Professional Documents
Culture Documents
7 CTIA Debuts Rating System For Apps; Apple, Google Pass N.A
8 API Change and Fault Proneness: A Threat to the Success of Android Mario Linares-
Apps Vsquez
22 Techniques for Finding and Evaluating Great Library Apps Mary K. Oberlies
23 End Users Perception of Hybrid Mobile Apps Ivano Malavolta,
in the Google Play Store Stefano Ruberto,
Tommaso Soru ,
Valerio Terragn.
24 Large-Scale Empirical Studies Israel Jesus Mojica
Of Mobile Apps Ruiz
25 Identifying Diverse Usage Behaviors of Smartphone Apps Qiang Xu, Jeffrey
Erman, Alexandre
Gerber, Z. Morley
Mao, Jeffrey Pang,
Shobha
Venkataraman
26 Are Apps Going Semantic? A Systematic Review of Semantic Mobile Roberto Yus,
Applications Primal Pappachan
27 Assesing Quality of Consumer Reviews in Mobile Application Markets: Sangwook Ha
A Principal Component Analysis Approach
28 Designing Fitness Apps Using Persuasive Duwaraka
Technology: A Text Mining Approach Yoganathan,Sanga
ralingam Kajanan
29 Evaluating the Effectiveness of Apps for Mobile Devices Harry Walker
30 The Impact of Mobile Application Information on Download:A Ying Wang, Jaeki
Text Mining Approach Song
31 Towards Understanding and Improving Philip Lew, Luis
Mobile User Experience Olsina
32
Pradeep Racherla
(Corresponding
Author),
Christopher
Furner, Jeffry
Babb
specifiic column, write 'NA' in the cell.
4 5
Year of Published in (with volume,
publication issue and page details)
2014 auburn.edu
2015 JMIR MHEALTH AND UHEALTH
Oct. 1 2015 IEEE Explore
2014 NA
Information Management-
ETHZurich
2012 Informatica Economica Vol.
16, No.4/2012
N.A N.A
na
2010
2013
2010 Volume 8 Number 1
2015
2015
2013
2011
2014
2015 Twenty-first Americas Conferen
2013
As you begin to build and deploy mobile apps, youll quickly discover that your development teams need to
deliver new versions and updates much faster: eight to 12 times a year or more. Mobile performance
management provides an essential feedback loop to guide the content of your updates. . This report details a number of va
commonly collected metrics and describes the tools and frameworks that can help you collect them.
Market rating systems give Android users the opportunity to provide feedback on an application (app). Developers aspire fo
possible, as they reflect upon user perceptions of their apps. However, no mechanism exists to predict in any way the mark
before publication. We downloaded and reverse-engineered 10,740 apps from the Slide Me market, and analyzed them us
metrics. We compared the results of the 1,000 highest rated apps against the lowest rated 1,000. Our results show that tra
quality metrics do little to distinguish the groups, while certain Android specific user-perspective metrics are useful in pred
Background: The use of mobile apps for health and well being promotion has grown exponentially in recent years. Yet, ther
quality assessment tool beyond star-ratings.
Objective: The objective of this study was to develop a reliable, multidimensional measure for trialling, classifying, and ratin
the quality of mobile health apps.
Methods: A literature search was conducted to identify articles containing explicit Web or app quality rating criteria publish
between January 2000 and January 2013. Existing criteria for the assessment of app quality were categorized by an expert
to develop the new Mobile App Rating Scale (MARS) subscales, items, descriptors, and anchors. There were sixty well being
apps that were randomly selected using an iTunes search for MARS rating. There were ten that were used to pilot the ratin
procedure, and the remaining 50 provided data on interrater reliability.
Results: There were 372 explicit criteria for assessing Web or app quality that were extracted from 25 published papers,
conference proceedings, and Internet resources. There were five broad categories of criteria that were identified including
objective quality scales: engagement, functionality, aesthetics, and information quality; and one subjective quality scale; w
were refined into the 23-item MARS. The MARS demonstrated excellent internal consistency (alpha = .90) and interrater re
intraclass correlation coefficient (ICC = .79).
Conclusions: The MARS is a simple, objective, and reliable tool for classifying and assessing the quality of mobile health app
It can also be used to provide a checklist for the design and development of new high quality health apps.
