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S. no. Full title of the paper Authors names

1 Measuring Mobile Apps Jeffrey S.


Hammond, Phil
Murphy, Julie A.
Ask, Michael
Facemire, and
Rowan Curran

2 Mining Android Apps to Predict Market Ratings Eric Shaw, Alex


Shaw, David
Umphress
3 Mobile App Rating Scale: A New Tool for Assessing the Quality of Stoyan R
Health Mobile Apps Stoyanov, Leanne
Hides, David J
Kavanagh, Oksana
Zelenko, Dian
Tjondronegoro,M
adhavan Mani
4 What Are the Characteristics of High-Rated Apps? A Case Study on Yuan
Free Android Applications Tian_x0003_,
Meiyappan
Nagappany, David
Lo_x0003_, and
Ahmed E. Hassan

5 An Analysis of the Mobile App Review Landscape: Leonard Hoon,


Trends and Implications Rajesh Vasa, Jean-
Guy Schneider &
John Grundy
6 AN EXPLORATORY STUDY ON THE DETERMINANTS Hee-Woong
OF SMARTPHONE APP PURCHASE Kim,Hyun Lyung
Lee,Jung Eun Son

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

9 Investigating Country Differences in Mobile Soo Ling Lim,


App User Behavior and Challenges Peter J. Bentley,
for Software Engineering Natalie Kanakam,
Fuyuki Ishikawa,
and Shinichi
Honiden
10 Assessing Quality Of Consumer Reviews In Mobile Application Sangwook Ha
Markets: A Prinicipal Component Analysis Approach

11 PREDICTING MOBILE APPLICATION SUCCESS TUCKERMAN, C.J

12 Explicit and Implicit Ratings for MobileApplications AndreaGirardello,


FlorianMichahelle
s
13 Integrability and Interoperability of Mobile Applications Alin Zamfiroiu
14 Studying the Experience of Mobile Applications Used in Different Katarzyna Wac,
Contexts of Daily Life Selim Ickin, Jin-
Hyuk Hong

15 An Examination of the Current Rating System used in Israel J. Mojica


Mobile App Stores Ruiz, Meiyappan
Nagappan,
Bram Adams,
Thorsten Berger,
Steffen Dienst
and Ahmed E.
Hassan
16 CrowdApp: Crowdsourcing for Application Ratings Farah Saab Imad
Elhajj Ali Chehab
Ayman Kayssi

17 On the Relationship between the Number of Ad Libraries in an Israel J. Mojica


Android App and its Rating Ruiz, Meiyappan
Nagappan,Bram
Adams,Thorston
Berger, Stephen
Denist and Ahmad
E Hassan

18 A SYSTEMATIC EVALUATION OF MOBILE SPREADSHEET APPS Derek Flood1,


Rachel Harrison1,
Clare Martin1,
Kevin McDaid2
19 Marco Billi, Laura
Burzagli, Tiziana
Catarci, Giuseppe
Santucci, Enrico
Bertini, Francesco
Gabbanini, Enrico
Palchet

A unified methodology for the evaluation of accessibility


and usability of mobile applications
20 Development and Evaluation of Tools for Measuring Borja Martnez-
the Quality of Experience (QoE) in mHealth Applications Prez & Isabel de
la Torre-Dez &
Sonia Candelas-
Plasencia &
Miguel Lpez-
Coronado
21 Evaluation of Multimedia Features in Mobile Guide Applications Omar Choudary,
Benoit Baccot,
Romulus Grigoras,
Vincent Charvillat

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

User's demography and expectation regarding search, purchase and eval


Wilson Prata, Ana
33 Conceptualizing the Implications of Mobile App Usage and Stickiness:
A Research Agenda

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)

18-Nov-13 Forrester Research

2014 auburn.edu
2015 JMIR MHEALTH AND UHEALTH
Oct. 1 2015 IEEE Explore

2013 Swinburne Research Bank


Swinburne University of
Technology
Melbourne, Australia
July 12 16, The 11th International DSI
2011. and the 16th APDSI Joint
Meeting, Taipei, Taiwan

2011 Aspen Publishers Inc (vol. 77,


No. 24)
N.A N.A

Jan-15 IEEE TRANSACTIONS ON


SOFTWARE ENGINEERING
NA NA

2014 NA

Information Management-
ETHZurich
2012 Informatica Economica Vol.
16, No.4/2012
N.A N.A

2015 IEEE Explore (Volume: PP;


Issue: 99; pg-1)
2014 AICCSA

May-14 IEEE Explore (Volume: 31;


