DXC Technology’s Focus on User Experience Design for Mobile Business Solutions
Discuss about the Mobile Business Solution.
The mobile business solutions produce the required solution for the user of the user of the mobile application. There are various different companies that are provide mobile business solution for the devices. These companies deliver the processes, tools, services and the domain expertise for building the mobile application. The main objective of the mobile business solution is providing a new technology for the user. The implementation of the technology will help the user and provide them with a convenient way to use the technology. The implementation can be in the hardware or in the software. The implementation includes various technology like it makes rapid prototyping, it focuses on the user experience, and intuitive technology. Mobile application is also developed by the companies that provide the mobile business solutions. In the report we are taken a company that provides the mobile business solutions. The name of the company that is chosen for the further study is DXC Technology. This company mainly focuses on the development of the highly convenient user experience. The company designs next generation digital user experiences by using the modern technologies.
The DXC Technologies main focus is on the user experience design. Along with te design of the user experience the company is also innovate mane solutions for the mobile business using the modern day technologies. The area in which the company will does the developments for the Mobile Business Solutions is discussed below:
The user experience or the UX and the design that is user centred can be achieved by increasing the rate of the adoption, increasing the development speed and by increasing the engagement (Xiong 2017). If these aspect done efficiently and effectively then the resulted application will become meaningful to the user of the application. When the development of the user experience is going the feedback of the user is taken and implemented so that when the product is complete it will able to satisfy the customer satisfaction.
The rapid prototyping I made to bring the new ideas in to the innovations. The rapid prototyping is the process of building the product without any error. It reduces the rate of the rework because when the product is made it undergoes several process that mitigate the issues. The DXC technologies integrates SAP, Oracle, Maximo and many other system to the mobile applications back end. The rapid prototyping securely connects the modern day mobile system to enterprise the record of the system (Torabi, Farjood and Hamedani 2015).
Areas of Development for Mobile Business Solutions
A very agile method is implemented by the DXC technologies while developing the mobile applications. The agile method helps the user of the mobile application to identify all the feature of the mobile applications (Rojnic Kuzman et al., 2017). In the every phase of the development the functionality is increased. This method highly beneficial for the method of the mobile application development.
The augmented reality is the revolutionary technology in the mobile application development. This technology mainly uses the smart glass technology which is capable of display texts, holograms and pictures to the developers. The interface is totally hands free, the workers uses gestures for their interactions and voice (Diaz, Hincapié and Moreno 2015). The augmented reality technology connects the digital world’s workforce by improving the safety of the workplace and by improving efficiency and productivity. By using the technology rework rate is also reduced and the productivity of the business is increased.
The apps of the Internet of Things makes the things related to the business better and to make rapid decisions for the business. The DXC technologies enables the feature that will display the people’s location and the asset of the people. In the workplace the technologies of the automatic identification is used like the RFID (Radio Frequency Distribution) for the increment of the productivity and to have less errors (Ullah 2018).
The DXC has provided several processes and references for the acceleration of the modern application development in the different industries like the health care, banking, insurance, manufacturing, to the public sector and to the travel.
For this report the selected technology is the augmented reality and the technology is complex as well as expensive for the company to implement. Two types of augmented reality application is present in the market and the developer need to access the requirements that which type of augmented reality application he needs to make. The two types of augmented mobile application is one marker based and another is the location based (Barfield 2015). The main feature of the marker based augmented reality mobile application is to recognition of image. In the mobile device the camera is used to recognize the image. The camera is used to detect the pattern of the image like the QR codes or the normal image. Markers are not required in the location based AR applications. The location based technology use the GPS and the other detectors like the compass and the accelerometers to detect the location and to make the objects of the augmented reality.
Augmented Reality Technology and Key Factors for Success
At the time of choosing the SDK of the augmented reality, the platform on that it is going to work must be checked. The SDK support the most popular operating system of the mobile that is the Android and iOS. But there is bit difficult to build an augmented reality of the windows platform as the normal SDK may not compatible with the windows platform. There are some SDK which known as the UWP or the Universal windows platform that can help the developers to build the augmented reality apps on the windows platform. There are dedicated augmented reality platform is there which develops the augmented reality applications for the macOS. Though many functions are not used now but in the near future they will be used for sure (Amin and Govilkar 2015).
There are several different key factors for the success of the augmented reality. The key factors are given below:
Mobility:
The augmented reality can be used in any place as the technology does not involved the real world. The freedom of using the augmented reality is one of the major advantages of the AR, the AR is mainly used on the mobile. For this the data, battery and a good mobile service is necessary (Im et al., 2015). If we cannot do the phone calls or do not use the internet, because it is not replacing the mobile phones. The real world is blocked by the AR, so it can be controlled in the any environment like in the office, home, or in any transport vehicles.
Vision:
The Augmented reality is all about vision. The diplay of the mobile have the retina display in which the pixels are not platforms, success factors, and enablers for a successful Implementation. Discuss the different cost factors and key components of a mobile solution he pixels individually visible and the user want to be happy all the time using the smartphone (Lv et al., 2015). The users of the VR sees individually the user not going to buy this if the problem with the VR I not mitigated. The vision needs to be proper for the implementation and the success of the augmented reality.
Usability:
It is one of the key success feature of the augmented reality. There are no near match of the AR or the VR for the recent years. The driver are includes the power of the processing that is the battery life of the AR and the cost of the platform for the VR, comfort of the user that is the motion sickness for the VR and the weight of the AR, and the input controls of the users like the hand, body, controller, voice, environment and the user position (Radu, Guzdial and Avram 2017). The usability and the processing of the AR will need some of the big markets for Nvidia, AMD, ARM and Intel.