The tremendous rate of growth in the mobile app market over the past few years has attracted many developers to build m
while there is no shortage of stories of how lone developers have made great fortunes from their apps, the majority of dev
break even. For those struggling developers, knowing the DNA (i.e., characteristics) of high-rated apps is the first step tow
development and evolution of their apps. In this paper, we investigate 28 factors along eight dimensions to understand how
different from low-rated apps. We also investigate what are the most influential factors by applying a random-forest classifi
apps. Through a case study on 1,492 high-rated and low-rated free apps mined from the Google Play store, we find that hig
statistically significantly different in 17 out of the 28 factors that we considered. Our experiment also shows that the size of
promotional images that the app displays on its web store page, and the target SDK version of an app are the most influenti
Apple Inc.'s App Store o ers a distribution mechanism for apps and a
public review system which allows users to express opinions regarding purchased
apps. The ratings and reviews left by users have the potential to in
uence new
users and, hence, have an impact on the commercial feasibility of an app
Along with the growth of the smartphone market, the
furnishing of diverse and plentiful mobile Apps is
surfacing as the key competitiveness of smartphones. The
mobile App market has been appraised as a competitive
new market carrying huge potential. Although many users
download and use paid and free Apps from App Store and
App Market, relevant research regarding consumer app
buying is virtually non-existent. This study aims to
examine the key determinants in deciding the purchase of
Smartphone Apps. Because customers may have different
consideration factors in deciding the purchase depending
on the App type, we first classified Apps into 4 types:
Productivity, Entertainment, Information, and
Networking, With interviews with 30 App buyers, we
identified the antecedents in the purchase of App in each
type and compared them across the four types. This study
has several implications for research and practice.
Especially, the findings provide guidance to App
developers and marketers in promoting the sales of App.
A new mobile applications rating system unveiled by CTIA and the Entertainment Software Ratings Board(ESRB) will give co
judge whether app content is appropriate for children, and will give app developers a more uniform regime to have their pr
streamlined fashion, the systems supporters announced.
During the recent years, the market of mobile software applications (apps) has maintained an impressive upward trajectory
software development companies invest considerable resources to target available opportunities. As of today, the markets
over 850K+ apps for Android and 900K+ for iOS. Availability cost, functionality, and usability are just some factors that dete
lack of success for a given app. Among the other factors, reliability is an important criteria users easily get frustrated by rep
and other bugs; hence, abandoning some apps in favor of others.
Mobile applications (apps) are software developed for use on mobile devices and made available through app stores. App
stores are highly competitive markets where developers need to cater to a large number of users spanning multiple countr
work hypothesizes that there exist country differences in mobile app user behavior and conducts one of the largest surveys
app users across the world, in order to identify the precise nature of those differences. The survey investigated user adopti
store concept, app needs, and rationale for selecting or abandoning an app. We collected data from more than 15 countrie
USA, China, Japan, Germany, France, Brazil, United Kingdom, Italy, Russia, India, Canada, Spain, Australia, Mexico, and Sout
Korea. Analysis of data provided by 4,824 participants showed significant differences in app user behaviors across countries
example users from USA are more likely to download medical apps, users from the United Kingdom and Canada are more l
influenced by price, users from Japan and Australia are less likely to rate apps. Analysis of the results revealed new challeng
market-driven software engineering related to packaging requirements, feature space, quality expectations, app store depe
price sensitivity, and ecosystem effect.
This study presents a simple, theory-based method for calculating a metric which reflects the quality of online consumer re
application markets. Derived from prior online consumer review studies based on psychology, information quality, and eco
metric for measuring online consumer review quality is developed. The metric is a weighted sum of three variables (Square
transformed Word Count, and Sum of Squared Negative and Positive Sentiment), and weights for calculating the metric are
Principal Component Analysis (PCA) technique. Preliminary assessment of the proposed method shows that metrics compu
proposed method are positively correlated with helpfulness ranks of mobile application reviews in Google Play. However, P
one of the variables (i.e., sentiment) used for developing the metric did not load consistently on the first factor component
the preliminary evaluation on the metric, limitations and future research directions of the proposed method are discussed.
