Our publication about „Chatbots for Brand Representation in Comparison with Traditional Websites“ are published in the International Journal of Interactive Mobile Technologies (iJIM).
Chatbots have gained enormous popularity in recent years. IT giants such as Microsoft, Google and Facebook have taken an interest in automated conversations. Messaging apps like WhatsApp and Facebook Messenger are playing an increasingly important role in smartphone usage and communication in general perfect conditions for chatbots. This paper provides an introduction of recent chatbot development in general and in customer environments. As part of this work, a chatbot was developed for the Austrian IT company CodeFluegel GmbH. The chatbot, named Theodore, provides information about CodeFluegel via Facebook Messenger and webchat, like the existing company website. The design process and implementation of the chatbot as well as architectural considerations are explained throughout this document. In a user study, participants perform typical tasks with the website and the chatbot. The usage of both platforms is evaluated in order to identify advantages and disadvantages as well as differences compared to the other technology and to draw conclusions. Findings to this study indicate promising prospects for chatbots as alternative touchpoints for customers and others and a way to replace and enhance traditional websites.
[full article @ ResearchGate]
[full article @ JournalsHomepage]
Reference: Kühnel, J., Ebner, M., Ebner, M. (2020) Chatbots for Brand Representation in Comparison with Traditional Websites. In: International Journal of Interactive Mobile Technologies (iJIM) 14(18):18-33
Togehter with my colleagues we did a small research work about „Perception and Acceptance of Padlet as a Microblogging Platform for Writing Skills“ in the International Journal of Interactive Mobile Technologies (iJIM).
This research is intended to answer the question, how are the students‘ perceptions of internet technology in learning and how is the acceptance of Padlet as a microblogging platform for writing skills in German language level A2-B1 CEFR standards for the student. In summary, 21 students within the range of 19-22 years participated, which consisted of 2 males and 19 females – data obtained through opened and closed questionnaires. The results of data analysis showed that students had positive perceptions using internet technology in learning. However, students cannot accept Padlet as a microbloggingplatform in learning German writing skills due to several factors that influence it. This research has an essential finding: before conducting online learning, lecturers have to consider internet availability and the adequacy of reviews to their smartphones as a learning infrastructure.
[full article @ ResearchGate]
[full article @ Journal’s homepage]
Reference: Kharis, Dameria, C. N., Ebner, M. (2020) Perception and Acceptance of Padlet as a Microblogging Platform for Writing Skills. In: International Journal of Interactive Mobile Technologies (iJIM). 14/13. pp. 213-220
We did a short publication about „The Use of Gamification in Gastronomic Questionnaires“ for the International Journal of Interactive Mobile Technologies (iJIM).
Obtaining customer opinions and customer wishes is increasingly becoming an important part of any entrepreneurial activity for determining customer satisfaction and, subsequently, optimizing products and services as well as strengthen customer loyalty. In catering, there are several ways to capture the guest’s satisfaction or dissatisfaction, as well as customer preferences and customer needs across different channels. One way to obtain a customer’s opinion is to provide a digital online questionnaire. Unfortunately, the participation of guests in such surveys is usually low. In addition, many online questionnaires are aborted prematurely, and questions which require an individual text answer are often left unanswered. Gamification is a process to use game ele-ments, game techniques and game mechanics from games in a different context in order to motivate and force people to do certain activities. This paper discusses whether the use of game elements in an existing gastronomical online questionnaire enhances the engagement of users and whether customer satisfac-tion remains the same. Based on an existing gastronomical online questionnaire from the company ITELL.SOLUTIONS GmbH a gamified questionnaire vari-ant has been developed. Game elements such as points, badges, avatar, story, progress bar and instant feedback have been included. The investigation showed that the use of gamification in questionnaires on open questions did not worsen the involvement of users. The customer satisfac-tion remained unchanged by the embedding of game elements too. Users of the expanded game questionnaire tended to give more precise and longer answers. The completion time also slightly increased for the gamified questionnaire. A direct comparison between the two variants of the questionnaire, showed that users preferred the design of the gamified questionnaire.
[article @ journal’s homepage]
[article @ researchgate]
Reference: Prott, D., & Ebner, M. (2020). The Use of Gamification in Gastronomic Questionnaires. International Journal Of Interactive Mobile Technologies (IJIM), 14(02), pp. 101-118. doi:http://dx.doi.org/10.3991/ijim.v14i02.11695
Our publication about „1×1 Trainer with Handwriting Recognition“ got published in the International Journal of Interactive Mobile Technologies (iJIM). We described our successful app, which has been firstly announced already here.
Nowadays, computers and mobile devices play a huge role in our daily routines; they are used at work, for private purposes and even at school. Moreover, they are used as support for different kinds of activities and task, like for example, learning applications. The interaction of these applications with a computer is based on predefined input methods, whereas a touchscreen facilitates direct input via handwriting by using a finger or a pen. This paper deals with the invention of a mobile learning application, which is supposed to facilitate children’s learning of simple multiplication. The aim of this paper is to collect the data of children’ experiences using interactive handwriting on mobile devices. In order to gain this data, a school class of the school “Graz-Hirten” was tested and afterwards for evaluational purposes interviewed. The results of these usability tests have shown that children perceived handwriting via finger on screen as quite positive.
[Full text @ ResearchGate]
[Full text @ iJIM]
Reference: Rabko, M., Ebner, M. (2018) 1×1 Trainer with Handwriting Recognition. International Journal of Mobile Technologies (iJIM). 12/2. pp. 69-79. https://doi.org/10.3991/ijim.v12i2.7714