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.
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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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Dirin, A., Nieminen, M. (2018). The Three Eras of Mobile Learning User Experience. In: Escudeiro, P., Costagliola, G., Zvacek, S., Uhomoibhi, J., McLaren, B. (eds) Computers Supported Education. CSEDU 2017. Communications in Computer and Information Science, vol 865. Springer, Cham. https://doi.org/10.1007/978-3-319-94640-5_11
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DOI: https://doi.org/10.1007/978-3-319-94640-5_11
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