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858 Uppsatser om Mobile advertising - Sida 38 av 58

Undersökning & Utvinning av Smartphones : En djupgående analys av positionsdata

The ordinary phone of today is not the same as it was 10 years ago. We still use them tomake phone calls and to send text messages, but the ordinary phone of today has muchmore uses, it is essentially a computer. To put into context to 10 years ago, it is a verypowerful computer, capable of processing wide array of information and presenting it tothe user. Nearly every single device today has a wireless connection, which makes everyuser connectable and able to use online services and internet at any time and place.This gives the user the possibility to integrate his or hers everyday actions with socialmedia and different search functions. Being able to search the internet for persons,restaurants, public transportation and a lot more is very useful to most.

Referenssamtalet med barn : förhållningssätt och bemötande. Fem intervjuer med barnbibliotekarier

The aim of this study was to examine the social relationships between children and librarians during reference interviews. Using qualitative interviews with five children's librarians I illustrate attitudes and behaviours during a reference situation which take place in psychological, social and even in pedagogical contexts. The literature review comprises studies of the reference interview with children and youth, a description of interpersonal communication and finally social interaction and dialog between teachers and pupils. The main result of this study was the demonstration of a dichotomy in modes of interpersonal communication. In one mode, the social frame is emphasized.

MoSync för multi-plattformsutveckling till smartphones

Det här är ett examensarbete som är utfört på uppdrag av Meal Planning Concepts AB. Målet var att utveckla en native multi-plattformsapplikation till smartphones och surfplattor som skulle fungera på Android och iOS och dela databas med deras nuvarande webbsystem. Funktionaliteten skulle vara baserad på den som fanns på deras webbsida. Applikationen utvecklades i MoSync som är ett ramverk som klarar utveckling till multiplattform. Examensarbetet gick också ut på att utvärdera MoSync under projektetsgång och presentera andra liknande verktyg och hur de förhöll sig till MoSync.

Sinnesmarknadsföring : Ett effektivt verktyg för folkbibliotek?

Sensory marketingAn effective instrument for libraries? We are living in a world of constant communication and information and because of that, marketing in general seem to have no distinctive effect. Consumers become overwhelmed by all the advertising messages. Due to this, it is clear that organizations like libraries must create a deeper and more personal connection to increase user satisfaction and foster the use of services, among both users and potential users. One way to achieve this is to make use of all the emotional elements of a product or a service.

Logotypiskt : En studie om hur digitaliseringen harförändrat logotypers utseende

In this study we are seeking to discover the norms in the design of logotypes and how they havechanged over time. To achieve this we have chosen to analyze the logotypes of twenty companies withthe largest expenditure on advertising in Sweden. We mapped chosen design attributes within the logoto discover the similarities and then we selected the five oldest brands to analyze how their logos havechanged over time. The design changes in the logotypes over time is can be related to the changingattitudes of the general public and the designers ambitions to draw on convention to create iconic designthat will spark brand-recognition. However many changes can?t be directly explained through changesin convention.

Skönhet kommer från Photoshop - En studie om effekter av retuscherade modeller i reklam

There are widespread discussions about the use of retouched models in media, ranging from bloggers to legal decision-makers. Research shows that there are negative psychological effects on especially females being exposed to idealized, retouched model images. The purpose of this paper is to explore the effects of using retouched models in advertising from a marketing perspective, based on attitudes, perceived quality and purchase intentions.Based on theories about attractiveness, halo-effects and social comparison, an experimental study was done, investigating the different responses on above mentioned parameters to advertisements showing either retouched model images or non-retouched model images. Initially it was also tested if the retouched models were seen as more attractive than the non-retouched models. The results showed almost no differences between the reactions to the advertisements with retouched models compared to the advertisements with non-retouched models, when all respondent groups were analyzed together.

Affärsmodeller och Strategier i Apples Appstore

Apple has since their launch of the Iphone series created a billion dollar business with the market place Appstore. Third-party apps have disrupted the mobile industry, attracted a high number of developers and set the standard for the industry. Despite success, this market has yet not been the topic of any academic study, a fact that makes this thesis important. Under the assumption that apps can be regarded as a service, traditional service marketing theories have been applied with the research goal to map existing business models, evaluate revenue potential and understand best practices of marketing techniques. A series of qualitative interviews with representatives from the difference business models, backed by secondary data describing the domain shows how the Appstore has evolved over time and which marketing practices that appear successful.

Vägen mot en guideapplikation : Designförslag till en guide i kulturhistorisk miljö

Detta projekt har skapat en design till en applikation, vars mål är att få människor i närnatur och samtidigt möjliggöra för dem att lära sig mer om den kulturhistoria denna natur har att bjuda.I projektet har designen till en guideapplikation för användning i miljö med kulturhistoriska arv undersökts och tagits fram. Projektet är en fallstudie och använder ramverket Minnesmark som en grund för designen.Designen är framtagen genom att använda en målinriktad designmetod och designprocess av Goodwin(2009). Med detta menas att personor och scenarier har varit de främsta verktygen för att generera krav till designen. Krav baseras även på ramverket Minnesmarks möjligheter och begränsningar. Vidare krav kommer även från intervjuer med två olika guider.En första design; en prototyp, utvärderades av åtta personer för att förbättra designen.