Issue: 6; pg-86-91)

na
2010
2013
2010 Volume 8 Number 1

2015
2015
2013
2011

2014
2015 Twenty-first Americas Conferen
2013

2012 Volume 41 (Issue Supplement 1


December
2012 SSRN Electronic Journal
6
Abstract

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

Todaymostmobileoperatingsystemsprovide anapplicationportal (e.g. Android Market,AppStore)where userscan search byke


rate applicationspublished by third-partydevelopers.Inthispaperwe gobeyond this approach andintroduce animplicitratingm
programs. Our approach, captures installation, update,and removal events,andallows to show themamongus ers.Based on
thesemeasurementswecal culateimplicit ratings. Asa result we comparetheseratingswithexplicitratingsfromtheAndroid Ma
less than5,000downloadsimplicit ratingsprovide moreinformationthanusersexplicitlyenteron Android Market.
Features of mobile applications are presented. The characteristics of quality for the mobile applications are described. The
devices are presented. The restrictions for all mobile devices categories are presented. Treated separately accessing integra
the level or growth paths and measurement indicators. Establish ways to integrate information through interfaces and appe
and by calling. The interoperability characteristic of mobile applications is presented according the using of output of the a
application.
Mobile applications and services increasingly assist us in our daily life situations, fulfilling our needs for information, comm
entertainment or leisure. However, user acceptance of a mobile application depends on at least two conditions; the applica
of Experience (QoE) and the appropriateness of the application to the users situation and context. Yet, there is generally a
a mobile users QoE and the factors influencingit. The mobile users experience is related to the Quality of Service (QoS) pr
service and network infrastructures, which provides a starting point for our work. We present work-in-progress results fro
Android phone users. In this study, we aim to derive and improve understanding of their QoE in different situations and dai
particular, we evaluate the users qualitative QoE for a set of widely used mobile applications in the users natural environm
contexts, and we analyze this experience and its relation to the underlying quantitative QoS. In our approach we collect bo
measures through a combination of user, application and network input from mobile phones. We present initial data acqui
derived from that, a set of preliminary implications for mobile applications design.

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.
7 8 9 10
purpose of study Context (type of Research method - From the
apps/class of Descriptive/Explorat perspective of
apps/sectors/industri ory/causal/ specify if developer/user/
es) it is combination - as both
comination of..

to analyze apps performance, Performance exploratory research From the


gain insight into whats working Management perspective of
and what needs to be fixed, developer
prioritize new features, and
repair defects.This report details
a number of valuable,
commonly collected metrics
and describes the tools and
frameworks that can help you
collect them.

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

to analyse a large sample of analysing different Technical report from presprective


reviews for top rated mobile app reviews of user and
apps in order to determine the researcher
nature of the reviews, and how
these reviews
evolve over time.
This study aims to provideing guidance EXPLORATORY STUDY presprective of
examine the key determinants to App user
in deciding the purchase of developers and
Smartphone Apps. Because marketers in
customers may have different promoting the sales
consideration factors in of App
deciding the purchase
depending
on the App type

Provides application developers Gaming Questionaires Developer


an automatic default rating
based upon a standard
questionnaire while the ESRBs
review of popular applications
and consumer complaints, will
help parents and consumers
make fully informed choices
about mobile applications
purchases
This paper reports a study All official Android Empirical study Both
analyzing how the fault- and API's
change-proneness of APIs used
by 7,097 (free) Android apps
relates to applications' lack of
success, estimated from user
ratings. Results of this study
provide important insights into
a crucial issue: making heavy
use of fault- and change-prone
APIs can negatively impact the
success of these apps.

The survey investigated user analysing app use exploratory research from presprective
adoption of the app behaviour for of user
store concept, app needs, and different countries by
rationale for selecting or doing survey in more
abandoning an app for from then 15 countries
more than 15 countries
this study presents a simple, 4 most updated and Descriptive Both
theory-based method for least spammy apps on
calculating a metric which the Google Play store
reflects quality of consumer
reviews in mobile application
markets.

Studying models which shows Descriptive Developer


that there does exists some,
albeit limited, predictive power
in the eventual success of an
application which can be
garnered from the publically
available information on the
Google Play Store.

AppAware,a mobile application Descriptive user perspective


that captures and shares
installations, updates, and
removals of Android programs
in real time.AppAware
introduces an implicit rating
mechanism for Android
programs where these events
contribute to the rating
algorithm
To gain a better understanding All Applications Questionaires Developer
of users such as effectively to
sell products, services and
advertising for mobile devices.
A common practice for Quality Service and i) A Both
of Experience provisioning is experience related continuous,
that mobile application application automatic,
designers use their own unobtrusive context
judgment and perception of an data collection
applications ease of use as a (including Quality of
bellwether to gauge an Service) on a users
applications perceived mobile phone
experience. The overall effect of
this situation is that users
whose Quality of Experience ii)
expectations are not satisfied, Gathering user
simply stop using the feedback on his/her
applications or switch to perceived Quality of
another provider. Their main Experience via an
focus and evaluation criterion experience sampling
was usability of an interface for executed multiple
setng up the Quality of service times per day
requirements for an average
user.The challenge for designers iii) A
and researchers studying these weekly interview with
technologies and new the user. In the
applications is that no rigorous approach, the
and robust scientific methods, researcher focuses on
tools, and systems exist for already implemented
evaluating an applications and operational
Quality of Experience perceived interactive mobile
in the users natural applications, which
environment are available on a
typical mobile phone.

