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Mobile applications (Apps) markets with App stores have introduced a new approach to define and sell software applications with access to a large body of heterogeneous consumer population. Several distinctive features of mobile App store markets including – (a) highly heterogeneous consumer preferences and values, (b) high consumer cognitive burden

Mobile applications (Apps) markets with App stores have introduced a new approach to define and sell software applications with access to a large body of heterogeneous consumer population. Several distinctive features of mobile App store markets including – (a) highly heterogeneous consumer preferences and values, (b) high consumer cognitive burden of searching a large selection of similar Apps, and (c) continuously updateable product features and price – present a unique opportunity for IS researchers to investigate theoretically motivated research questions in this area. The aim of this dissertation research is to investigate the key determinants of mobile Apps success in App store markets. The dissertation is organized into three distinct and related studies. First, using the key tenets of product portfolio management theory and theory of economies of scope, this study empirically investigates how sellers’ App portfolio strategies are associated with sales performance over time. Second, the sale performance impacts of App product cues, generated from App product descriptions and offered from market formats, are examined using the theories of market signaling and cue utilization. Third, the role of App updates in stimulating consumer demands in the presence of strong ranking effects is appraised. The findings of this dissertation work highlight the impacts of sellers’ App assortment, strategic product description formulation, and long-term App management with price/feature updates on success in App market. The dissertation studies make key contributions to the IS literature by highlighting three key managerially and theoretically important findings related to mobile Apps: (1) diversification across selling categories is a key driver of high survival probability in the top charts, (2) product cues strategically presented in the descriptions have complementary relationships with market cues in influencing App sales, and (3) continuous quality improvements have long-term effects on App success in the presence of strong ranking effects.
ContributorsLee, Gun Woong (Author) / Santanam, Raghu (Thesis advisor) / Gu, Bin (Committee member) / Park, Sungho (Committee member) / Arizona State University (Publisher)
Created2015
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Description
For students on a college campus, many courses can present challenges to them academically. Some universities have taken an initiative to respond to this by offering tutoring opportunities at a central location. Generally this provides help for some struggling students, but others are left with many questions unanswered. Two primary

For students on a college campus, many courses can present challenges to them academically. Some universities have taken an initiative to respond to this by offering tutoring opportunities at a central location. Generally this provides help for some struggling students, but others are left with many questions unanswered. Two primary reasons for this are that some tutoring services are broad in scope and that there may not be sufficient one-on-one time with a tutor. With the development of a mobile application, a solution is possible to improve upon the tutoring experience for all students. The concept revolves around the formation of a labor market of freelancers, known as a gig economy, to create a large supply of tutors who can provide their services to a student looking for help in a specific course. A strategic process was followed to develop this mobile application, called Tuzee. To begin, an early concept and design was drafted to shape a clear vision statement and effective user experience. Planning and research followed, where technical requirements including an efficient database and integrated development environment were selected. After these prerequisites, the development stage of the application started and a working app produced. Subsequently, a business model was devised along with possible features to be added upon a successful launch. With a peer-to-peer approach powering the app, monitoring user engagement lies as a core principle for consistent growth. The vision statement will frequently be referred to: enhance university academics by enabling the interaction of students with each other.
ContributorsArcaro, Daniel James (Author) / Ahmad, Altaf (Thesis director) / Sopha, Matthew (Committee member) / Department of Information Systems (Contributor) / WPC Graduate Programs (Contributor) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
In this thesis a community-based ride sharing mobile application, Ride Devil, will be introduced and created to provide services for communities such as Arizona State University and its students, faculty, and other affiliates to find safe rides around campus because campus population problem exists. This causes increased transportation costs, decreased

In this thesis a community-based ride sharing mobile application, Ride Devil, will be introduced and created to provide services for communities such as Arizona State University and its students, faculty, and other affiliates to find safe rides around campus because campus population problem exists. This causes increased transportation costs, decreased parking space availability, and more transportation issues. The Ride Devil application itself is based off on the ride-sharing concept of transportation as introduced, above. Students, faculty, and other university affiliates will drive their own vehicles and use the Ride Devil services in order to coordinate pick-ups with members of its community. Not only is this form of transportation more cost effective than competing transportation models, taxis, but it also promotes safety, community, and educational assistance.
ContributorsVan Hook, Ryan Leo (Author) / Lin, Elva (Thesis director) / Peck, Sidnee (Committee member) / Barrett, The Honors College (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor) / Department of Management (Contributor)
Created2014-05
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Description
My thesis is a creative project in which I designed, developed, marketed, and sold a mobile application on the iOS (iPhone) platform. In addition to developing a mobile application, I also formed a Limited Liability Company, Flem LLC, which I will own, manage, and operate for the duration of this

