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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>UUssaabbiilliittyy IimmppaaccttooffAaddaappttiivveeCcuultltuurreei ninSsmmaartrtPphhoonneses</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Hafiz Abdul Basit Muhammad</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Khalid Hamid</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Muhammad Waseem Iqbal</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Syed Khurram Shahzad</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Farrukh Muneem</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Muammad Shaheryar</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science, Superior University</institution>
          ,
          <addr-line>Gold Campus Raiwind Road, Lahore, 54000</addr-line>
          ,
          <country country="PK">Pakistan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Software Engineering, Superior University</institution>
          ,
          <addr-line>Gold Campus Raiwind Road, Lahore, 54000</addr-line>
          ,
          <country country="PK">Pakistan</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Management &amp; Technology</institution>
          ,
          <addr-line>Lahore, 54000</addr-line>
          ,
          <country country="PK">Pakistan</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>1</fpage>
      <lpage>5</lpage>
      <abstract>
        <p>A smartphone is a gadget playing out the undertakings of a PC system and cellular system joined by having a touchscreen and easy-to-understand interface. The utilization of smartphones and their versatile highlights turned into a culture of society from youngsters to adults and more seasoned ones too. The review examines various papers and talked about exhaustively web access and an operating system commonly for a few downloaded applications to run fast and proficiently, the paper that it will write later has usability evaluation of various highlights of smartphones, This paper presents the usability as far as versatility, efficiency and adaptability of the smartphone include and its examination altogether. The smartphone usability includes that are talked about in this paper incorporate Screen rotation, the easy screen turns on/off, raising to awake, smart pause, Eye contact, smart alert, voice commands, face recognition QR code Reader, Touch disables mode, Battery Saving mode, Night Mode and a few Apps operating at continuous. The viability of these highlights is estimated through the After Scenario Questionnaire (ASQ) Lewis-1999 strategy and International standard organization (ISO) ISO-9241-11 standard questionnaire. The investigation is done with the participation of 110 clients of smartphones both Android (Google) and iPhone (Apple) clients. Usability evaluation enabled the smartphone culture, its elements, and its use.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Usability patterns</kwd>
        <kwd>adaptive mobile feature</kwd>
        <kwd>smartphone</kwd>
        <kwd>user experience</kwd>
        <kwd>user satisfaction</kwd>
        <kwd>user interface</kwd>
        <kwd>cultural heritage</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        A smartphone is a gadget playing out the undertakings of a PC system and cellular system joined
having a touchscreen and easy-to-use interface, I read various papers and examine exhaustively web
access and an operating system normally for a few downloaded applications to run at a high velocity
and proficiently, the paper that I will write in later has usability evaluation of various elements of
smartphones, This paper presents the usability as far as versatility, efficiency and adaptability of the
smartphone include and its examination altogether. The smartphone usability includes that are talked
about in this paper incorporate Screen rotation, the easy screen turns on/off, awake, smart pause, Eye
contact, smart alert, voice commands, face recognition, QR code Reader, Touch disable mode, Battery
Saving mode, Night Mode and a few Apps operating at continuous, so by evaluating such features we
use Survey technique for evaluating such features because usability evaluation is the need of a product
development company to know if the features are maintained as user-friendly as well as environment
friendly [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. As if we want to maintain or increase the sales of a product, developers have to keep the
product user-friendly [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. So, taking a review of the product from the public about the product is the
best idea to keep the developers informed about the need of the day [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The various mechanism
used like feedback and usability test is used. User-centered design (UCD, and User Experience (UX)
are the features that we evaluate. A user experience test is just a try to make sure the product goes well
with the user. It facilitates the user properly and as the details promised. The user's experience is biased.
