Designing a Mobile Application for Small Business Use in Strengthening Customer Relations
Average rating
Cast your vote
You can rate an item by clicking the amount of stars they wish to award to this item.
When enough users have cast their vote on this item, the average rating will also be shown.
Star rating
Your vote was cast
Thank you for your feedback
Thank you for your feedback
Author
Crabtree-Keeler, CollinKeyword
mobile applicationssmall business
proto.io
information design
mobile application prototype
social media
digital coupons
owner-client relations
Information Design & Technology
SUNY Polytechnic
small business technology
digital media
digital media for small business
interface design
information design
mobile technology
mobile application design
mobile application development
financial applications
small business financial applications
Date Published
2015-12
Metadata
Show full item recordAbstract
The goal of this thesis and the accompanying mobile application prototype is to conceptualize and design a mobile application for small businesses that would allow these organizations to bridge the technological and communication gap outlined in this document. The resulting application, once fully developed, would also allow business owners to better connect with their customers by offering a service designed to manage customer data and provide incentives for recurring visits. The research outlined in this document focuses on addressing the current issues regarding the aforementioned technological gap, as well as providing ideal design methods in order to create a more effective user interface and subsequent digital service.Related items
Showing items related by title, author, creator and subject.
-
Enhancing Community and Creating Unity Using a Mobile ApplicationEllis, Kayla; Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader (SUNY Polytechnic Institute, 2019-05)This project involves the creation of a prototype mobile application for a multi-cultural community center in Utica, NY, the Midtown Utica Community Center (MUCC). It is an inclusive multicultural and refugee-friendly space for members to come and join in on different programs, activities, and services that the center offers. Hundreds of families utilize the open and welcoming space on a weekly basis and it serves as a place for them to congregate and come together. It is a place filled with heritage and members who are friends, but see themselves as family. This is where the idea for a mobile application stemmed from. This mobile application would be used by both members and nonmembers of the community center, as well as the staff, executive board, and volunteers. The goal of the application is to enhance the sense of community and bring a feeling of unity to the members of the organization. In this unique scenario, since the application is being built for a community center, the sense of “community” is already present—the utilization of technology such as a mobile application will only enhance, build upon, and create a sense of unity for the current and soon-to-be members of this organization. For the most part, members of this center are made up of various youth age groups. In this paper, I will explore research that has been conducted on the use of mobile technology and applications by youth as well as ways to keep them engaged and interacting with an application on a daily basis. Another area for exploration is the idea of using the application to an application on a daily basis. Another area for exploration is the idea of using the application to be in two places at once, to communicate with peers even though they may not physically be present at the center.
-
Creating a User-Friendly Mobile Application PrototypeStam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader; Sherman, Michael (2020-05)In today's world users have access to hundreds of thousands of mobile applications at the touch of their fingers. There are over two hundred and fifty million smart phone users out there and that number is growing with over 80% of Americans owning a smartphone. There is nothing more frustrating than trying to use an application and not being sure what to do. Colors or fonts can make things hard to read, too many options to click with no real direction; this will cause frustration for the user and negative feelings towards the application. Making sure that a mobile application is user-friendly is essential to its success, the first time a user opens up the application they need to know exactly what to do and how each action will interact. This project will include a complete sports betting mobile application prototype that covers all the necessary principles of a user-friendly application, along with research to explain why these principles are important. To make a user-friendly application, it is very important to make sure that the user is engaged. This was done by choosing a color scheme that gives a positive emotion, which will bring the user back and continue to use the application. Also, limit what actions the user can do, this can be done with consistency, constraint, and control. Consistency makes sure that users see similarity on how to perform all actions. Constraint limits the actions a user can perform to reduce any errors. Control makes sure that users of all levels have the ability to use the application.
-
A Mobile Application for a Growing Utica Comets CommunityMacIntosh, Jessica; Kahn, Russel; Adviser; Schneider, Steven; Reviewer (2016-05-01)This research project is a prototype of a mobile application that would be dedicated to the Utica Comet hockey community and its team through the use of special fan features to give the area a sense of belonging. The development of this application uses the human-centered design theory as well a hierarchy of needs, which were incorporated into the design of the app. The mobile app was created using a web design program within the Adobe Creative Suite. This research paper looks into the need to clarify the concepts of community, belonging and social identification within the sport of hockey. As the target users, their needs and wants are determined. It then details the concepts of creating an app, which are assessed and applied to the prototype.