app design
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2022 ◽  
Author(s):  
Rio Rovando Rindengan

Instagram, which is usually abbreviated as IG, is a photo and video sharing application that allows users to take photos, take videos, apply digital filters, and share them on various social networking services, including Instagram's own. One unique feature on Instagram is cropping photos into square shapes, so they look like the results of Kodak Instamatic and Polaroid cameras. This is different from the 4:3 or 16:9 aspect ratio that is commonly used by cameras on mobile devices. Instagram can be used on any iPhone, iPad or iPod Touch version with the iOS 7.0 operating system or later, any Android mobile phone with the operating system version 2.2 (Froyo) and above, and Windows Phone 8. This application can be downloaded via the Apple App Store and Google Play. On April 9, 2012, it was announced that Facebook had agreed to take over Instagram for approximately $1 billion. Instagram was first released on October 6, 2010, 11 years ago, the name Instagram Instagram comes from the understanding of the overall function of this application. The word "insta" comes from the word "instant", like the polaroid camera which at that time was better known as "instant photo". Instagram can also display photos instantly, like a polaroid in its display. As for the word "gram" comes from the word "telegram" which works to send information to others quickly. Similarly, Instagram can upload photos using the Internet, so the information you want to convey can be received quickly. That's why Instagram is an extension of the words instant and telegram. On April 9, 2012, it was announced that Instagram would be taken over by Facebook for nearly $1 billion in cash and stock. On May 11, 2016, Instagram introduced a new look as well as a new icon and new app design. Inspired by previous app icons, the new icon is a simple camera and a vivid rainbow in the form of a gradient. There are 5 sandal vendors in Indonesia that use Instagram accounts as a marketing platform, namely:


2022 ◽  
Author(s):  
Karim Keshavjee ◽  
Dustin Johnston-Jewell ◽  
Brian Lee ◽  
Robert Kyba

mHealth apps for patient use are promising but continue to face a plateau in usage. Current apps work for a limited segment of the patient population, i.e., those who enjoy tracking for intrinsic rewards. There are many opportunities to support patient care in between health care provider visits that are not currently being met for many diseases and patient types (personas). This is an area of great potential growth for mHealth apps and could contribute greatly to patient health and wellness. In this chapter, we propose a framework for how to think about the between-visit needs of patients that would motivate continued use of mhealth apps. We view the app design process from the following perspectives: 1) disease-specific needs, 2) non-disease specific needs, 3) behavioral theoretical aspects of app usage and 4) app-intrinsic usage motivators. Myasthenia gravis serves as the use case for illustrating these perspectives and how to use them in designing a disease-specific mHealth app.


10.2196/30565 ◽  
2022 ◽  
Vol 6 (1) ◽  
pp. e30565
Author(s):  
Anne-Marie Burn ◽  
Tamsin J Ford ◽  
Jan Stochl ◽  
Peter B Jones ◽  
Jesus Perez ◽  
...  

Background Secondary schools are an ideal setting to identify young people experiencing mental health difficulties such as anxiety or depression. However, current methods of identification rely on cumbersome paper-based assessments, which are lengthy and time-consuming to complete and resource-intensive for schools to manage. Artemis-A is a prototype web app that uses computerized adaptive testing technology to shorten the length of the assessment and provides schools with a simple and feasible solution for mental health assessment. Objective The objectives of this study are to coproduce the main components of the Artemis-A app with stakeholders to enhance the user interface, to carry out usability testing and finalize the interface design and functionality, and to explore the acceptability and feasibility of using Artemis-A in schools. Methods This study involved 2 iterative design feedback cycles—an initial stakeholder consultation to inform the app design and user testing. Using a user-centered design approach, qualitative data were collected through focus groups and interviews with secondary school pupils, parents, school staff, and mental health professionals (N=48). All transcripts were thematically analyzed. Results Initial stakeholder consultations provided feedback on preferences for the user interface design, school administration of the assessment, and outcome reporting. The findings informed the second iteration of the app design and development. The unmoderated usability assessment indicated that young people found the app easy to use and visually appealing. However, school staff suggested that additional features should be added to the school administration panel, which would provide them with more flexibility for data visualization. The analysis identified four themes relating to the implementation of the Artemis-A in schools, including the anticipated benefits and drawbacks of the app. Actionable suggestions for designing mental health assessment apps are also provided. Conclusions Artemis-A is a potentially useful tool for secondary schools to assess the mental health of their pupils that requires minimal staff input and training. Future research will evaluate the feasibility and effectiveness of Artemis-A in a range of UK secondary schools.