The characteristics that make up the user experience, on the other hand, are quantitative. 'User
experience,' according to Nielsen Norman Group, involves all elements of the end-engaged users with
the firm, its services, and its goods,
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Literature Review</title>
      <p>
        Usability evaluation is the need of a product development company to know if the features are
maintained as user-friendly as well as environment friendly [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. To maintain or increase the sales of a
product, the developers have to keep the product up-to-date and user-friendly [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. To keep it up to date
they must keep an eye on the competent products available in the market out there and to keep it user
friendly they need to communicate somehow with the public [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. So, taking a review of the product
from the public about the product is the best idea to keep the developers informed about the need of the
day [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. How do the users like it? Is the main concern of the developers? Users’ reviews can be
obtained through feedback or questionnaire from the users. Once the feedback is obtained, the
developers then need to evaluate the whole process to get the average feedback. This evaluation is the
essence of the whole scenario which is known as Usability Evaluation. There are various methods to
take the feedback among which one will be discussed in the methodology section afterward.[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] No
matter which method is used, the feedback mechanism either formal or informal in the specific
environment is called the Usability Test [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The Nielsen Norman Group did usability research on the
usability of mobile phone applications in 2009, [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] which found that 59 percent of the test was
completed successfully, with three usability difficulties identified: efficiency, screen size, and text input
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. For the experiment, 230 internet users were chosen based on many characteristics such as age, years
of internet usage, level of education, and processing speed [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The values of these attributes were
utilized to compute the response time [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. The research mentioned above not only emphasizes usability
difficulties but also the influence of user interface on mobile technology [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. User-centered design
(UCD) is a process for analyzing demands, tasks, surroundings, preferences, and limits in the context
of the user [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. It focuses on high usability and low-cost products [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. The UCD differs from
other design theories in that it aims to improve user usability and experience through optimizing
interfaces [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ][
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. The required tasks should be matched with the user's understanding for good mobile
interface usability [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. AUIs may be utilized directly to increase a user's usability and satisfaction
level. Because of their non-contextual User Interfaces, many apps have usability concerns [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
User Experience (UX) is a test to know how users interrelate with a product or some service from a
certain company [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. It involves users’ views on the accuracy, efficiency and usefulness of that
particular product or service [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>Smart Phone Industry has boosted in Asian countries 72% of children have their smartphone at age
of 11 or 12, Smartphones are central to many societies but they have been integrated into Asian cultures,
Asian countries have 2.5 billion smartphone users and its have a huge impact on daily life, With mobile
phones firmly ensconced in the car, hand, and pockets, and adorning the bodies and the clothes of
literally billions of people around the world, it is high time for consideration of the cultures associated
with this exemplary everyday technology.</p>
      <p>Socially Mobile Phone has a big impact on social perspective and In the case of social interaction
nowadays the latest experience has a variety of applications of social media accessing mediated
experiences equates to experiencing them. Brand or campaign slogans constitute a good example of
this: 'connecting people, 'experience life'; 'don't miss a moment, 'see new, hear new, feel new', 'the
vivacity of life, or 'live it!'. From a functional point of view, advertisements are addressed to produce
discursive coherence between institutional and non-institutional discourses, becoming a sort of meeting
point where advertisers' meaning proposals and social context-situated meaning practices confront their
symbolic imaginaries and represent each other. So it's being a huge impact on our culture everything
performs on mobile phone and its being culture of our society.</p>
      <p>Mobile phone culture also impacts students learning, most of the students even work with this smart
device and pay their tuition charges, even its an essential part of student's life and due to excessive
usage, its being creates a huge impact on students learning, Now students can discuss their educational
matters with online devices like smartphones, smartphone industry can create huge opportunities in the
current era, It’s Going a culture for our society, everyone of every age can use the smartphone, The
smartphone usage has become a more popular day by day and it's being our culture.
3.</p>
    </sec>
    <sec id="sec-3">
      <title>Methodology</title>
      <p>
        The methodology is the system of techniques that are practiced during a study or activity. Research
methodology defines the techniques used to scrutinize and gather information about a survey, study, or
a topic. A research methodology is meant to evaluate the key functions for example effectiveness,
efficiency, and satisfaction.[
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. We are going to find out the usability evaluation of smartphones by
collecting some real-time responses from smartphone users as our data and then we will apply our
effectiveness, efficiency, and satisfaction checkpoints to perform the task.
