Matching Items (9)

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Finding Ways to Connect with Like-Minded Women Around the World: Compass the App

Description

The study looks deep into how traveling to new destinations allows individuals to explore new cultures, escape from their everyday routine and have an opportunity to grow and become a

The study looks deep into how traveling to new destinations allows individuals to explore new cultures, escape from their everyday routine and have an opportunity to grow and become a more open minded individual. The millennial generation is a group that has distinguished themselves from any other generation that came before them as they are changing the direction in which industries operate on every level. Millennial women are slowly causing a significant impact in the tourism industry as they are becoming the leading market share holders for hosting Airbnb's and have a growing trend for traveling on their own. Due to the increase of trends of solo female travelers, there is a demand for a new innovative product that encompasses all the needs and wants of women that are exploring on their own. Compass, the app, could be the ideal product that would help connect independent female travelers that want to have a personalized experience in a new destination. The app would consider the mainstream concerns of female solo travels such as safety, recommendations and reviews as the algorithms would match the women who are most compatible with each other. This paper will discuss the study that was conducted to gather data from millennial women at Arizona State University to determine whether or not there is a demand for an app such as Compass. In order to collect data, a survey was distributed through a Google form that utilized multiple question formats. The results of the study suggest there is a demand for the app as the millennial women average a high likelihood to use the app if it were to become a viable product. Compass could open the doors for a new niche market within the tourism industry that could eventually expand and change the way traveling for leisure occurs in the fast-paced world.

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Created

Date Created
  • 2018-05

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The Formation and Analysis of a Start Up Venture: Outwork Yourself

Description

This paper takes a look at developing a technological start up revolving around the world of health and fitness. The entire process is documented, starting from the ideation phase, and

This paper takes a look at developing a technological start up revolving around the world of health and fitness. The entire process is documented, starting from the ideation phase, and continuing on to product testing and market research. The research done focuses on identifying a target market for a 24/7 fitness service that connects clients with personal trainers. It is a good study on the steps needed in creating a business, and serves as a learning tool for how to bring a product to market.

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Created

Date Created
  • 2014-05

KidSmith App

Description

KidSmith is an application to teach children about gendered marketing. The app has two components, a game and a database of activities featuring neutral found objects from the home or in nature.

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Created

Date Created
  • 2014-05

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Maroon and Gold: Mobile Application

Description

Currently, students at Arizona State University are restricted to cards when using their college's local currency. This currency, Maroon and Gold dollars (M&G), is a primary source of meal plans

Currently, students at Arizona State University are restricted to cards when using their college's local currency. This currency, Maroon and Gold dollars (M&G), is a primary source of meal plans for many students. When relying on card readers, students risk security and convenience. The security is risked due to the constant student id number on each card. A student's identification number never changes and is located on each card. If the student loses their card, their account information is permanently compromised. Convenience is an issue because, currently, students must make a purchase in order to see their current account balance. Another major issue is that businesses must purchase external hardware in order to use the M&G System. An online or mobile system would eliminate the need for a physical card and allow businesses to function without external card readers. Such a system would have access to financial information of businesses and students at ASU. Thus, the system require severe scrutiny by a well-trusted team of professionals before being implemented. My objective was to help bring such a system to life. To do this, I decided to make a mobile application prototype to serve as a baseline and to demonstrate the features of such a system. As a baseline, it needed to have a realistic, professional appearance, with the ability to accurately demonstrate feature functionality. Before developing the app, I set out to determine the User Interactions and User Experience designs (UI/UX) by conducting a series of informal interviews with local students and businesses. After the designs were finalized, I started implementation of the actual application in Android Studio. This creative project consists of a mobile application, a contained database, a GUI (Graphics User Interface) prototype, and a technical document.

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Created

Date Created
  • 2016-05

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Evaluation of Multiplayer Modes in Mobile Apps

Description

Smartphones have become increasingly common over the past few years, and mobile games continue to be the most common type of application (Apple, Inc., 2013). For many people, the social

Smartphones have become increasingly common over the past few years, and mobile games continue to be the most common type of application (Apple, Inc., 2013). For many people, the social aspect of gaming is very important, and thus most mobile games include support for playing with multiple players. However, there is a lack of common knowledge about which implementation of this functionality is most favorable from a development standpoint. In this study, we evaluate three different types of multiplayer gameplay (pass-and-play, Bluetooth, and GameCenter) via development cost and user interviews. We find that pass-and-play, the most easily-implemented mode, is not favored by players due to its inconvenience. We also find that GameCenter is not as well favored as expected due to latency of GameCenter's servers, and that Bluetooth multiplayer is the most well favored for social play due to its similarity to real-life play. Despite there being a large overhead in developing and testing Bluetooth and GameCenter multiplayer due to Apple's development process, this is irrelevant since professional developers must enroll in this process anyway. Therefore, the most effective multiplayer mode to develop is mostly determined by whether Internet play is desirable: Bluetooth if not, GameCenter if so. Future studies involving more complete development work and more types of multiplayer modes could yield more promising results.