To examine if store-rating of an Google play free-to- Exploratory research Both


app is able to capture the download during
changing user satisfaction levels 2011
with respect to new versions of
the app
To examine if transparent Google play apps Exploratory research User
crowdsourcing can give already installed in
accurate and fair ratings for users mobile
mobile apps

To study the relationship Google play apps Exploratory research User


between number of ad libraries during 2011
integrated in an app and
average rating of the app.

The spreadsheet application has Mobile Apps, exploratory develpoer


emerged as one of the most Usability, Mobile
important tools within the spreadsheets,
financial sector. Research (Croll, spreadsheets
2005) has shown that
spreadsheets are an integral
part of the day-to-day
operations of many businesses
within this sector. Consequently
there is a growing need for
access to the information
contained within spreadsheets
while on the move.
The power of mobile devices is
continually increasing and users
are able to accomplish more
tasks using these devices.
Mobile devices can now enable
users to access spreadsheets
while on the move, however
the limitations of these devices,
such as small screen size,
limited connectivity and limited
processing power, have caused
a number of usability issues.
Section 2 of this report
highlights some of these issues.
Modern spreadsheets contain a
large number of cells and often
can spread across multiple
worksheets, making it difficult
for users to navigate the
spreadsheet. Looking at such
spreadsheets on a mobile
device further exacerbates this
problem because of the small
screen size required by mobile
devices for portability.
This paper concentrates Accessibility Descriptive both
specifically on the evaluation Usability Mobile
challenges related to the mobile computing
context. Such challenges are
essential to be dealt with in
order to obtain a product that
can be adequately accessible
and usable, and thus
considered to be universally
accessible.

A general review of mHealth Google play , Apple


applications has been carried iTunes (or App Store)
out in order to achieve a and BlackBerry
classification and, this way, be World.
prepared for the design of a
tool for obtaining the QoE.
Additionally, this tool has been
used with a sample of
mHealth apps and the
collaboration of patients and
health care
staff.
Based on the capabilities of Google Maps, Nokia descriptive user
current devices for using rich- Maps
media
content, we observed that
existing mobile guide
applications are
not fully exploiting these
multimedia capabilities. We
have created
two prototypes which include
rich-media features missing
from existing commercial
applications. Our goal is to
determine
what are the user expectations
from these applications and
how
they perceived our prototypes.
We have focused only on the
way in which the points of
interest (POI) are presented to
the
users in these applications.
Other factors such as route
planning
or directory service have not
been considered.

Initial process of identifying librarian apps exploratory research user


apps for consideration soon
became ineffective. The
number of apps available is
overwhelming. Even seeking
advice from others can lead to
an astounding number of
options. After 6 months of trial
and error, I came up with 11
appsalong with some wisdom
on how to make the process
less painful in the future.
The purpose of this work is Hybrid Mobile Apps exploratory user
exploratory: we aim in the Google Play
at studying hybrid mobile apps Store
in their natural setng and
letng the findings emerge from
the observations. More
specifically, the study has been
conducted by (i) mining the
binaries of 11,917 free apps
from the Google Play Store, (ii)
collecting their corresponding
3,041,315 user reviews from
the store, and (iii) analysing
them in terms of end users
perceived
differences.
Give a brief overview of the Smartphone Apps, causal user
three studies, which were all App Usage Behaviors
conducted on the Android apps
from the Google Play market
since it is one of the most active
app markets today.
Our study is the first to Smartphone Apps, exploratory both
investigate the diverse usage App Usage Behaviors
behaviors of individual mobile
apps at scale. Moreover,
our work examines the spatial
and temporal prevalence,
locality,and correlation of apps
at a national scale, not just in
one area or over a small
population of users.