      </p>
    </sec>
    <sec id="sec-4">
      <title>3.1.Culture of Usability Evaluation</title>
      <p>Effectiveness, efficiency, and satisfaction are the three parameters used to evaluate the usability of
a product's features. The ASQ technique mentioned above is used to evaluate satisfaction whereas to
evaluate effectiveness and efficiency the ISO method will be used.</p>
      <p>To Evaluate Effectiveness
Effectiveness = (Total no. of tasks completed)/ (Total no. of tasks allocated) *100
To Evaluate Efficiency
Efficiency = (Time taken for the task)/ (Total time allocated) *100
To Evaluate Satisfaction
The ASQ questionnaire mentioned above is used to evaluate satisfaction. The users are given a brief
questionnaire that is both straightforward to comprehend and fill out.</p>
    </sec>
    <sec id="sec-5">
      <title>3.2. Research Questions</title>
      <sec id="sec-5-1">
        <title>Three questions that are mainly asked in the ASQ questionnaire are as follows:</title>
        <p>Question 01 The task allocated was easy to understand and perform in terms of difficulty.
Question 02 The time provided for the completion was enough or more than enough.
Question 03 Provided information related to the task was helpful and enough to the satisfaction level
of requirements.</p>
        <p>ASQ method consists of some questions which are answered as follows.</p>
        <p>Strongly Disagree, Disagree, Neither Disagree nor Agree, Agree, and Strongly Agree
The After Scenario Questionnaire or ASQ is a 3-question scale used to evaluate how strenuous a user
recognized the task in a usability experience test. This survey is developed by James R. Lewis in 1995
and it is popular among all the other usability tests because of its simplicity.</p>
        <p>The After Scenario Questionnaire Statements are as follows:
• The task allocated was easy to understand and perform in terms of difficulty.
•
•</p>
      </sec>
      <sec id="sec-5-2">
        <title>The time provided for the completion was enough or more than enough. Provided information related to the task was helpful and enough to the satisfaction level of requirements.</title>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>3.3.Selection of Parameters</title>
      <p>Effectiveness, efficiency, and satisfaction are the three parameters used to evaluate the usability of
a product's features. The ASQ technique mentioned above is used to evaluate satisfaction whereas to
evaluate effectiveness and efficiency the ISO method will be used. The results however will be shared
at the end accordingly. Participants in this study had at least 15 months of experience using mobile
phones. A pre-questionnaire was created to identify the most appropriate individuals for user testing.
Initially, 180 people were discovered using a questionnaire, with 39 of them being eliminated in the
first phase because they had less than a year of smartphone experience. 11 participants had no prior
knowledge of usability or were not willing to participate. 10 individuals had eyesight or other issues
because of which they could not participate. The remaining 120 participants were further divided into
12 groups each having 10 participants that is Group 1, Group 2, Group 3, Group 4, Group 5, Group 6,
Group 7, Group 8, Group 9, Group 10, Group 11, and Group 12. Each group gets its task to be performed
by the participants. After gathering all the data results will be declared accordingly at the end. Note that
the groups were divided into equal genders each group had 5 male participants and 5 female participants
of almost the same age group.</p>
    </sec>
    <sec id="sec-7">
      <title>3.4.Sampling and Experiment</title>
      <p>During this study, participants were selected according to their experience with smartphones. At
least two-year experience was mandatory to participate in this questionnaire. A small pre-test was
developed to find out the participants who were perfect to go under this ASQ through which we could
get the most accurate results. Initially, 50 participants underwent the pre-test. 30 out of 50 were selected
based on their experience with smartphones. 19 participants were disqualified as they did not have the
minimum two-year experience in using a smartphone. Furthermore, 9 participants were not willing for
the ASQ themselves and 7 participants were unable to understand the adaptive features whereas the
remaining 5 were rejected due to other reasons. Then those 30 participants who were selected for the
ASQ were divided further into five groups i-e, Group A, Group B, Group C, Group D and Group E.
