Mobile Devices and Self-Service e-Commerce for Sports R US
Verified
Added on 2023/03/29
|14
|2470
|379
AI Summary
This article discusses the purpose and goals of a mobile self-service for Sports R US, the target segment and audience needs, necessary resources, design of website for mobile devices, and interface applicable for mobile devices.
Contribute Materials
Your contribution can guide someone’s learning journey. Share your
documents today.
Running head:MOBILE DEVICES AND SELF-SERVICE E-COMMERCE FOR SPORTS R US Mobile Devices and Self-Service e-Commerce for Sports R US Name of the Student Name of the University Author note
Secure Best Marks with AI Grader
Need help grading? Try our AI Grader for instant feedback on your assignments.
1MOBILE DEVICES AND SELF-SERVICE E-COMMERCE FOR SPORTS R US Table of Contents 1. Introduction..................................................................................................................................2 1.1Purpose and goals of a mobile self-service............................................................................2 1.2 Target Segment, audience needs and wants..........................................................................3 1.3 Necessary Resources for achieving desired outcomes..........................................................4 1.4 Design of Website for Mobile Devices.................................................................................4 1.5 Interface applicable for Mobile Devices................................................................................4 2. Discussion....................................................................................................................................5 2.1 Design and Mock-up Diagram of the Website......................................................................5 2.2 Recommendation of Prototype..............................................................................................9 3. Conclusion...................................................................................................................................9 3.1 Evaluation Method for using in a Web Design.....................................................................9 3.2 Key Details of Mobile Self-service implemented on other Mobile Devices.......................10 References......................................................................................................................................11
2MOBILE DEVICES AND SELF-SERVICE E-COMMERCE FOR SPORTS R US 1. Introduction 1.1Purpose and goals of a mobile self-service The primary purpose and goals of the mobile device that would be designed for Sports R US would be helpful for employees and customers based on gaining access to information. The use of the mobile application service platform would be based on performing routine tasks with the help of Internet technology without the requirement of any form of interaction between the employee and the customers (Buschek, De Luca & Alt, 2015). This mobile application would thus make the customers to be independent. The customers would be provided with a wide range of options in order to browse over a broad range of sports apparels, footwear and other sports gears that would suit their purposes. The engagement of customers with the help of the mobile self-service is undergoing a radical form of change within the sports industry. The implication of such kind of sports application would drive the necessary forms of changes towards engaging the customers and raising their expectations (Alqahtani & Mohammad, 2015). The company has a huge resource of different kind of products, which they would be able to promote to the customers with the help of the mobile service application. The primary aim and intention of customers would be view the different products and access the services offered by the company in a swift manner. Thus the mobile application that would be presented before the customers should be able to serve the intended purposes with ease. These customers would also expect the access to various services in a quick manner and this kind of service would be provided to them by the company.
3MOBILE DEVICES AND SELF-SERVICE E-COMMERCE FOR SPORTS R US The expectations of customers would be highly influenced based on the number of sophisticated service platforms. This would let organisation to use different kind of options based on resolution of issues, preparing billing and making payments (Nascimento et al., 2016). With the help of the new form of mobile self-service application, the sports website would be able to engage with the customers in the best possible way and thus provide the best kind of expected services. 1.2 Target Segment, audience needs and wants Based on the knowledge about the exact form of device from which the customers would be viewing their application would be a helpful way of designing the application in the best possible way. In the recent times, most of the people make use of Android and iOS supported devices. The target audience should be firstly selected and thus the company should decide on proper ways in which such kind of issues could be tackled. The Sports R US is a major sports company in the United States and their major objective is to lead themselves in the competitive sports market (Hussain, Razak & Mkpojiogu, 2017). Embracing of new technologies by understanding the specific needs of the customers would be an effective way of reaching out to a wide number of customers. According to latest surveys, it has been understood that a certain lack in the mobile applications would highly lower the rates of customer satisfaction. Thecompanyhasahugeopportunityinthehighlycompetitivemarket.These smartphones would be able to provide the customers with an efficient way of texting, video chats, sending emails, tweeting and many others. The company should thus understand the details of the needs of the customer. Hence, the implementing of new ideas would be highly helpful for the company to progress in the highly competitive market.
Paraphrase This Document
Need a fresh take? Get an instant paraphrase of this document with our AI Paraphraser
4MOBILE DEVICES AND SELF-SERVICE E-COMMERCE FOR SPORTS R US 1.3 Necessary Resources for achieving desired outcomes The different resources that would be needed to develop the desired mobile application for Sports R US are: 1. A tool for the creation of the mobile application (The et al., 2016) 2. A best software development team who would manage the entire web development project for the mobile application (Hoehle & Venkatesh, 2015). 3. The use of high level computer software and hardware applications that would be able to support the objectives set by the business. 1.4 Design of Website for Mobile Devices The website that would be designed for Sports R US should be highly skilled in order to meet to the expectation of the customers. One of the most important aspects of website design is the responsiveness of the website (Lee et al., 2015). The website for the organisation should be designed in such a way that it would be able to service each of the growing needs of the customer. 1.5 Interface applicable for Mobile Devices The interface for the mobile application based on Sports R US should have high features that would be able to serve the needs of the customers. The interface of the application should be designed in such a manner that it would be running of any kind of device regardless of the size of the website. The website designers should consider each of the variables as compared to the traditional form of desktop application (Xie, Shabir & Abelson, 2015). Some of the common features that must be supported within the interface design of the mobile application are: display
5MOBILE DEVICES AND SELF-SERVICE E-COMMERCE FOR SPORTS R US size, type of inputs, diversity across operating systems, performance factors, multiple device usage and responsive web pages.
