Journal Screenshot

International Journal of Academic Research in Progressive Education and Development

Open Access Journal

ISSN: 2226-6348

Quick View Mobile Application: Visualize 2d Dimension for Kids Sport Equipment

Siti Najihah Noor Razali, Natrah Abdullah

http://dx.doi.org/10.6007/IJARPED/v11-i3/14897

Open access

Online shopping has a lot of benefits. However, despite all these years and advancements in online shopping, online shopping still needs to be enhanced in a variety of ways in order to improve the current online shopping experience for the satisfaction of online customer. These days, online shopping is still inconvenience for product measurement for the product representations and body size chart, customer need to spend too much time on online reviews and product description. Therefore, the goal of this paper is to propose a mobile application that will visualize static 2D which focus on the kids’ sport equipment products in order to increase customer satisfaction and quicken the time process of availability for product information. Quick View mobile application assists by providing quick access for product information. Mobile Application Development Life Cycle (MADLC) methodology is being used to develop Quick View mobile application which is only conducted from the identification phase up until to the testing phase. Quick View mobile application offers to the user the three main features which is height and size, body position and load capacity. These features also have been included a visual representation of a 2D kids' body size with the product chosen. The benefit for the user is that they get to easily and quickly to view the product and fine which product fit their kids’ sizes with convenience. In accordance with the results of the SUS user testing, many users agreed that Quick View is convenient, user-friendly, not overly complicated, effectively integrated, and does not require technical assistance where 86.5 is the result score. Future recommendations include that this mobile application should provide 2D human body illustration for any kind of age and provide plenty of products and equipment for people to view without limitation of choices.

Coppola, D. (2021). E-commerce worldwide - statistics & facts. Statista. https://www.statista.com/topics/871/online-shopping/#topicHeader__wrapper
United Nations Conference on Trade and Development. (2020). COVID-19 has changed online shopping forever, survey shows. UNCTAD.org. https://unctad.org/news/covid-19-has-changed-online-shopping-forever-survey-shows
Oktium. (2018). How online shopping is inconvenient. https://medium.com/oktium/how-online-shopping-is-inconvenient-1619c5c264fa
The UK Measurement Specialist. (2021). Tape Accuracy. The Tape Store. https://www.thetapestore.co.uk/tapes-rules/tape-measures/tape-accuracy
Pezzini, G. (2021). Why physical stores are still vital for retail. LS Retail. https://www.lsretail.com/resources/why-physical-stores-are-still-vital-for-retail
Trotter, C. (2017). Retail Trends Factfile 2017: Physical Retail. Insider Trends. https://www.insider-trends.com/retail-trends-factfile-2017-physical-retail/
Parent Guide Team. (2021). Best Baby and Kiddie Pools: A Comprehensive Guide and Review. Parent Guide. https://parent.guide/best-baby-and-kiddie-pools/
American Academy of Pediatrics. (2021). Ages & Stages. Healthy Children.org. https://www.healthychildren.org/English/ages-stages/Pages/default.aspx
Kaemingk, D. (2020). Customer Experience Online reviews statistics to know in 2022. Qualtrics. https://www.qualtrics.com/blog/online-review-stats/
Yim, M. Y. C., & Park, S. Y. (2019). “I am not satisfied with my body, so I like augmented reality (AR)”: Consumer responses to AR-based product presentations. Journal of Business Research, 100, 581-589.
Smith, A., & Anderson, M. (2016). Online Shopping and E-Commerce. PewReasearchCenter.
https://assets.pewresearch.org/wpcontent/uploads/sites/14/2016/12/16113209/PI_2016.12.19_Online-Shopping_FINAL.pdf
Deborah, B. M., & Stephen, M. N. (2003). The Effect of Examining Actual Products or Product Descriptions on Consumer Preference. Journal of Consumer Psychology.
Yiming, L., Gang, L., & Giri, K.T. (2019). Try-Before-You-Buy: Online retailing strategy with customer self-mending. Journal Electronic Commerce Reasearch and Applications.
Prasanta, K. C., Paul, J., Korfiatis, N., Lytras, D. M. (2021). Examining the role of consumer impulsiveness in multiple app usage behavior among mobile shoppers. Journal of Business Reasearch.
Lupanda, S. I., & Rensburg, J. T. V. J. (2021). Design Guidelines For Mobile Applications. International Conferences Interfaces and Human Computer Interaction.
Babich, N. (2016). Mobile UX Design: Key Principles. UX Planet.
Azham, H., Emmanuel O. C., Mkpojiogu, Hassan, A., & Hassan, M, H. (2019). A Mobile Test Assestment of Online Shopping Aplication. Journal of Computational and Theoretical Nanoscience.
Leigh, T. A. (2020). The Inside Scoop on Ecommerce Reviews: Why They Matter and How to Make the Most of Them. Big Commerce. https://www.bigcommerce.com/blog/online-reviews/#who-is-reading-online-reviews
Rimma, K. (2020). How Are Consumers Spending Some of Their Time? Reading Reviews. Lots of Reviews. eMarketer. https://www.emarketer.com/content/how-are-consumers-spending-some-of-their-time-reading-reviews-lots-of-reviews
Lavoie, R., Main, K., King, C., & King, D. (2021). Virtual experience, real consequences: the potential negative emotional consequences of virtual reality gameplay. Virtual Reality, 25(1), 69-81.
Yazdanparast, A., & Spears, N. (2012). Need for touch and information processing strategies: An empirical examination. Journal of Consumer Behaviour, 11(5), 415-421.
Lee, Y. K., Chang, C. T., Cheng, Z. H., & Lin, Y. (2016). Helpful-stressful cycle? Psychological links between type of mobile phone user and stress. Behaviour & Information Technology, 35(1), 75-86.
Ameen, N., Hosany, S., & Paul, J. (2022). The personalisation-privacy paradox: Consumer interaction with smart technologies and shopping mall loyalty. Computers in Human Behavior, 126, 106976.
Szymkowiak, A., Melovic, B., Dabic, M., Jeganathan, K., & Kundi, G. S. (2021). Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people. Technology in Society, 65, 101565.
Vermesan, O., & Friess, P. (Eds.). (2022). Digitising the Industry Internet of Things Connecting the Physical, Digital and VirtualWorlds. CRC Press.
Fling, B. (2009). Mobile design and development: Practical concepts and techniques for creating mobile sites and Web apps. " O'Reilly Media, Inc.".
Lupanda, I., & Rensburg, J. V. J. (2021). DESIGN GUIDELINES FOR MOBILE APPLICATIONS.
Vithani, T., & Kumar, A. (2014, March). Modeling the mobile application development lifecycle. In Proceedings of the International MultiConference of Engineers and Computer Scientists (Vol. 1, pp. 596-600).
Parise, S., Guinan, P. J., & Kafka, R. (2016). Solving the crisis of immediacy: How digital technology can transform the customer experience. Business Horizons, 59(4), 411-420.

In-Text Citation: (Razali & Abdullah, 2022)
To Cite this Article: Razali, S. N. N., & Abdullah, N. (2022). Quick View Mobile Application: Visualize 2d Dimension for Kids Sport Equipment. International Journal of Academic Research in Progressive Education and Development, 11(3), 1059–1071.