We present a systematic review


of semnatic mobile applications
which covers the breadth of
semantic mobile apps and the
depth of semantic data
management. We present
information about common
platforms and operating
systems for mobile apps,
Semantic Web Technologies
being used , and domains of the
apps. We also outline some of
the challenges and problems
faced by researches while
developing semantic mobile
apps.
This study presents a simple,
theory-based method for
calculating a metric which
reflects quality of consumer
reviews in mobile application
markets. Developed from online
consumer review studies based
on psychology, information
quality, and economics
literature. This study
contributes to both research
and practice. In terms of
research contribution, it
attempts to
synthesize two streams of
research on online consumer
reviews empirical studies on
factors affecting
helpfulness of online consumer
reviews and online consumer
review recommendation
systems and extends them
into the new, emerging area of
mobile application markets.
This paper analyses the efficacy Fitness Apps, PersuasivDescriptive user
of the persuasive design
principles in successful fitness
apps. To empirically validate our
conceptualization, we collected
and analysed app descriptions
and
lifecycle data of 5716 fitness
apps in the Google Play app
store. Our analysis validated our
conceptualization.
In order to improve ones ios exploratory user
performance is any arena,
constructive and
timely feedback is critical.
Assuming some apps will
involve application or
reinforcement of
skills away from the direct
supervision of the teacher, the
quality of feedback provided to
the
child can make or break an
apps effectiveness. A simple
beep or buzz following incorrect
responses will do little to
improve performance and in
many cases can serve to
decrease
student motivation. Effective
feedback includes branching
based on students responses
and attending to the partially
correct answer, that is,
feedback that serves to redirect
students toward the correct
response. Some apps are
capable of providing similar
items to
the one missed, simplifying the
skill, or providing hints to
students to improve their
performance.
The purpose of this study is to mobile application; Descriptive user
empirically investigate what customers review;
kind of information about text mining; latent
mobile application has impacts semantic analysis
on sales of applications, or
number of download, as well as
to find out what specific words
in the reviews have influences
on the number of download.
This study does not only make
theoretical contributions by
filling the theoretical gaps in
research, but also make
practical contributions by
providing mobile application
companies with useful
suggestions for improving the
applications number of
download.
Web applications (WebApps),
have become the most
predominant form of software
delivery today with
users and businesses choosing
to rent software rather than buy
it. The concept of renting versus
buying,
and the availability of free trials
and ease of switching software
has led to increased and
focused attention
on WebApp quality and
software quality in general.
Users (customers) cannot easily
switch and are not
tied in with a large capital
expenditure. Software quality
models in conjunction with an
evaluation strategy
facilitate understanding,
recommending, and especially
improving their quality.

In this paper, we
propose utilizing our
previously developed
ISO 25010-based
quality models and
framework so-called
2Q2U Descriptive develpoer
Descriptive Developer

The purpose of the study is to


collect information about users
needs and opinion regarding
search, purchase and evaluation
tasks in the four main app
stores available in Brazil
(Android Market, Apple App
Store, Blackberry App World
and Ovi Store) and identify
which usability problems
presented in those stores are
related with the abandonment
of purchases. Apps on Apple App Stor
exploratory user

The primary objectives are: 1)


To map the key elements of the
consumer decision process with
respect to mobile app usage, 2)
To identify key factors which
affect consumers initial and
long-term stickiness to mobile
apps and resultant outcomes
for consumers and marketers,
and 3) To identify key research
issues and areas of critical
inquiry in
this emerging area of interest app app stickiness
11 12 13 14
Type of data Sample sizes, if different Data Analysis Findings - Dimensions
collected - strata used size of each method
Qualitative/Q strata and description of
uantitative/Mi each strata
xed

mixed 20 companies Forrester 1)Five-Star Mobile AppS Require Effective


interviewed interviewed 20 Performance ManagEment.
companies,incl 2)Effective Mobile Measurement Is Personal,
uding Adobe, Actionable, And In-Context 3) Engagement
Apsalar, Metrics Show How Different Customers Use
Artisan Your App (Or Dont) 4) Business Metrics
Mobile, Are Hard To Measure But Are Critical To Long-
Bango.net, Term Success 5)Technical Metrics Provide
Capptain, Feedback On Performance, Platforms, And
ClickTale, Crashes
Crittercism,

Distimo, EPAM
Systems,
Flurry, HP, IBM,

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.
The MARS
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

app are the


most
influential
factors.
mixed statistical analysis of analysing (i) most reviews are short and the majority of
approximately 8 million around 8 apps
app million app receive well under 50 reviews in their rst year,
reviews to identify the reviews for top (ii) apps receive a higher number
general distribution of 200 paid and of short reviews in comparison to long reviews
review size, the rate of free apps in 22 as they age, (iii) around half of
growth for app category the apps decrease in user perceived quality
reviews, and analyse the over time, as re
change of both rating and ected by the star
review size over time ratings, and (iv) the rate of review growth and
using pro le of reviews changes significantly
the Gini coe cient. between various apps as well as categories.
mixed 30 smartphone users who This study 1) Based on the interviews, the seven variables
had experience employed that
subscribing to apps were Strauss and influenced the purchase of smart phone apps
surveyed in an interview Corbins were word of
format, grounded mouth, ranking, usefulness, ease of use, trial
and data was compiled theory method performance,
through their responses to analyze price, and pleasure 2)From the results of the
information interview about smart phone apps
from the classifying them into four categories, 23
interviews. respondents out of
Grounded 30 purchased apps related to Productivity. 26
theory method respondents
is a qualitative were using apps related to Entertainment; 13
research respondents
method, were using apps related to Information; and
whereby a also 13
series of respondents were using apps related to
systematic Networking
processes
extract a single
theory out of a
phenomenon
through
inductive
method and
build on it

