TY - GEN
T1 - Building a popular mobile application by utilizing user feedback
AU - Wahyono, Teguh
AU - Warnars, Harco Leslie Hendric Spits
AU - Wijaya, Billy Sentosa
AU - Fahri, Ahmad
AU - Sasmoko,
AU - Matsuo, Tokuro
N1 - Publisher Copyright:
© 2017 IEEE.
PY - 2017/7/2
Y1 - 2017/7/2
N2 - Developing a popular mobile application which is suitable to the users based on the input that users have given with their feedback is very challenging. There are many new mobile applications with high user feedback but few download rates. Moreover, some users of the application are unwilling to give their feedbacks. This abrupt state is caused by the carelessness of mobile application developers in noticing the importance of user feedback and user behavior. In this paper, we will state several steps and options that could be taken by mobile application developers to popularize their mobile application. This solution is mainly focused on the utilization of user feedback and user behavior, which also include proper use of feedback loop, great advertising, and behavioral change. The objectives of this analysis are to change unpopular mobile applications with high user feedback to become popular mobile application with high user download rate, as well as to encourage users to properly express their opinion regarding the application by giving out their feedback to the mobile application developers.
AB - Developing a popular mobile application which is suitable to the users based on the input that users have given with their feedback is very challenging. There are many new mobile applications with high user feedback but few download rates. Moreover, some users of the application are unwilling to give their feedbacks. This abrupt state is caused by the carelessness of mobile application developers in noticing the importance of user feedback and user behavior. In this paper, we will state several steps and options that could be taken by mobile application developers to popularize their mobile application. This solution is mainly focused on the utilization of user feedback and user behavior, which also include proper use of feedback loop, great advertising, and behavioral change. The objectives of this analysis are to change unpopular mobile applications with high user feedback to become popular mobile application with high user download rate, as well as to encourage users to properly express their opinion regarding the application by giving out their feedback to the mobile application developers.
KW - Behavioral Change
KW - Download Rate
KW - Feedback Loop
KW - Mobile Application
KW - User Behavior
KW - User Feedbacks
UR - https://www.scopus.com/pages/publications/85046978838
UR - https://www.scopus.com/pages/publications/85046978838#tab=citedBy
U2 - 10.1109/INNOCIT.2017.8319136
DO - 10.1109/INNOCIT.2017.8319136
M3 - Conference contribution
AN - SCOPUS:85046978838
T3 - Proceedings - 2017 International Conference on Innovative and Creative Information Technology: Computational Intelligence and IoT, ICITech 2017
SP - 1
EP - 6
BT - Proceedings - 2017 International Conference on Innovative and Creative Information Technology
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2017 International Conference on Innovative and Creative Information Technology: Computational Intelligence and IoT, ICITech 2017
Y2 - 2 November 2017 through 4 November 2017
ER -