My thesis is a creative project in which I designed, developed, marketed, and sold a mobile application on the iOS (iPhone) platform. In addition to developing a mobile application, I also formed a Limited Liability Company, Flem LLC, which I will own, manage, and operate for the duration of this project and beyond the thesis project. Flem LLC allows me to create a unique brand for my company, separate from myself, as well as providing legal protection for my personal assets. My initial application is titled "Derpy Calc". It is a basic calculator for iPhone capable of adding, subtracting, multiplying, dividing, and taking the square root of positive, negative, and decimal numbers. Derpy Calc is unique because before it will output an answer, Derpy, the calculator's personality, will make a remark or ask a question that is factual, random, or silly. This application is targeted at teenagers and young adults and the outputs Derpy gives will be targeted those demographic. The purpose of this application is to provide humor and spontaneity to the process of doing math and is currently the only iOS application with that focus. Derpy debuted on the Apple App store on March 1st 2013. As of March 27th, it is on Version 1.2, has had 457 advertisement views on 328 downloads. It has earned Flem LLC a total of $0.75 in advertising revenues.
ContributorsFleming, William Patrick (Author) / Peck, Sidnee (Thesis director) / Nemanich, Louise (Committee member) / Faucon, Christophe (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / School of Accountancy (Contributor)
Created2013-05
Description

Grubhub's user reviews from the Apple IOS store were analyzed to provide alternate user experience (UX) solutions through answering the following:
1. How is Grubhub's mobile app meeting user expectations?
2. How can Grubhub improve the mobile app experience?

ContributorsDiaz, Samantha (Author) / Harris, LaVerne Abe (Degree committee member) / D'Angelo, Barbara J. (Degree committee member) / Mara, Andrew (Degree committee member)
Created2019-12-13
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Description
Since the early 2000s the Rubik’s Cube has seen growing usage at speedsolving competitions and as an effective tool to teach Science, Technology, Engineering, Mathematics (STEM) topics at hundreds of schools and universities across the world. Recently, cube manufacturers have begun embedding sensors to enable digital face tracking. The live

Since the early 2000s the Rubik’s Cube has seen growing usage at speedsolving competitions and as an effective tool to teach Science, Technology, Engineering, Mathematics (STEM) topics at hundreds of schools and universities across the world. Recently, cube manufacturers have begun embedding sensors to enable digital face tracking. The live feedback from these so called “smartcubes” enables a new wave of immersive solution tutorials and interactive educational games using the cube as a controller. Existing smartcube software has several limitations. Manufacturers’ applications support only a narrow set of puzzle form factors and application platforms, fragmenting the ecosystem. Most apps require an active internet connection for key features, limiting where users can practice with a smartcube. Finally, existing applications focus on a single 3x3x3connection, losing opportunities afforded by new form factors. This research demonstrates an open-source smartcube application which mitigates these limitations. Particular attention is given to creating an Application Programming Interface (API) for smartcube communication and building representative solve analysis tools. These innovations have included successful negotiations to re-license existing open-source Rubik’sCube software projects to support deployment on multiple platforms, particularly iOS. The resulting application supports smartcubes from three manufacturers, runs on two platforms (Android and iOS), functions entirely offline after an initial download of remote assets, demonstrates concurrent connections with up to six smartcubes, and supports all current and anticipated smartcube form factors. These foundational elements can accelerate future efforts to build smartcube applications, including automated performance feedback systems and personalized gamification of learning experiences. Such advances will hopefully enhance the Rubik’s Cube’s value both as a competitive toy and as a pedagogical tool in educational institutions worldwide.
ContributorsHale, Joseph (Author) / Bansal, Ajay (Thesis advisor) / Heinrichs, Robert (Committee member) / Gary, Kevin (Committee member) / Arizona State University (Publisher)
Created2023