Qualitative N.A 10 multiple- N.A


choice
questions
designed to
assess app
content and
age
appropriatene
ss, including
whether it
contains
violent or
sexual content,
profanity, drug
and alcohol
usage, or
crude humor. I
Mixed (Ratings 7097 Apps (classified into Box-plots and
and Reviews 30 categories) the Mann-
of each App) Whitney test

quantitative 10,208 participants from parametric 1) User Distribution (RQ1.1)


more than statistics to The app store that was most used was Google
15 countries analyze the Play
relationship Android Market (39 percent), followed by
between Apple iOS App
variables as Store (22 percent), Nokia Ovi Store (15
follows. We percent), Samsung
used the Application Store (13 percent), Blackberry App
Pearson World
correlation (6 percent), and Windows Phone Marketplace
coefficient to (3 percent) 2) Frequency of Visit (RQ1.2)
analyze the More than once a week was the most common
relationship frequency
between that users visited their app store (19 percent)
users (Fig. 4). This
age and other was followed by less than once a month (18
variables, such percent) and
as whether once a week (12 percent). The least common
they use frequency of
search visiting the app store was several times a day
engines to find (8 percent).
apps, or Approximately 9 percent of users reported not
whether price visiting the app stores to look for apps.
influences 3) Average Downloads (RQ1.3)
their app The highest proportion of users downloaded 2-
choice, as well 5 apps per
as frequency month (40 percent) (Fig. 5). This was followed
of app store by 0-1 apps
visits and the (35 percent), 6-10 apps (14 percent), 11-20
average apps (7 percent),
number of and 21-30 apps (2 percent). Only 2 percent of
apps users downloaded
downloaded. more than 30 apps per month.
Moderate 4)Finding Apps (RQ1.4)
sized The majority of people found apps by keyword
correlations search in the
(r > .5) were app store (43 percent) (Fig. 6). This was
followed up followed by browsing
quantitative 120 reviews (30 each) for a metric (in Results show that calculated metrics for
4 frequently updated and the form of mobile application reviews were positively
least spammy apps numerical correlated (Pearson and Spearmans r=0.31,
equation and p<0.001) with their helpfulness ranks, but one
score) for of the variables (i.e., sen) did not load
assessing the consistently on the first factor component
quality of from PCA.
online
consumer
reviews in
mobile
application
markets is
proposed

quantitative Predictive Success of an application was to be


analytics determined depending upon the average
ratings and number of installations

Quantitative Collecting information Predictive comparing the implicit ratings generated by


from the Android Market analytics AppAware with explicit user ratings entered by
on the same applications users at the Android Market portal.
being traced by
AppAware clients,for a
total of 18740 Android
apps
Quantitative 100 Converting Development of mobile applications has
Questionaire features that distinguish it from conventional
data into computer application development through
weights and testing and verification levels how to run on
calculating the device. In terms of testing and verification
correlation of how to react in real world mobile
application development of these applications
is more difficult than traditional application
development.
Mixed 30 Android users with Experience (i) Some users prefer to use some apps
three types of phones Sampling (Facebook) in PC as they perform faster,
(Motorola, HTC and Method
Samsung) subscribed to ,Android
four providers Context (ii) Some findings als shows that the ratings
Sensing gets affected by disturbances from other
Software (CSS) surrounding people,
Application,
Weekly (iii) Some highly personlised apps (Sports
Interview ,Lifestyle) are highly ranked because they can
be easily used in Mobile phones than PC.

Quantitative 32,596 app versions Hexbin plots The store-rating is very resilient to changes in
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

Quantitative 13,983 versions of 5,937 Bean plots, The number of ad libraries does not affect the
apps Spearman rank rating of an app but behavior of specific ad
corelation libraries negatively impact ratings of an app.

