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The Three Eras of Mobile Learning User Experience

  • Amir DirinEmail author
  • Marko Nieminen
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 865)

Abstract

In this paper, we present how the design of mobile learning applications has undergone three different phases since the beginning of this millennium. Users’ expectations and requirements on m-learning applications have continuously evolved and affected the applications through the different phases. Initially (era 1), the evolvement was a result of the advancement of mobile technologies, devices, and network services. However, technology is not the sole source of evolvement: users’ changing expectations and cultural surroundings have an increasing impact on the utilisation of m-learning applications. During the second era focus shifted toward usability (efficiency, effectiveness, satisfaction). The emerging third era has focus on experiential factors which impact the sustainable use of a mobile learning application. The case examples in the paper demonstrate the transitions from technological era to usability era - and even further to user experience era with analyses on emotional, experiential, and engaging factors. The resulting three eras outlined in this paper help developers anticipating future demands with development activities focusing on emotions and engagement.

Keywords

Usability User experience design Mobile learning 

Notes

Acknowledgements

Special thanks to students, educational institutes, and partners company who helped to design, develop, and utilize the applications presented in this paper.

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Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  1. 1.Business Information TechnologyHAAGA-HELIA University of Applied ScienceHelsinkiFinland
  2. 2.Department of Computer ScienceAalto UniversityEspooFinland

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