A machinery for downloading and extracting features about applications from the Google Play Store was developed and de
resulting data set was used to train three different models to predict the success of a mobile application; a nave bayes ba
description of the application, a generalized linear model which categorizes applications as successful or not, and a linear r
the average rating of the application. The performance of the models is not sufficient to justify their use in driving investme
however interesting observations about the ecosystem, such as the current trend in photo sharing applications, are elucida
Unlike products on Amazon, mobile apps are continuously evolving with new versions of apps in the app store replacing th
pace. Nevertheless, many app stores still use the Amazon-style rating system for their hosted apps, where every rating assig
entire life time is aggregated into one rating that is displayed in the app-store (which we call store-rating).After analysis we
increase their version-to-version rating, while the store-rating of an app is resilient to fluctuations once an app has gathere
of raters. Therefore, we conclude that the current store-rating of apps is not dynamic enough to capture the changing user
associated with the evolving nature of apps. This resilience is a major problem that can discourage
developers from improving the quality of their app.
One of the main concerns for application developers
is user satisfaction. Before installing any application from an app
market, users first look at the app rating and the number of
times it was downloaded. However, ratings are not made by
experts, are subjective, and require user involvement; therefore,
a large number of reviews are needed before the ratings become
statistically reliable. One way to obtain user input transparently
is to collect data from devices through crowdsourcing. In this
work, we present CrowdApp, a crowdsourcing-based application
that continuously runs in the background and collects data from
the device without any active user participation (transparent
crowdsourcing).
One of the most popular ways to monetize a free app is by including advertisements in the app. However, the demand for a
supply for them. This obstacle may lead app developers to integrate several ad libraries from different ad companies in the
receiving an ad when requested. However, there is no empirical evidence so far about how many ad libraries are integrated
there is no current research to examine if integrating many different ad libraries has an impact on the ratings of an app. In t
these two issues, by empirically examining thousands of Android apps. We find that there are apps with as many as 28 ad l
evidence that the number of ad libraries in an app is related to the ratings that an app can get.
The power and flexibility of spreadsheets have made them an essential part of modern business. The increasingly mobile n
created a need to access spreadsheets while on the move. Mobile devices such as the Apple iPhone and Blackberry have e
but the small nature of these devices has caused a number of issues for mobile spreadsheet users. This paper presents a sy
mobile spreadsheet apps available on the iOS platform which not only includes an examination of the range of available fea
also examines the usability of these applications. This work also recommends some ways in which the usability of mobile s
improved.
This article reports a unified methodology
developed to evaluate the accessibility and usability of mobile computing applications, which is intended to guarantee univ
possible. As a basis for
the methodology, this paper presents an analysis of the accessibility guidelines, conducted to take into account the
specificity of mobile systems, as well as a set of usability heuristics, specifically devised for mobile computing.
Finally, it presents the results of the application of the proposed methodology to applications that have been semiautomati
MAIS Designer, a new design tool that provides applications suited to different mobile devices.
The rapid spread of smartphones and tablets in the last years has created a new software industry whose fast growth has p
low-quality applications to be revised and improved. The main aim of this paper is to develop a tool to assess the Quality o
mobile Health (mHealth) applications in order to improve the quality of the existing apps and the ones to be released. First
applications of mHealth has been done in order to obtain a general classification. Secondly, the tool for measuring the QoE
form of a survey with the help of psychologists. Finally, this tool is evaluated using a sample of applications selected with th
classification obtained. A survey with 21 questions using the Likert scale and destined to users has been successfully create
been positive, resulting in a good method for measuring the QoE of the different features that the applications in the field
have. The tool created can be very useful for developers in order to assess the quality of their health care apps, indicating t
and the ones which must be revised and improved, avoiding the releasing of low-quality apps.
Mobile guide applications are among the most used applications in Todays smartphones. These applications provide positi
directory services as well as guidance. Still there are many multimedia features that could be added to these applications. W
on such applications, comparing the commercial Google Maps and Nokia Maps with two prototypes that we have created t
multimedia features in the commercial applications. We have evaluated the applications with real users and we have obtai
questionnaires as well as implicit feedback using an observer framework.
A quick glance around your library shows how much people enjoy using mobile technologies for their information needs. W
is no longer a novelty to have students drop by the reference desk and produce their smartphones or tablets to ask a questi
transportation, you see computers checking news headlines and reading books on their devices.