mixed

This report has evaluated twelve spreadsheet


apps available for mobile devices featuring the
iOS operating system, such as the iPhone, iPod
touch or iPad. These apps provide users with
access to spreadsheets while away from a
desktop or laptop computer. A number of
issues with mobile devices such as small
screen size and limited processing power have
caused these apps to change the way users
interact with them from traditional
spreadsheets.
This evaluation has found that there is a wide
range of differences between mobile
spreadsheet apps. Some apps allow users to
view existing spreadsheets on a mobile device
while others only allow users to create new
spreadsheets in a mobile context. The method
by which the user creates the spreadsheet also
changes between apps. A KLM evaluation of
the apps has shown that the number of
keystrokes required to create a simple
spreadsheet can vary by as much as almost
90%.
This evaluation has also identified a number of
guidelines that app developers should follow
to improve the usability of mobile Apps. It has
been found that a number of apps do not
optimise the input method for data, therefore
complicating the way in which the user enters
data. By considering the most common type of
data to be entered into a cell, the developers
could optimise this
prejudicial for the universality of the obtained
qualitative results.
Nevertheless, the methodology is universal, in
the sense
that it is independent from disability
typologies. It has
been tested on specific groups of users, but
this restriction
does not diminish the proven effectiveness of
the methodology. Moreover, it can be claimed
that the tests
were capable of finding a relevant number of
accessibility
problems and greatly improve the
development of the
prototype.
Lastly, another concern may arise from the
order of the
accessibility tests. Actually, counterbalancing
the order of
use could lead to some differences in the
results, and this
issue will be carefully taken into account in
future
experiments.
It is planned to continue testing the proposed
approach
on other applications and other groups of
users, also to
cover different kinds of disabilities. Moreover,
further
investigations will be conducted on the
application of
existing and future accessibility guidelines to
new devices,
software applications and assistive
technologies, in
emerging fields, such as ambient intelligence.

aspect of health care and, once finishes, test


the QoE of the app
with the tool achieved in order to get the
necessary feedback to
obtain, after the required iterations, a product
with a positive
evaluation in every aspect. Another possibility
is to use the QoE
survey with a sample of apps related to a field
of health care
sufficiently big to get trusty and reliable
hypothesis about the
most and worst valued characteristics of the
apps.
features of mobile guide
qualitative user study applications, comparing Nokia Maps and
Google Maps with
two prototypes created in our lab, focusing on
the multimedia
content. We have made a user study with real
users, obtaining
implicit and explicit feedback. For the explicit
feedback we
have used questionnaires inspired from the
MobSOS success
model. To retrieve the implicit feedback we
have used an
observer framework that was able to log and
analyze all the
interactions between the test users and the
mobile applications.
We have presented and analyzed the results.
We have also
compared these results with those obtained in
a previous
user study in which we have used the older
version of Nokia
Maps as well as a worse version of the video
prototype. The
results presented in this article could be used
as a guideline
for the multimedia content in current and
future mobile guide
applications. In the near future we want to
continue the research
on user interfaces and new ways of visualizing
the environment in mobile guide applications.
More precisely
we want to focus on the use of augmented
reality on mobile
devices and the recognition of the
environment.
quantitative graps tables apps supporting library appsand their
subscription
quantitative The number of apps has fragmentation
grown tremendously This paper presents detailed analysis of end
since Apple opened the users perception
first app store in 2008. about hybrid apps in their actual context of
For example, in March of use (i.e., the
2009 the Google Google Play Store). The results of our study
Play app store (formerly show that there
known as Android is still room for working on hybrid
Market) had only 2,300 development frameworks,
apps, and by mid of 2013 especially for supporting platform-specific
there were more than features, and for
800,000 apps. improving their performance and testing
practices. Hopefully,
the above mentioned results will shed light on
the current
traits and distinctions of hybrid apps today,
thus impacting
future research, methods, and techniques for
developing and
managing hybrid mobile apps.
As future work, we are planning to extend our
study by
performing a study with a wider focus that
considers at least
the three most popular app stores Apple
iTunes, Google
Play, and the Windows Phone stores to
compare how
hybrid mobile apps perform differently on
different platforms.
Also, we will design and conduct a survey
targeting hybrid
mobile app developers with a focus on
practitioners perceived
strengths, limitations and needs associated to
existing hybrid
development frameworks.
48% of the versions of an ad-supported app
quantitative 3 examples have a change because of the ad libraries
embedded in them. (5) The number of
changes
related to the ad libraries in an app depends
on the type of ad library. (6) The number of ad
libraries is not related to the rating of an app.
However, (7) the intrusive behaviour of some
particular ad libraries impacts negatively the
rating of the apps that use them.
From this study, we conclude that app
developers are facing a new challenge which
weApps
Given the large number of free-to-download
apps available in the app stores, and the large
proportion of free-to-download apps
downloaded compared to paid apps, app
developers
are depending on business models which
allow them to distribute their apps for free.
One
of these most popular models is the ad
business model. Hence, app developers are
heavily
depending on advertisement libraries to
generate revenue from their apps. However,
the use
of ad libraries in apps demands that app
developers perform tasks of ad library
maintenance.
The ad library maintenance involves changes
to the embedded ad libraries in an app,
instead
of the features of the app. Examples of such
changes are correcting problems with the ad
libraries, modifying, adding, removing or
updating an ad library in an app. The final goal
of
user
quantitative small population semantic way uses one app, he is also likely to use another
one; or (ii) users use
alternatives for the same type of interests,
e.g., multiple news apps,
bank apps. These observations suggest that
some apps should be
treated as a bundle when trying to optimize
for their user experience.
There may be opportunities for integrating
these apps
together.
Diurnal patterns of smartphone apps can be
remarkably different.
For instance, news apps are much more
frequently used in the
early morning while sports apps are more
frequently used in the
evening. These findings suggest that content
providers (e.g., hosted
on cloud) can leverage distinct usage patterns
in classes of apps to
maximize the utilization of their resources.
Many social networking and games apps are
more frequently
used when users are moving around. Mobility
affects connectivity
and performance, so bandwidth sensitive
content that are mobile
may need to consider techniques to
compensate for bandwidth
variability.
We believe that our findings on the diverse
usage patterns of
smartphone apps in spatial, temporal, user,
device dimensions will
motivate future work in the mobile
community.
and Productivity) for the analysis. Some
mix metric way This study presecategories in the Google Play (e.g., games and
entertainments) are excluded from the
preliminary analysis because 1) many mobile
games and entertainment services have an
invitation code system which forces their
users to write promotion reviews for
receiving rewards (e.g., free items for games,
bonus online credits for purchasing services),
and 2) spam reviews prevail among those
categories. Hence, the generalizability of the
study may be limited. Second, as discussed in
the section 4.2, some facets of sentiment
information may not covered by the
implemented method for calculating
sentiment in review comments (e.g., emoticon
and sarcasm). Third, some studies show that
peoples evaluation on online consumer
reviews (e.g., helpfulness ranks of reviews) can
be biased by social influences and individual
traits (Aral 2013; Li & Hitt 2008; Wan &
Nakayama 2012) and algorithms for assessing
quality of review comments as well (Liu et al.
2007; Tsur & Rappoport 2009). Therefore,
further evaluations with different evaluation
designs (e.g., field experiments) or
comparisons with other metrics for assessing
quality of consumer reviews are needed.
These limitations open seveal venues for
future works regarding the proposed method
and metric: 1) conduct a study on a large set of
online review samples from multiple mobile
application markets, 2) deploy additional
methods for analyzing multiple sentiments
sources (e.g., sarcasm and emoticons), 3)
assess the quality of the proposed metric with
different evaluation methods (and metrics
developed for similar purposes).
qualitative We posit that persuasive
technology principles
infused into social
cognitive theory elements
will lead to the design of
successful fitness apps.

