SCALING MOBILE APPLICATIONS USING INTERACTIVE TRAINING OF DEVICE USERS

МАСШТАБИРОВАНИЕ МОБИЛЬНЫХ ПРИЛОЖЕНИЙ С ИСПОЛЬЗОВАНИЕМ ИНТЕРАКТИВНОГО ОБУЧЕНИЯ ПОЛЬЗОВАТЕЛЕЙ УСТРОЙСТВ
Chumikov I.V.
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Chumikov I.V. SCALING MOBILE APPLICATIONS USING INTERACTIVE TRAINING OF DEVICE USERS // Universum: технические науки : электрон. научн. журн. 2025. 3(132). URL: https://7universum.com/ru/tech/archive/item/19559 (дата обращения: 19.04.2025).
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DOI - 10.32743/UniTech.2025.132.3.19559

 

ABSTRACT

The article highlights current issues related to ensuring the processes of scaling the use of mobile applications by the main user groups within the framework of providing interactive methods for their development. The study describes two main aspects of scaling mobile applications, on the one hand, ensuring the development of mobile applications by a large number of users, and on the other, processing an increasing number of simultaneous users without compromising the efficiency of mobile applications. It is shown that scaling mobile applications is a complex technical process that, if performed correctly, becomes invisible to the user. Many ideas are tested to improve user training by providing training and self-training functions. An assessment of the effectiveness of using interactive training tools for device users for their scaling was conducted; a survey of 100 users of Android applications with fitness functions was conducted. It is shown that the scientific novelty consists in the fact that the results of the user survey show that images with text description and audio/video assistance can significantly facilitate the degree of application development, which makes them the most effective in terms of scaling fitness applications.

АННОТАЦИЯ

В статье освещаются актуальные вопросы, связанные с обеспечением процессов масштабирования использования мобильных приложений основными группами пользователями в рамках обеспечения интерактивных методов их освоения. В процессе исследования описаны два основных аспекта масштабирования мобильных приложений, с одной стороны, обеспечение освоение мобильных приложений большим количеством пользователей, а с другой, обработку все большего количества одновременных пользователей без ущерба эффективности мобильных приложений. Показано, что масштабирование мобильных приложений – сложный технический процесс, который при правильном выполнении становится незаметным для пользователя. Многие идеи тестируются для улучшения обучения пользователей путем предоставления функций обучения и самообучения. Проведена оценка эффективности использования инструментов интерактивного обучения пользователей устройств для их масштабирования был проведен опрос 100 пользователей Андройд приложений с фитнес функциями. Показано, что научная новизна состит в том, что результаты опроса пользователей показывают, что изображения с текстовым описанием и аудио/видеопомощь позволяют значительно облегчить степень освоения приложения, что делает их наиболее эффективными с точки зрения масштабирования фитнес-приложений.

 

Keywords: scaling, mobile applications, interactive training, users, devices.

Ключевые слова: масштабирование, мобильные приложения, интерактивное обучение, пользователи, устройства.

 

Introduction

In order to implement computationally intensive data collection and processing in a sustainable manner, the costs of deployment, overall training, and long-term use need to be taken into account [1]. In fact, the continuous decrease in the cost of mobile phones, smartphones, and devices, and the steady growth in the use of smartphones provide the basis for mobile phone-based systems. Moreover, initiatives such as the Open Data Kit, which allows users to create, host, and collect mobile data [2], enable efficient data collection on mobile phones. The CAM Framework, which uses the mobile phone camera to process paper documents [3], and the web-based tools App Inventor [4] and Data Plug [5], which allow users to create mobile applications in a few hours without knowledge of complex coding, etc., open up opportunities for easy development and low-cost deployment using mobile phones [6].

Materials and methods

The purpose of this paper is to explore the main directions of scaling mobile applications using interactive training of device users. The research methods used were analysis, synthesis, and generalization of scientific sources on the research problem.

Results and discussion

With the development of the Internet and social networks, the number of people who use them to satisfy certain needs increases: communication, cash management, electronic document management and turnover, etc. Often, mobile applications, depending on the area of ​​application, are characterized by specific functions, which causes some difficulty in mastering and actively using them. Therefore, one of the most relevant areas of scaling or expanding the number of their users is training support during installation and use.