Hej, kom spela med oss! (Hi, come play with us!)

People play games now more than ever before. While the digital gaming industry dominates the market, boardgaming has been living in its shadow. Board games offer a physical tangibility and a social experience that can be found in few digital games. How do we create a tool that further builds upon those strengths? The purpose of this study is to examine the possibility of developing a service that consists of an mobile application and board game events to promote social face-to-face interaction. Focus has been on the social face-to-face interaction in the context of a board game session.

"För man lär genom leken" : En studie kring förskollärares syn på leken som ett pedagogiskt verktyg i barnens lärande.

The purpose of this study was to analyze recent appropriations of works of art in advertising. Why was art infused into magazine advertisements, how were the works of art tampered with to achieve commercial goals, how well did they function together with the ad copy? What did these advertisements want? What did the artwork contribute to the commercial message? These were some of the questions asked in the study that involved a closer look at four appropriations: one based on a battle painting by the Swedish 1900th century artist Carl Wahlbom, with a commercial message printed on top;  one a collage including an 18th century portrait of Marie Antoinettte by Elisabeth Vigée-Lebrun; one advertisement was influenced by Dutch 1700th century still lifes, and, finally, one paraphrased Velázquez?s famous painting Las Meninas from 1655. Companies behind the advertisements featured a Swedish trade journal, a fashion exhibition in Paris, a shop for kitchen utensils in Stockholm, and an up-scale department store in Madrid.The ads, in different ways based on works of art, were evaluated as reasonably successful commercial messages. These ads, however, hardly qualified as works of art in their own right ? if that was the intention.

Responsive web design : En studie i hur designkonceptet påverkar användbarheten hos en webbplats

The main topic of this thesis is to evaluate the impact on the usability of web pages when using responsive web design, a concept for developing web pages whose design adapts to the screen size being used. This is done by creating a responsive prototype based on an existing web site. A number of usability tests are conducted on the two versions of the site in order to compare the time to complete the tests and to observe the behaviour of the test participants. The tests are conducted on desktop as well as on mobile devices with varying screen size.The number of test participants was relatively low, and so the quantitative result is not statistically valid. However, the conclusion is that the most effective combination is to use either of the sites on desktop format.

Riktlinjer för mobil applikationsutveckling

Marknaden för mobila system har utvecklats enormt snabbt de senaste åren. Idag är det ett område med en allt större omsättning och det har vuxit fram som en helt ny gren inom Software Engineering. Utvecklare av mobila applikationer står ständigt inför en utmaning när det gäller att välja vilket mobilt system man ska satsa på när man utvecklar applikationer. Valet av system kan vara helt avgörande för om man hittar rätt målgrupp av konsumenter och därmed kan generera tillräckligt med omsättning för att driva lönsam utveckling av applikationer. Det räcker inte att enbart kolla på vilket system som har mest användare eller vilket system som genererar mest omsättning, utan man bör noggrant överväga de förhållande som gäller för just den applikation som ska utvecklas.

[demos.v1.0] till [demos.v2.0] : En fallstudie av modifierbarhet

This report is an examination paper in computer science at University of Växjö. The report will focus on the possibility to create adaptable systems and to cost calculate the work needed to modify a system to meet new demands. A project [demos] developed by Interactive Institute studio [12-21] in Växjö is the starting point in our work. They have during a period of two years developed a prototype of a system which intends to get youth and democratic selected representatives a communication platform where they may communicate with SMS. Today they are in a position when they want to develop the system for other user groups with slighter different purpose and to do that they need a more flexible system.

SMS i TV : ett sätt att skapa interaktion i TV?

The purpose with this essay is to examine the phenomenon SMS in TV. Partly by identify the communication process behind the phenomenon and partly by describing it in a editorial and technical point of view. We have analysed the communication process regarding scientific theories in communication, interaction and convergence. With a qualitive approach we have fulfilled four interviews and two small ethnographical field observations. Objects for the interviews and observations have been two Swedish produced debate-programs, broadcasted in TV; Diskus in TV4 and Debatt in SVT2.

Mobilapplikation för taxibeställning : Att ta taxibeställningar till nästa steg

This report is going to be focusing on the development of a promotion page and login system for the web production company Adoreyou. The promotion page and login will be parts of a new taxi application for iPhone that lets the customer book a taxi and drivers manage the requests from the customers.Taxi application?s that let customer?s book trips are nothing new but they are constantly being explored and developed. The most common practice is to let the customer fill in from what address he or she wants to be picked up and to where he or she wants to be taken. Then the price is set in the application depending on the distance and most likely other factors like weekday and time.

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