6MOBILE DEVICES AND SELF-SERVICE E-COMMERCE FOR SPORTS R US 2. Discussion 2.1 Design and Mock-up Diagram of the Website (Figure 1: The Home Page of Sports R US) (Source: Created by Author)
Secure Best Marks with AI Grader
Need help grading? Try our AI Grader for instant feedback on your assignments.
10MOBILE DEVICES AND SELF-SERVICE E-COMMERCE FOR SPORTS R US 2.2 Recommendation of Prototype One of the prototype that could be created is the Product Comparison Page. This page could be further enhanced with the help of implementing new features that would help the customers in comparing the best kind of deals. Further kind of enhancement could be put within the website based on price comparison among the top products that are available within the website. 3. Conclusion 3.1 Evaluation Method for using in a Web Design One of the most useful aspect that needs to be highly considered during the evaluation of a website is based on the design of the website or the application of the mobile platform. Overall, the experience of the users should be kept high in order to retain them and thus increase the productivity of the business. With the help of a proper form of user experience evaluation method, it would be highly helpful in gain several forms of insights about the effectiveness of the site design. The different kinds of evaluation methods that would be used for the evaluation of the web application for Sports R US are: 1.Performing Lab Studies with Groups and Individuals– The assessment of the website could be performed with the help of different forms of lab studies.In such lab study conducted over a particular web application, the testing team would cater the varying needs of testing the usability features of the application. 2.Longitudinal and Short Field Studies– One of the most common problem that is faced by a mobile application is that it would fail to mimic the real-life conditions in a proper
11MOBILE DEVICES AND SELF-SERVICE E-COMMERCE FOR SPORTS R US manner (Zbick et al., 2015). The evaluation methods that would incorporate the field studies could be helpful for observing the interface during a certain period of time. 3.Surveys– Online surveys could be defined as the best way for evaluating the Sports R US website application. Use of surveys could be defined as the best way in which the company would be able to gather better form of information about the ways in which the company could improve their website (Sagar & Saha, 2017). The study collected from the participants would be helping the website designer to make bigger changes based on making better impacts over the customer preferences. 3.2 Key Details of Mobile Self-service implemented on other Mobile Devices The development of the mobile application that would be able to serve the various purposes of the application could be defined as an intimidating task. The mobile application that would be designed for the sports company should be accompanies with each of the necessary features that would help them in making a great form of impact over the business market (Andriotis et al., 2016). An effective and efficient mobile application would be such that it would support across each of the popular operating systems. A cross-functional platform should be made use by developers in order to build the best form of mobile application design. Mobile Device Management (MDM) could be defined as an industry term that would help in administering the mobile devices that includes tablets, smartphones, desktop applications and laptops (Judge, Floyd & Jeffs, 2015). This kind of feature would be mainly be implemented by a third-party product that would have management features for different vendors supporting mobile devices.
12MOBILE DEVICES AND SELF-SERVICE E-COMMERCE FOR SPORTS R US References Alqahtani, M., & Mohammad, H. (2015). Mobile applications' impact on student performance and satisfaction.Turkish Online Journal of Educational Technology-TOJET,14(4), 102- 112. Andriotis, P., Oikonomou, G., Mylonas, A., & Tryfonas, T. (2016). A study on usability and securityfeaturesoftheandroidpatternlockscreen.Information&Computer Security,24(1), 53-72. Buschek, D., De Luca, A., & Alt, F. (2015, April). Improving accuracy, applicability and usability of keystroke biometrics on mobile touchscreen devices. InProceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems(pp. 1393- 1402). ACM. Hoehle, H., & Venkatesh, V. (2015). Mobile application usability: Conceptualization and instrument development.Mis Quarterly,39(2). Hussain, A., Razak, H. A., & Mkpojiogu, E. O. (2017). The perceived usability of automated testing tools for mobile applications.Journal of Engineering, Science and Technology (JESTEC),12(4), 89-97. Judge, S., Floyd, K., & Jeffs, T. (2015). Using mobile media devices and apps to promote young children’s learning. InYoung children and families in the information age(pp. 117-131). Springer, Dordrecht.
Secure Best Marks with AI Grader
Need help grading? Try our AI Grader for instant feedback on your assignments.
13MOBILE DEVICES AND SELF-SERVICE E-COMMERCE FOR SPORTS R US Lee, D., Moon, J., Kim, Y. J., & Mun, Y. Y. (2015). Antecedents and consequences of mobile phone usability: Linking simplicity and interactivity to satisfaction, trust, and brand loyalty.Information & Management,52(3), 295-304. Nascimento, I., Silva, W., Gadelha, B., & Conte, T. (2016, July). Userbility: a technique for the evaluation of user experience and usability on mobile applications. InInternational Conference on Human-Computer Interaction(pp. 372-383). Springer, Cham. Sagar, K., & Saha, A. (2017). Qualitative usability feature selection with ranking: a novel approach for ranking the identified usability problematic attributes for academic websites using data-mining techniques.Human-centric Computing and Information Sciences,7(1), 29. Teh, P. S., Zhang, N., Teoh, A. B. J., & Chen, K. (2016). A survey on touch dynamics authentication in mobile devices.Computers & Security,59, 210-235. Xie, B., Shabir, I., & Abelson, H. (2015, October). Measuring the usability and capability of App Inventor to create mobile applications. InProceedings of the 3rd International Workshop on Programming for Mobile and Touch(pp. 1-8). ACM. Zbick, J., Nake, I., Milrad, M., & Jansen, M. (2015, July). A web-based framework to design and deploy mobile learning activities: Evaluating its usability, learnability and acceptance. In2015 IEEE 15th International Conference on Advanced Learning Technologies(pp. 88-92). IEEE.