Flexibility:
Cost Factors for Developing Mobile Augmented Reality Applications
AR is a computer device which is used for the general purpose. The AR is used for the different various application in the market in the tablets and in the mobile phones. Developing of the AR and the VR is easy as the cross platform SDK are compatible for the all devices. In the same device the switching between the AR and the VR is possible. It can present the object of the virtual or the augmented reality in the bright daylight and they are visible too (Dunleavy and Dede 2014).
Affordability:
The price of the virtual reality and the augmented reality is so high. The price of the AR should be less expensive so that the more people will be able to engage with the technology (Tesolin and Tsinakos 2018). The more of the platform is buy the more data revenues will be generated in the future.
In the recent years it is identified that the augmented reality is the future and from the perspective of the objective the augmented reality having a good impact on the world of the technology. The developing of the mobile application is very complex. There are lots of variation and customization is there in the development of a mobile application. There are various specifications that affect the cost of the technology. The cost factors are discussed below.
The first cost factor of the technology is the digital complexity. The application of the augmented reality adds the digital elements over the pre-installed application of the mobile like the camera. The creation of the digital object like the Pokémon creature is easy. As to make the creature there are no basic rule that has to follow like the scale and the flow or the movement. But case of creating a realistic character the aspects are needs to follow and the cost of the development will automatically increase (Hein and Rauschnabel 2016). The object that are visible in the daylight but may render lower than the manner of user-friendly. For solving this high rendering is needed like the use of the Google Earth image for the device to detect in the night conditions. This increases the cost as the third party integrated in the process. Another factor that can increase the cost of the project is the software and hardware integration. For the stable result and the outcome proper integration of the software and hardware is needed and this can increase the cost of the total technology. When making an augmented reality for the both android and the iOS which is known as the hybrid app then the developing of the application is very complex. Lot of the challenges are faced while developing the hybrid application. O making of the two different application is very cost effective as the making of the hybrid application is very expensive. It can be seemed that many of the augmented reality application is incompatible with the devices so it is necessary to make the device compatible for the all the devices and for that many hardware and software components needs to be changed so the price will be automatically increased for the technology.
Conclusion:
From the above report it can be concluded that the mobile business solutions have many way to provide services to the user. In the above report the selected company that offers the mobile business solution is the DXC technologies. The main objective of the company is to develop the User Experience. The company also provide several services to the mobile business solutions like the rapid prototyping, Mobile App development, Augmented Reality Application, Workplace IOT Applications, and Packaged Solutions for the Industry. In the above report the technology for the mobile business solution which is taken is the Augmented Reality application. In the report the augmented reality is discussed. The several key factors of the augmented reality is also discussed in the above report. The cost factors of the augmented reality for which the cost of the implementation is increased is disused. The reason of the cost increase are related to the software and the hardware integration mainly and the design, rendering and other aspects are also there that makes the augmented reality expensive.
References:
Amin, D. and Govilkar, S., 2015. Comparative study of augmented reality Sdk’s. International Journal on Computational Science & Applications, 5(1), pp.11-26.
Barfield, W. ed., 2015. Fundamentals of wearable computers and augmented reality. CRC Press.
Diaz, C., Hincapié, M. and Moreno, G., 2015. How the type of content in educative augmented reality application affects the learning experience. Procedia Computer Science, 75, pp.205-212.
Dunleavy, M. and Dede, C., 2014. Augmented reality teaching and learning. In Handbook of research on educational communications and technology (pp. 735-745). Springer, New York, NY.
Hein, D.W. and Rauschnabel, P.A., 2016. Augmented reality smart glasses and knowledge management: A conceptual framework for enterprise social networks. In Enterprise social networks (pp. 83-109). Springer Gabler, Wiesbaden.
Im, D.J., Ku, J., Kim, Y.J., Cho, S., Cho, Y.K., Lim, T., Lee, H.S., Kim, H.J. and Kang, Y.J., 2015. Utility of a three-dimensional interactive augmented reality program for balance and mobility rehabilitation in the elderly: a feasibility study. Annals of rehabilitation medicine, 39(3), pp.462-472.
Lv, Z., Halawani, A., Feng, S., Ur Réhman, S. and Li, H., 2015. Touch-less interactive augmented reality game on vision-based wearable device. Personal and Ubiquitous Computing, 19(3-4), pp.551-567.
Radu, I., Guzdial, K. and Avram, S., 2017, June. An Observational Coding Scheme for Detecting Children’s Usability Problems in Augmented Reality. In Proceedings of the 2017 Conference on Interaction Design and Children (pp. 643-649). ACM.
Rojnic Kuzman, M., Andlauer, O., Burmeister, K., Dvoracek, B., Lencer, R., Koelkebeck, K., Nawka, A. and Riese, F., 2017. The PsyLOG mobile application: development of a tool for the assessment and monitoring of side effects of psychotropic medication. Psychiatria Danubina, 29(2), pp.214-217.
Tesolin, A. and Tsinakos, A., 2018. Opening Real Doors: Strategies for Using Mobile Augmented Reality to Create Inclusive Distance Education for Learners with Different-Abilities. In Mobile and Ubiquitous Learning (pp. 59-80). Springer, Singapore.
Torabi, K., Farjood, E. and Hamedani, S., 2015. Rapid prototyping technologies and their applications in prosthodontics, a review of literature. Journal of Dentistry, 16(1), p.1.
Ullah, A., 2018. IoT: Applications of RFID and Issues. International Journal of Internet of Things and Web Services, 3.
Xiong, J., 2017. User Experience Design Elements and its Application in Product Design. DEStech Transactions on Social Science, Education and Human Science, (hsmet).