One of the most intriguing challenges
in mobile apps development is its fragmentation with respect to
mobile platforms (e.g., Android, Apple iOS, Windows Phone). Recently, companies like IBM and Adobe and a growing comm
of developers advocate hybrid mobile apps development as a possible solution to mobile platforms fragmentation. Hybrid
consistent across platforms and built on web
standards.
In this thesis we examine three examples of these challenges, namely code reuse in mobile apps, app ratings, and the use o
apps. We carry out our case studies on thousands of Android apps from the Google Play market. We find that code reuse in
considerably higher than in desktop/server apps. However, identical copies of mobile apps are rare. We find that the curren
able to capture the dynamics of the evolving nature of apps.
With the wide-spread availability of cheap but powerful mobile devices and high speed mobile Interbet, we are witnessing
growth in the number of mobile applications which use Semantic
With the wide-spread availability of cheap but powerful mobile devices and high speed mobile Interbet, we are witnessing
growth in the number of mobile applications which use Semantic Web Technologies. We analyzed more than 400 papers f
important confrences on Semnatic Web and other venues. We give a brief overview of the 36 semantic mobile apps we ide
based on their specific functionalities.Our results show that usage of Semantic Web technologies on mobile devices is on th
nedd for development of more tools to facilitate this growth.
This study presents a simple, theory-based method for calculating a metric which reflects the quality
of online consumer reviews in mobile application markets. Derived from prior online consumer review
studies based on psychology, information quality, and economics literature, a metric for measuring
online consumer review quality is developed. The metric is a weighted sum of three variables (Squared
Star Rating, Log-transformed Word Count, and Sum of Squared Negative and Positive Sentiment), and
weights for calculating the metric are estimated by using Principal Component Analysis (PCA)
technique. Preliminary assessment of the proposed method shows that metrics computed by using the
proposed method are positively correlated with helpfulness ranks of mobile application reviews in
Google Play. However, PCA results show that one of the variables (i.e., sentiment) used for
developing the metric did not load consistently on the first factor component. From the findings of the
preliminary evaluation on the metric, limitations and future research directions of the proposed
method are discussed.
Popularity and pervasiveness of mobile apps have great potential to motivate healthy behavioural modifications. Consideri
prevalence of obesity, overweight and sedentary lifestyle in modern societies, this study takes an important step in proposi
fitness apps that can stimulate enhanced physical activity behaviour. We posit that persuasive technology principles infused
theory elements will lead to the design of successful fitness apps. We empirically validated our conceptualization using app
lifecycle data of mobile apps. Implications for practice and future research are discussed.
The most popular category of apps according to the website148Apps.biz is gaming (74,379 apps), followed by books, enter
education. As of August 8, 2011, educators had their choice of 40,653 educational apps from which to choose. Layer on bo
utilities, news, productivity and navigation apps, all useful in the educational arena, and the total is over 166,000 apps.
The effects of customers reviews on products have been understood in the initial digital purchase context.
This study extends this literature by exploring the reviews in the mobile environment. It calls for
understanding the context of reviews which types of information in the review have significant impact on
customers behavior. This study applied text mining in analyzing customers reviews in purchasing mobile
applications and find out important applications features valuable for customers by discovering
meaningful information in influential words. We find that for mobile applications, specific expressions in
online customer review, companies reply to the review, and quality certifications from application store
have significant impacts on the number of download. Theoretical and practical implications are discussed.
Design and evaluation of traditional web applications cannot account for the particular features and usage
contexts of mobile applications (MobileApps). MobileApps have several characteristics that pose challenges in their design
regarding current quality models and their included
characteristics and sub-characteristics. For instance, user interface operability has a much different and greater influence w
MobileApp usability and user experience due to the context of the user.
Characteristics such as multi-touch gestures, button size, and widget usage have a magnified impact on task completion rat
propose utilizing our previously developed ISO 25010-based quality models and framework so-called 2Q2U (Quality, Qualit
and User experience) as a basis to
understand, evaluate and improve MobileApp user experience. Specific MobileApp task screens and
attributes are illustrated in order to show our evaluation approach applicability.