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Created

Date Created
  • 2013-12

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APPS FOR ASD: EVALUATING IPAD TECHNOLOGY FOR ENHANCING COMMUNICATION SKILLS OF CHILDREN WITH AUTISM SPECTRUM DISORDERS

Description

Mobile technology has introduced a new opportunity for students with autism spectrum disorder to communicate. Tablets, like the iPad, allow the users to customize applications for their needs. Users have

Mobile technology has introduced a new opportunity for students with autism spectrum disorder to communicate. Tablets, like the iPad, allow the users to customize applications for their needs. Users have also found iPads to be less stigmatizing because so many people own them and use them for various purposes. In the fast-paced world of technology, however, research cannot always keep up. It is becoming more important for the teachers and caregivers to evaluate the iPad and its applications for their efficacy in helping improve the child's communication skills. After a thorough review of current research on app use in educational settings, five criteria for evaluating app quality emerged. These criteria are: the ability to customize the application, the motor skills the student needs to operate the system, the resources and time needed for the intervention, the research or evidence-based practices behind the application, and the cost of using this device. The website, Apps For ASD, was created to provide teachers with this resource material.

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Created

Date Created
  • 2013-12

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Entrepreneurship in Mobile Application Development

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

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.

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Created

Date Created
  • 2013-05

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How Professional Artists Can Better Promote Themselves Online

Description

The thesis "How Professional Artists Can Better Promote Themselves Online" aims to create a solution to improve artists' online sales and exposure. With the Internet being such a congested platform,

The thesis "How Professional Artists Can Better Promote Themselves Online" aims to create a solution to improve artists' online sales and exposure. With the Internet being such a congested platform, I began to wonder how it was possible for artists to stand out from the crowd. I conducted six in-depth interviews in order to form a better understanding of what problems and frustrations artists currently faced everyday online. The data I collected from these interviews transformed my thesis into an entrepreneurial venture, and the iPhone app Artello was born. I created an entire working prototype of my app using Keynotopia. Artello's mission is to build an interactive art community that will create and foster relationships between artists and buyers like never before. This platform illustrates to buyers an artist's personality, style, and individual story. With Artello's guidance, artists will form stronger relationships with art buyers, connect with similar artists, and create a compelling online presence.

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Created

Date Created
  • 2015-05

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Consumers' views regarding the use of smart phones for tracking dietary intake and exercise: a qualitative study

Description

The purpose of this study was to gather qualitative data on different and novel methods used to self-monitor diet and exercise during a weight loss study. Participants who used either

The purpose of this study was to gather qualitative data on different and novel methods used to self-monitor diet and exercise during a weight loss study. Participants who used either a traditional paper and pencil method or a smart phone weight loss app for diet and exercise tracking were recruited for focus groups. Focus group discussions centered on the liked and disliked aspects of recording, perceived behavior changes, and suggestions for improved self-monitoring. Focus groups were organized based on the method of self-monitoring. The app group tracked calorie intake and expenditure via the "Lose It" app on their smart phones. The paper & pencil group recorded exercise and food intake in a journal and self-regulated diet based on recommended servings from each food group (or exchange lists). Focus group sessions were audio-recorded, transcribed and coded by the researcher and an independent coder. Results indicated that app participants liked the convenience, affordability, and user-friendly features, but wanted more nutrition advice. App participants liked self-managing their diet, not restricting certain foods or food groups and allowing for indulgences by balancing calories and exercise. Also, they desired an accurate estimation of energy expenditure from an app, based on individual characteristics (i.e., gender and age). Participants who recorded on paper liked the size for a visual layout of food entries, but desired a technology-enhanced method with an auto-calculation of calorie intake and expenditure. They also suggested increased accountability and opportunities for social support would enhance self-monitoring. Overall, an ideal technology-assisted self-monitoring app or program would be free and include an auto-calculation of calorie intake, a gender- and age- specific estimation of calories expended, easy entry of foods from a large database, the ability to enter whole recipes, nutrition information and recommendations, and be available via phone, tablet or computer (based on personal preference).

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Created

Date Created
  • 2012