Author(s):  
Guanhua Hou ◽  
Ying Hu

Objective This study aimed to determine suitable combinations of text and pictogram sizes for older adults and investigated the visual prioritization of pictogram versus text. Background Icons have become an indispensable part of application (app) design. Pictogram size and text size of icons influence the usability of apps, especially by aged users. However, few studies have investigated the influences of different pictogram and text size combinations on readability, legibility, and visual search performance for older adults. Method This study used eye-tracking technology to investigate the effects of different pictogram and text size combinations as well as familiarity on readability, legibility, and visual search performance for older adults. A 3 (pictogram size) × 3 (text size) × 2 (familiarity) repeated-measures experimental design was used. Results The results of this study suggest that pictogram size and text size significantly affect visual search performance and that familiarity moderates the effect of text size on distribution of fixation duration proportion for text and pictograms. Conclusion Large pictogram and text sizes improved the readability and legibility of icons for older adults. Furthermore, the older adults fixated the area of text prior to pictograms when the pictogram size was larger than 72 × 72 px (1.38° × 1.38°) in the visual search task. Application The results of this study suggest using different combinations of pictogram and text sizes for older adults under different scenarios. The findings of this study act as practical support for designers and developers of mobile apps for older adults.


2021 ◽  
Vol 2021 ◽  
pp. 1-8
Author(s):  
Adel Saeed Alzahrani ◽  
Valerie Gay ◽  
Ryan Alturki ◽  
Mohammad J AlGhamdi

Mobile application (app) use is increasingly becoming an essential part of our daily lives. Due to their significant usefulness, people rely on them to perform multiple tasks seamlessly in almost all aspects of everyday life. Similarly, there has been immense progress in artificial intelligence (AI) technology, especially deep learning, computer vision, natural language processing, and robotics. These technologies are now actively being implemented in smartphone apps and healthcare, providing multiple healthcare services. However, several factors affect the usefulness of mobile healthcare apps, and usability is an important one. There are various healthcare apps developed for each specific task, and the success of these apps depends on their performance. This study presents a systematic review of the existing apps and discusses their usability attributes. It highlights the usability models, outlines, and guidelines proposed in previous research for designing apps with improved usability characteristics. Thirty-nine research articles were reviewed and examined to identify the usability attributes, framework, and app design conducted. The results showed that satisfaction, efficiency, and learnability are the most important usability attributes to consider when designing eHealth mobile apps. Surprisingly, other significant attributes for healthcare apps, such as privacy and security, were not among the most indicated attributes in the studies.


Author(s):  
Katrina Flinner ◽  
Jessica Sullivan

Purpose: This study aimed to gain insight from speech-language pathologists (SLPs) regarding appealing features of speech and language applications to use as a service delivery model in schools for children who have a hearing loss. Method: A 1-hr focus group was conducted with three SLPs to identify appealing design features of speech and language apps, their benefits, and potential concerns. Participants were provided two speech and language applications to navigate through and review. Participants responded to Likert scale surveys and verbally provided benefits and drawbacks of the features as part of the structured discussion. Results: SLPs identified a range of appealing features for speech and language apps to utilize as a service delivery model for children with hearing loss. They preferred interfaces that allowed the opportunity for SLP and student collaboration rather than student isolation. Conclusions: SLPs have valuable input in regard to future speech and language app design informed by their experiences with children with hearing loss. SLPs are key stakeholders in the design process and should be included in future design and research endeavors.


Most people nowadays use mobile phones, and they do a lot of things with this device, including online shopping through an app since it saves a lot of time, and they can choose a broad range of products even with just a small screen. User engagement is one of the factors that affect the design of an app. Referring to the quality of the user that emphasizes the interaction between the user and the app. Numerous studies internationally have studied user engagement and app design but not specifically with the user engagement towards shopping apps design. We conducted this study to assess the effectiveness of user engagement towards online shopping apps design. Also, the purpose of this study is to identify user engagement factors that will produce a successful good shopping app design. The results show a high level of user engagement and online shopping apps design. It has also been found that among the indicators of user engagement, attention and satisfaction are the two predictors of the design of online shopping apps


2021 ◽  
Vol 115 (6) ◽  
pp. 493-505
Author(s):  
Karla Antonelli ◽  
Jennifer L. Cmar ◽  
Anne Steverson

Introduction This article focuses on the development of 4to24, an informational app for parents of students with visual impairments, with emphasis on obtaining stakeholder input, developing content, and establishing content validity. The app provides information, resources, and activities to help students, ages 4–24 years, prepare for independence and employment as an adult. Method App design and content development involved multiple phases of iterative design and writing. Stakeholder input was obtained via an advisory board and user focus groups with parents and students. Experts reviewed and validated content with ratings and recommendations on accuracy, age-appropriateness, and relevance. Results Advisory board members identified important domains to address in 4to24 including social skills, technology, travel skills, health and fitness, independent living, career education, and self-determination. They recommended focusing on elevating parents’ expectations and confidence in supporting and teaching their children. Focus group participants recommended accessibility, ease of use, and relevant information to make the app appealing to users. The content validation process supported the content’s relevance, accuracy, and age-appropriateness and resulted in a final count of 410 informational modules. Discussion Parent involvement and expectations are critical to students’ preparation for future employment. 4to24 provides support for parents to collaborate with service providers and reinforce concepts and skills outside of school. Development of the app technology and its large volume of content required a full 5-year process. Implications for practitioners Lessons learned from this project can inform future resource development projects, including recommendations to start small and define goals early in the process. The 4to24 app is a new resource for parents of students with visual impairments that can supplement services provided by professionals.


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