To understand how to solve the problem of effective scaling of mobile applications. Scaling means, on the one hand, ensuring the development of mobile applications by a large number of users, and on the other, processing an increasing number of simultaneous users without compromising the efficiency of mobile applications.

The main focus is on technologies for scaling mobile applications using interactive training of device users by designing a self-learning system and creating a universal API that can be integrated into any Android-based application.

Effective user training is critical for the large-scale implementation of effective technology and can determine the difference between failure or success in solving the issues of mastering a mobile application by a large number of users. Let us highlight the most effective interactive device learning methods to achieve mobile device-based learning.

Many ideas are being tested to improve user training by providing tutorial and self-learning features. One such example is the Integrated Maintenance Information System (IMIS), which was developed to provide a maintenance technician of various applications with all the information he needs to operate effectively [7]. Another such example is the complete strategy game Clash of Clan, with over a hundred million downloads; the game uses interactive on-device training to teach the user how to fly [9]. Ibtasam et al. argue that the need for human mediation can be reduced by providing parallel audio assistance in a mobile application [10]. Computer-based training (CBT) is one training technique that allows end users to go through interactive lessons that introduce them to the processes of performing common tasks, after which the software tests their performance and understanding [2]. Adaptive user interfaces (AUIs) have shown promising results in the usability, usefulness, and user satisfaction of smartphone applications [2]. In adaptive user interfaces, the application adapts to the user's needs instead of showing additional details (predictive assistance (PA)) [5].

A module for self-training in the use of mobile applications, IDT (Interactive-Device Training), was investigated [4]. An interactive simulation of the application asks users to perform certain tasks, such as entering some data into input fields or selecting some options (checkboxes or radio buttons). During each simulation, users can go through a tutorial on a specific part of the application (e.g., user registration, etc.). The IDT module includes three auxiliary modules that can be used independently or in combination:

- images with text descriptions;

- contextual hints;

- audio/video help.

Let us describe the features of each of the components of the IDT module.

1. Image with text description: The IDT function provided users with context-sensitive help. For example, if the user wanted to know the meaning of a certain element, they simply needed to click on the image icon next to the word. An image with a text hint will be shown with all the necessary information related to that button.

2. Contextual tool hints: Some users were unable to enter the correct data in the input fields. Therefore, the IDT function included

a hint function for individual elements. For example, if a user wanted to know about the functionality of a button, then they need to select the question mark icon next to the button. By doing so, the user can read the information shown in a small window next to that element.

3. Video help: To play a video, the user only needs to click the video icon next to the checkbox or input field that the user wanted to know about. Audio help: It is necessary to click on the speaker icon next to the input field (checkbox, radio button, text field) or button as shown on the button. The user can pause or play this sound over and over again.

To evaluate the effectiveness of using interactive user training tools for device users to scale them, a survey of 100 users of Android apps with fitness features was conducted. Users were asked to rate on a 10-point scale the effectiveness of the IDT module on the level of training in application functions using interactive tools: images with text descriptions, contextual hints, and audio/video help.

Figure 1 shows the results of user assessments of the effectiveness of using interactive training tools for device users for their scaling.

 

Figure 1. Evaluation of the effectiveness of using interactive user training tools for device scaling

 

The results of the user survey show that images with text descriptions and audio/video help functions can significantly facilitate the degree of application development, which makes them the most effective in terms of scaling fitness applications.

Gamification allows you to teach users certain behavior patterns through game actions. It includes the use of game concepts and game mechanics in non-game contexts to increase user engagement. Research has shown that focusing on the video game environment is very effective in developing applications [7].

Increasing the number of users requires increasing the capacity of application service.

Developers have two main ways to increase the capacity of an application: improve the capacity of existing equipment or add new servers. Let's consider the most effective ways to increase the capacity of applications that help cope with the load on their growing user system [3-6].

1. Cloud technologies. Previously, companies bought their own servers, but now there is a better solution - cloud services. Amazon Web Services, Google *Cloud, and Microsoft Azure are the largest providers of such services. They automatically adjust capacity depending on the load. For example, during Black Friday, when traffic in a shopping app increases tenfold, the system will automatically allocate additional resources and then return them to the usual level [4].

2. Reasonable separation of functions. Modern applications use a microservices architecture. Instead of one large center for processing all operations, it is divided into small independent services. In Instagram, individual services are responsible for processing photos, others for the comment system, and others for private messages. If many users simultaneously upload photos, only the corresponding service is boosted, while the others continue to work as usual [5].