In summary, this study posits that persuasive


technology principles infused into social
cognitive theory
elements will lead to the design of successful
fitness apps. More precisely, we
conceptualized that
existence of features that enhance the exercise
self-efficacy, outcome expectation, self-
regulation, and
social facilitation features will positively affect
the fitness app success. Persuasive technology
principles are utilized as functions that
enable aforementioned factors work more
effectively. We
empirically validated this conceptualization
using lifecycle data of mobile apps and
automated text
mining approach. Considering the increased
prevalence of sedentary lifestyle, obesity and
overweight
in the population, studies of this nature can be
useful in modifying the lifestyles of
smartphone users
by persuading them to be physically active. We
believe such investigations have rich potential
to
broaden the research in human computer
interaction and hope other scholars will follow
the suit
quantitative 1.3million ios users The Evaluation Rubric for IPod Apps has been
widely embraced by educators across the
globe as a useful evaluation tool. While the
rubric has face validity, in order to further
increase the impact it will have in the field, the
next step will involve an empirical validation of
the evaluation tool. Current users of the rubric,
as well as other experts in the field, will be
invited to participate in a three step Delphi
Process to reach consensus on the dimensions,
as well as to further refine the language used
for each of the score points. Following this
three step process, which is scheduled to
begin in the fall of 2011, an even stronger case
will be made for expanding the rubric beyond
its current use.
behavior in mobile environment because
Quantitative This study mobile environment is not quite the same as
applied text World Wide Web
mining in environment, such as small screen and
analyzing inconvenience of searching for information.
customers Customers usually
reviews in make intuitive decisions and download mobile
purchasing applications based on the information in
mobile mobile
applications application store. This study makes theoretical
and find out contributions by revealing the mechanism of
important customer
applications decision-making in mobile environment.
features Second, although customer rating and online
valuable for review has been
customers by largely investigated in previous researches, the
discovering difference between them has not even been
meaningful carefully
information in examined. This study takes the difference into
influential account and considers text and non-text
words. We find information
that for mobile together, making theoretical contributions to
applications, research areas related with customer
specific behaviors in digital
expressions in world. Third, this study has theoretical
online implication for other behavioral studies in that
customer our findings
review, indicate that besides investigating the overall
companies impact of online customer reviews on product
reply to the sales, it is
review, and also necessary to find out specific influential
quality words in their reviews. By revealing the
certifications meaningful
from information in the review, the relationship
application between online customer reviews and
store customers purchasing
have behavior becomes clearer and more
significant understandable.
impacts on the
and attributes for system and system-in-use
quality evaluation. Lastly, we illustrated some
example
MobileApps to show their design features
could have a significant influence on the
system quality and the
users perception of quality, i.e. system in use
and UX.
Our proposal shows the usage of 2Q2U v2.0 as
an integrated approach for modeling
requirements for
external quality and quality in use (i.e., actual
usability, satisfaction and user experience) for
MobileApps.
Another manuscript will expand the work
further including the definition of attributes,
metrics, and
indicators for user group types performing
specific tasks in real MobileApp context of use.
Ongoing
The concept of research is focused on further utilizing the
renting versus 2Q2U v2.0 framework for systematic
buying, instantiation of quality
and the models for MobileApps as we did in (Lew,
availability of Olsina et. al. 2012)- in order to provide
free trials and foundations when
ease of modeling and understanding the relationships
switching among EQ, QinU, actual usability and UX. In
software has doing so, our
led to end goal is improvement. That is, to be able to
increased and directly use the system-in-use quality
focused evaluation to directly
attention improve the design of the MobileApp system.
on WebApp This concern has often been neglected in the
quality and literature, but
software may help improve quality design
quality in recommendations and ultimately to increase
qualitative general. MobileApp UX as a whole
quantitative online question

