'Armond, 2015).
Next,
Information systems and the internet have facilitated the creation of used
products markets that features a dramatically wider selection, lower search
costs and lower prices than their counterparts do. In a research article by Ghose,
Smith & Telang, (2006), the degree to which used products cannibalize
new-product sales for books--one of the most prominent used-product categories
sold online was analyzed as well as the reasons for buying such used products.
To do this, the researchers used a unique data set collected from Amazon.com's
new and used book marketplaces. The study stated that, globally networked
information systems can reduce the search and transaction costs for buyers and
sellers to locate and trade products (Bakos 1997), and can thereby facilitate
the creation of technology-mediated electronic exchanges (Malone et al. 1987).
As founded by that study, electronic exchanges change the range, capacity, and
efficiency regard to the sale of used products. While, in traditional physical
bookstores have high search costs, limited inventory capacity, limited
geographical scope, and comparatively high prices. It is also important to note
that while cannibalization can reduce revenue to publishers and content
creators, information technology can also provide new tools for controlling or
eliminating used product markets. Using electronic exchanges allow sellers to easily reach a
worldwide market, and allow buyers to easily locate items that frequently would
be unavailable in traditional physical stores. As a result, using IT enables in markets for
used products will offer a low search costs, unlimited inventory capacity,
global geographical coverage and low prices. In addition, having a mobile app
that enable users to search an find their favorite books in relatively low
prices and from anywhere in the world would great (Ghose, Smith & Telang,
2006).
Finally,
creating a mobile app can be very challenging thing to do especially if you
want to emergent that app with a location-based service. In a research article
by Miller, (2012 ), creating and building of your mobile app from the ground up
was addressed. As the study stated, the best reason for designing a mobile up
was the demand and the need of it in this mobile centric world. To get your app
deployed there are three basic steps you should consider. First, you should determine what functionality is
needed within the app and what value will it bring to customers. Although, you
could find a similar function of your app on the web or you could offer a new
idea. Second, you should assemble a small group of internal employees and core
franchisees as project leaders taking into consideration that you should keep
the group small so that you don't lose focus. The group will make a brain
storming of the ideas and decide if the new app should be mainly a search
engine, a menu to select from products and services or a combination of all.
The third step involves designing the app in a way that sets it apart from the rest
of apps. As a result, launching the
first version of the app is just the beginning of the process. You should
consider a platform for later improvements as well as considering that the
achievement of the full functionality is not completed after the first launch.
After you place your app it requires constant management and improvement by providing
updates to your app via the store. Online reviews should not be taken lightly
as they cart provide valuable insight into what customers expect of your app. Building
an app is similar to building a house. With the proper blueprints, foundation
and resources in place upfront, it will stand the test of time and serve the
needs of your customers for years to come (Miller, 2012 ).
References
Bakos, J. Y. 1997. Reducing buyer search costs:
Implications for electronic marketplaces. Management Sci. 43(12)
1613-1630.
Gerlich, R. N., Drumheller, K., Babb, J., &
De'Armond, D. (2015). App Consumption: An Exploratory Analysis Of The Uses
& Gratifications Of Mobile Apps. Academy of Marketing Studies
Journal, 19(1), 69-79. Retrieved from http://search.proquest.com/docview/1693219345?accountid=142908
Ghose, A., Smith, M. D., & Telang, R.
(2006). Internet exchanges for used books: an empirical analysis of product
cannibalization and welfare impact. Information Systems Research, 17(1),
3+. Retrieved from http://go.galegroup.com/ps/i.do?id=GALE%7CA145163253&v=2.1&u=sdl&it=r&p=AONE&sw=w&asid=3914bcfe043135a8e29fd0e7df868383
Malone, Thomas, JoAnne Yates, Robert Benjamin.
1987. Electronic markets and electronic hierarchies. Comm. ACM 30(6)
484-497.
Miller,
D. H. (2012). Creating and building your mobile app from the ground up. Franchising
World, 44(11), 18-19. Retrieved from http://search.proquest.com/docview/1220744458?accountid=142908
Rubin,
A. M. (2002). The Uses-and-Gratifications perspective of media effects.
In J.Bryant and D. Zillmann (Eds.), Media effects. Advances in theory and
research (pp. 525-548). Hillsdale, NJ: Lawrence Erlbaum.
As you work on the software interface, you will demonstrate your ability to apply fundamental Human-Computer Interaction principles to interface analysis, design, and implementation. You will be responsible for delivering project components to your professor at several points during the course.
- Answers complete and correct: 0 – 20 points
below you can see my work and in this link here
A literature review: Find and Read Cheaply
*******Alloush
Human Computer Interaction
Noura AL-Barakati
9/10/2015
Modern technology has defiantly had
a deep effect on the way we communicate with each other, this effect can be
seen nowadays as how technology helped readers to find and read books cheaply.
In the present paper, the effect of having such technology on the way people
read and communicate is investigated. The following three literature reviews attempt to
demonstrate and support the hypothesis.
In a research article by Gerlich, Drumheller,
Babb and De'Armond (2015), tow important points were addressed for guiding this
study. First, given the proliferation of mobile apps and the devices on which
they are used, it is important to study how apps are acquired and used among
people. Second, the theory of uses and gratification was uses to measure why
people use mobile apps. The focus of investigation at the beginning was on the
introduction of mobile apps by Apple iPhone OS in 2007 followed by the launch
of the Apple Store in 2008 that represented a new and developing phenomenon.