Each group had 22 participants in total making 30 overall as mentioned before. These groups were
provided with the tasks they had to perform as well as some relative information about those tasks
assigned. The experiment was carried out in a specialized manner.</p>
    </sec>
    <sec id="sec-8">
      <title>3.5.Conducting</title>
      <p>Tasks were assigned to each group, respectively.</p>
      <p>Group A: (communication app): 5 topics were provided to each participant. The participants had to use
WhatsApp, Skype, and Instagram apps. The time assigned for this task was 30 minutes. The average
time consumed for the completion of this task was 25 minutes. The task was monitored properly as well
as maintaining the record.</p>
      <p>Group B: (social news app): All participants were allocated the task to check the features of the social
app and check its functionality
• Google news app
• Flip board
• CNN
• VOA
These commands were executed by each participant, respectively. The total time given to accomplish
these tasks was 10 minutes. The average time consumed by the participants to perform these tasks was
8.96 minutes.</p>
      <p>Group C: (service provider app): participants were given an option to either use Uber App to book a
ride by using GPS to locate themselves to the driver or use Snapchat to locate their friend on the maps
using Olx or use WhatsApp for sending their live location or current location through the Daraz apps.
The accuracy of the location was recorded in each participant’s activity. The total time allocated for
this task was 6 minutes whereas the average time taken by the participants to complete this task was 5
minutes.</p>
      <p>Group D: (browsing app): All the participants of this group were assigned to search for some task.
Then they were told to swap their smartphones with each other and try to unlock the smartphone which
they get after swapping. The time provided for this task was 15 minutes.</p>
      <p>Group E: (utility apps): All the participants of this group were assigned to search for some task. Then
they were told to swap their smartphones with each other and try to check the calculator, google
assistant. The time provided for this task was 15 minutes and the detailed time and no of participants
are tabulated as follow (Table I).</p>
    </sec>
    <sec id="sec-9">
      <title>Results and Discussion</title>
    </sec>
    <sec id="sec-10">
      <title>4.1.Effectiveness</title>
      <p>This study explains how adaptive features are addressed to be found effective and efficient in terms
of adaptively</p>
      <p>
        This graph shows the time taken by each task versus the total time provided. The usability in terms
of the effectiveness of these mobile features is stated in a line graph having all five features on the
xaxis and the time difference on the y-axis [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. The effectiveness of Communication apps is 90%
efficient. Service provider apps are 40% effective Effectiveness of these apps can be shown via this
graph and this is shown in Fig. 1.
      </p>
      <p>The five usability features are discussed in terms of effectiveness and efficiency. Effectiveness is
being discussed already and the remaining results in which we have demonstrated the inquired outcome
for efficiency are below, the efficiency of features is shown in Fig. 2.</p>
      <p>The usability of work acquired by something at its maximum capability is called efficiency. Web
browsing is more efficient than the rest of the features but it’s not about comparison rather it is a
different approach toward usability in terms of efficiency. Communication apps are 99% efficient.
Browsing apps is 50% efficient whereas privacy is 75% efficient. Social news apps are above all 85-90%
efficient again.</p>
    </sec>
    <sec id="sec-11">
      <title>4.2.Effectiveness vs Efficiency</title>
      <p>Now compare the selected usability features in both terms altogether. This shows how well a
smartphone can operate in such conditions with effectiveness and efficiency on one screen, and the
comparison of these is shown in Fig. 3.</p>
    </sec>
    <sec id="sec-12">
      <title>Conclusion</title>
      <p>The paper examined the usability of adaptive features in smartphones anticipated by sellers of
smartphones which is a culture in underdeveloped Asian countries now. The study evaluated these
features grounded on the effectiveness, efficiency, and a comparison between both, it identified that
usability issues of adaptivity still exist due to uniform adaptive features provided by the smartphone
sellers and dealers regardless of user ability and task context Currently, it is more on user’s choice to
turn on or off any adaptive feature while performing a specific task. The experimental result concludes
that the adaptivity in the user interface has a greater ability to increase the Web browsing is more
efficient than the rest of the features but it’s not about comparison rather it is a different approach
towards usability in terms of efficiency. Communication apps are 99% efficient. Browsing apps is 50%
efficient whereas privacy is 75% efficient. Social news apps are above all 85-90% efficient again; utility
apps effectiveness is 80%.</p>
    </sec>
    <sec id="sec-13">
      <title>6. References</title>
    </sec>
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