This article is result from a questionnaire about mobile app store usage. The objective of this work was to collectinformatio
opinion regarding search, purchase and evaluation process in Android Market, Apple AppStore, BlackBerry App World and
data collected was analyzed to identify the positive and negative usabilityaspects, if the process to perform these task are a
stores and if the users are satisfy with their store orif they have any complains about it. Its covers the brazilian market only.
Mobile applications (apps) have transformed the way firms and consumers communicate
with each other. However, in a marketplace characterized by myriad choices and intense
competition, getng consumers to discover and download an app, and foster consumer
engagement and stickiness are probably the biggest challenges facing marketers today. This
brings forth two important questions: what factors affect consumers' decision to use and stick to
apps? What are the key outcomes of stickiness for both consumers and firms? This study maps
the conceptual and research issues underlying consumers decision journey and outcomes with
respect to mobile apps. We build a framework based on the central tenets of interactivity
combined with the insights gleaned from exploratory studies and a survey of interdisciplinary
literature. We discuss the implications for research and practice in this emerging area of interest.
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apps/sectors/industri ory/causal/ specify if developer/user/
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to obtain a sample of free apps Study involves the Descriptive user perspective
from an Android marketplace, collection, unpacking,
reverse engineer them, and and mining of APK
examine code features that (Android Package)
might correlate with app files.
quality.
The objective of this study was classification Descriptive user perspective
to develop a reliable,
multidimensional measure for
trialling, classifying, and rating
the quality of mobile health
apps.
to understand how high-rated characteristics of high exploratory research developers
apps are different from low- rated mobile apps
rated
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adoption of the app behaviour for of user
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rationale for selecting or doing survey in more
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more than 15 countries
this study presents a simple, 4 most updated and Descriptive Both
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calculating a metric which the Google Play store
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Distimo, EPAM
Systems,
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both Downloaded and reverse- Reverse study clearly demonstrates that traditional
engineered 10,740 apps Engineering quality metrics are not strongly correlated with
from the Slide Me market app ratings. However,
we have introduced a number of Android-
specific quality
metrics that are predictors of app ratings. Thus
we conclude
that these metrics effective in assessing
Android application
quality.
mixed 60 well being There were The MARS is a simple, objective, and reliable
apps that were randomly 372 explicit tool for classifying and assessing the quality of
selected using an iTunes criteria for mobile health apps.
search for MARS rating. assessing Web
There were 10 that were or app quality
used to pilot the rating that were
procedure, and the extracted from
remaining 50 provided 25 published
data on interrater papers,
reliability. conference
proceedings,
and Internet
resources.
There were
five broad
categories of
criteria that
were identified
including four
objective
quality scales:
engagement,
functionality,
aesthetics, and
information
quality; and
one subjective
quality scale;
which
were refined
into the 23-
item MARS.
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demonstrated
excellent
internal
consistency
(alpha = .90)
both 746 high-rated apps and Through a case high-rated apps are statistically significantly
746 low-rated free study on 1,492 different from
high-rated and low-rated apps in 17 out of these 28 factors.
low-rated free These differences
apps mined are significant enough such that a random
from the forest classifier built
Google Play on these factors can differentiate high-rated
store, we find from low-rated
that high-rated apps with fairly good result (i.e., an F-measure
of 0.74 and an
apps are AUC of 0.81). Thus there is initial evidence to
statistically suggest that a
significantly DNA of high-rated apps exists. Among the 28
different in 17 factors, three
out of the 28 of them, which have not been investigated in
prior studies, are
factors that we related the most to app ratings: install size of
considered. an app, number
Our of promotional images, and target SDK version.
experiment
also shows
that the
size of an app,
the number of
promotional
images that
the app
displays on its
web store
page, and the
target SDK
version of an
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across 10,150 apps the version-rating.Store-ratings are resilient to
change once a substantial number of people
have rated the app, even though the version-
rating might fluctuate heavily.
Quantitative 4 users (one week) Rating There is a high correlation (> 0.8) between
Algorithms CrowdApp scores and Google Play scores.
CrowdApp scores also agreed with subjective
ratings by the users at the end of experiment
period
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apps Spearman rank rating of an app but behavior of specific ad
corelation libraries negatively impact ratings of an app.
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metrics to measure
app quality from an
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previous
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