3. Global content delivery system. Content Delivery Network or CDN is a network of local trains for your digital content. When a user from Moscow opens an application, photos and videos are downloaded from the nearest Russian server, and not from the main server somewhere in America. Netflix uses this technology so that millions of users can watch broadcasts without delays. Thanks to CDN, favorite movies and TV series are loaded instantly, no matter where the user is [6].

With the growing popularity, mobile applications become targets for attackers. DDoS attacks are aimed at a massive number of requests, as a result of which the system stops responding even to regular user requests.

To counter such threats, developers use various strategies for scaling mobile applications [8]:

1. Using WAF. Cloud services, such as Cloudflare or the above-mentioned AWS, offer built-in WAF tools that are easily integrated into the application system. They analyze incoming traffic and block suspicious requests that can be used for SQL injections or DDoS attacks.

2. Data encryption. Now all banking applications use TLS/SSL protocols to protect payment data. Ensuring the protection of information transmitted between the client and the server.

3. Access management. The introduction of two-factor authentication significantly increases the level of security, preventing unauthorized access.

4. Backup. Regular backups of the database ensure that in the event of a cyber attack or technical failure, users can quickly resume the application.

Conclusions

Thus, scaling, on the one hand, involves ensuring the adoption of mobile applications by a large number of users, and on the other, handling an increasing number of simultaneous users without compromising the efficiency of mobile applications. Scaling mobile applications is a complex technical process that, if done correctly, becomes invisible to the user. Modern technologies allow the number of users to increase from hundreds to millions of users, while maintaining high quality of service.

 

References:

  1. Carl Hartung, Adam Lerer, Yaw Anokwa, Clint Tseng, Waylon Brunette, and Gaetano Borriello. Open data kit: tools to build information services for developing regions // In Proceedings of the 4th ACM/IEEE international conference on information and communication technologies and development. ACM. 2010. Р. 18.
  2. Tapan S Parikh. Using mobile phones for secure, distributed document processing in the developing world // IEEE Pervasive Computing. 2005. No 4(2). Р. 74–81.
  3. Yu-Chang Hsu, Kerry Rice, and Lisa Dawley. Empowering educators with Google*’s Android App Inventor: An online workshop in mobile app design. British Journal of Educational Technology. 2012. No 43. Р. 1.
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  5. Yang Y., Song Y.  Developing and evaluating a mobile app with a self-regulation scheme to facilitate primary students’ self-regulated vocabulary learning. Computer Assisted Language Learning. 2024. Р.1–33.
  6. Danish Dada. The Failure of E-Government in Developing Countries: A Literature Review. The Electronic Journal of Information Systems in Developing Countries. 2006. No 26 (1). Р. 1–10.
  7. Попова Ю. Б., Легчилин И. В. Адаптивное мобильное приложение обучающей системы cats // Системный анализ и прикладная информатика. 2020. No 1. Р. 45-52.
  8. Миронов А.В., Гришанов Е.А. Разработка мобильных приложений с использованием дополненной и виртуальной реальности // Вестник науки. 2024. vol. 1, no. 7 (76). Р. 546-550.
  9. Janet L Wesson, Akash Singh, and Bradley Van Tonder. Can adaptive interfaces improve the usability of mobile applications? In Human-Computer Interaction. Springer. 2010. Р. 187–198.
  10. Samia Ibtasam, Hamid Mehmood, Lubna Razaq, Jennifer Webster, Sarah Yu, and Richard Anderson. An Exploration of Smartphone Based Mobile Money Applications in Pakistan. In Proceedings of the Ninth International Conference on Information and Communication Technologies and Development (ICTD). 2017.

 

*По требованию Роскомнадзора информируем, что иностранное лицо, владеющее информационными ресурсами Google является нарушителем законодательства Российской Федерации – прим. ред.)

Информация об авторах

iOS Developer Closed Joint Stock Company «Consultant Plus», Russia, Moscow

iOS разработчик, ЗАО «Консультант Плюс», РФ, г. Москва

Журнал зарегистрирован Федеральной службой по надзору в сфере связи, информационных технологий и массовых коммуникаций (Роскомнадзор), регистрационный номер ЭЛ №ФС77-54434 от 17.06.2013
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