Through the survey it was clear that a majority


of people had a problem with the search
engines in the app stores. They compalined
that the search engine did not display a known
existent app even when the search criteria was
exactly the name of the application. Another
finding in the paper was that not many people
like to review apps on the app stores. Many
321 (A pilot test with 9 pa people find the purchase of apps expensive.
qualitative App Reviews considered as a step-up from the text-
and Focus based
Groups: communications on old mobile phones but
Second, we not as enhanced as traditional websites. In
conduct three one
semi- sense, apps are highly interactive yet semi-
structured rich media Functionalities:Most apps
focus group
discussions are designed to conduct limited and
with a total of specific tasks. For instance, the American
55 app users Express app is designed to perform certain
Focus group basic functions such as checking balances
participants and
consisted of paying bills. Consumers have to visit the
students (both website to perform any other task. Limited
graduate and functionality means that consumers may
undergraduate visit apps when in need and spend less
), time on each
faculty and
staff of two visit.
Southwestern Further, smart phone users search for
Universities information on the go. Whether they are
using their
smart phones while waiting in line, on the
subway, or during downtime at the office,
consumers have less time and space to
study the information presented on their
phones.
Essentially, consumers use most apps (with
the exception of games) to snack on
information.
App Reviews for 1000 Consequently, marketers have limited
apps by consumer review leverage (both in time and space) to
from ios and android app capture the
store and discussion by consumers attention and engage them
Focus Groups with marketing messages
15 16
Measurment Name of
characteristics team
member
who filled
in this row

NA Aarohi
Surya

downloaded Aarohi
10,740 APK files Surya
from the Slide Me
market, and
reverse-engineered
them using
apktool. This
produced Dalvik
byte-code, along
with resources and
the manifest file.
Next they
developed a set of
metrics to measure
app quality from an
APK file.
Website and app Aarohi
assessment criteria Surya
identified in
previous
research were
extracted. Criteria
irrelevant to mobile
content
and duplicates
were removed.
na Aarohi
Surya

star rating and pushkar raj


reviews singh
NA pushkar raj
singh

-E for everyone, Preemnath


E+10 for those 10 Katare
and older. -T
for teen. -M
for mature. -A for
adult content.
Apps analysed Preemnath
were segregated Katare
into (change-
proneness,fault-
proneness,App-
success)

star rating and pushkar raj


reviews singh
star rating, reviews Kinshuk
and helpfulness Goel
factor of reviews

Arun

Arun
To gain a better Preemnath
understanding of Katare
users such as
effectively to sell
products, services
and advertising for
mobile devices.
Averaged sum of
the scores for each
variant, the
average of these
scores, the printing
is the level at
which each variant
is considered from
the point of view of
specialists who
participated in
filling in the form.
Quality Of Preemnath
experience, Quality Katare
of Service

Jince
Thomas
Baby
Jince
Thomas
Baby

Jince
Thomas
Baby

ajithes
goyal
ajithes
goyal

ajithes
goyal
ajithes
goyal

ajithes
goyal
ayushi
ayushi
ayushi

Kinshuk
Goel
Kinshuk
Goel
Kinshuk
Goel
Kinshuk
Goel
Kinshuk
Goel
Kinshuk
Goel

Ridhi
Anand
pushkar raj
singh

N/A

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