Then, the introduction of Android OS in 2008 followed by the launch of Google
Play in the same year which allowed for easier entrance for app developers into
the market. After that, the study conducted many researches and their results
to understand the motives of using apps that is apps offers several features at
once and operate on platforms that generate a dynamic experience rather than
providing a static, unidirectional function. This social aspect is interesting
for users because individuals "are often more influential in the selection
process" (Rubin, 2002, p. 531). Additionally, the researchers used an
online survey as an attempt to fully understand and capture app uses and
gratifications. As a result, that study identified two major factors that can
best describe the uses and gratifications of apps as one capturing endogenously
motivated activities, such as acquisition of knowledge and education, and a
second factor capturing exogenously driven needs and wants that can best be characterized
as social in nature (Gerlich, Drumheller, Babb and De'Armond, 2015).
Next,
Information systems and the internet have facilitated the creation of used
products markets that features a dramatically wider selection, lower search
costs and lower prices than their counterparts do. In a research article by Ghose,
Smith & Telang, (2006), the degree to which used products cannibalize
new-product sales for books--one of the most prominent used-product categories
sold online was analyzed as well as the reasons for buying such used products.
To do this, the researchers used a unique data set collected from Amazon.com's
new and used book marketplaces. The study stated that, globally networked
information systems can reduce the search and transaction costs for buyers and
sellers to locate and trade products (Bakos 1997), and can thereby facilitate
the creation of technology-mediated electronic exchanges (Malone et al. 1987).
As founded by that study, electronic exchanges change the range, capacity, and
efficiency regard to the sale of used products. While, in traditional physical
bookstores have high search costs, limited inventory capacity, limited
geographical scope, and comparatively high prices. It is also important to note
that while cannibalization can reduce revenue to publishers and content
creators, information technology can also provide new tools for controlling or
eliminating used product markets. Using electronic exchanges allow sellers to easily reach a
worldwide market, and allow buyers to easily locate items that frequently would
be unavailable in traditional physical stores. As a result, using IT enables in markets for
used products will offer a low search costs, unlimited inventory capacity,
global geographical coverage and low prices. In addition, having a mobile app
that enable users to search an find their favorite books in relatively low
prices and from anywhere in the world would great (Ghose, Smith & Telang,
2006).
Finally,
creating a mobile app can be very challenging thing to do especially if you
want to emergent that app with a location-based service. In a research article
by Miller, (2012 ), creating and building of your mobile app from the ground up
was addressed. As the study stated, the best reason for designing a mobile up
was the demand and the need of it in this mobile centric world. To get your app
deployed there are three basic steps you should consider. First, you should determine what functionality is
needed within the app and what value will it bring to customers. Although, you
could find a similar function of your app on the web or you could offer a new
idea. Second, you should assemble a small group of internal employees and core
franchisees as project leaders taking into consideration that you should keep
the group small so that you don't lose focus. The group will make a brain
storming of the ideas and decide if the new app should be mainly a search
engine, a menu to select from products and services or a combination of all.
The third step involves designing the app in a way that sets it apart from the rest
of apps. As a result, launching the
first version of the app is just the beginning of the process. You should
consider a platform for later improvements as well as considering that the
achievement of the full functionality is not completed after the first launch.
After you place your app it requires constant management and improvement by providing
updates to your app via the store. Online reviews should not be taken lightly
as they cart provide valuable insight into what customers expect of your app. Building
an app is similar to building a house. With the proper blueprints, foundation
and resources in place upfront, it will stand the test of time and serve the
needs of your customers for years to come (Miller, 2012 ).
References
Bakos, J. Y. 1997. Reducing buyer search costs:
Implications for electronic marketplaces. Management Sci. 43(12)
1613-1630.
Gerlich, R. N., Drumheller, K., Babb, J., &
De'Armond, D. (2015). App Consumption: An Exploratory Analysis Of The Uses
& Gratifications Of Mobile Apps. Academy of Marketing Studies
Journal, 19(1), 69-79. Retrieved from http://search.proquest.com/docview/1693219345?accountid=142908
Ghose, A., Smith, M. D., & Telang, R.
(2006). Internet exchanges for used books: an empirical analysis of product
cannibalization and welfare impact. Information Systems Research, 17(1),
3+. Retrieved from http://go.galegroup.com/ps/i.do?id=GALE%7CA145163253&v=2.1&u=sdl&it=r&p=AONE&sw=w&asid=3914bcfe043135a8e29fd0e7df868383
Malone, Thomas, JoAnne Yates, Robert Benjamin.
1987. Electronic markets and electronic hierarchies. Comm. ACM 30(6)
484-497.
Miller,
D. H. (2012). Creating and building your mobile app from the ground up. Franchising
World, 44(11), 18-19. Retrieved from http://search.proquest.com/docview/1220744458?accountid=142908
Rubin,
A. M. (2002). The Uses-and-Gratifications perspective of media effects.
In J.Bryant and D. Zillmann (Eds.), Media effects. Advances in theory and
research (pp. 525-548). Hillsdale, NJ: Lawrence Erlbaum.
ليست هناك تعليقات:
إرسال تعليق
ملحوظة: يمكن لأعضاء المدونة فقط إرسال تعليق.