iSmashON: A Mobile Application for Social Networking and Badminton Court Booking

iSmashON: A Mobile Application for Social Networking and Badminton Court Booking

Authors

  • Muhamad Akmal Adha Radzuan College of Computing, Informatics and Mathematics, Universiti Teknologi MARA, Perlis Branch, Arau Campus, 02600 Arau, Perlis, Malaysia
  • Muhammad Nabil Fikri Jamaluddin College of Computing, Informatics and Mathematics, Universiti Teknologi MARA, Perlis Branch, Arau Campus, 02600 Arau, Perlis, Malaysia
  • Iman Hazwam Abd Halim College of Computing, Informatics and Mathematics, Universiti Teknologi MARA, Perlis Branch, Arau Campus, 02600 Arau, Perlis, Malaysia
  • Mohd Faris Mohd Fuzi College of Computing, Informatics and Mathematics, Universiti Teknologi MARA, Perlis Branch, Arau Campus, 02600 Arau, Perlis, Malaysia
  • Alif Faisal Ibrahim College of Computing, Informatics and Mathematics, Universiti Teknologi MARA, Perlis Branch, Arau Campus, 02600 Arau, Perlis, Malaysia
  • Ros Syamsul Hamid College of Computing, Informatics and Mathematics, Universiti Teknologi MARA, Perlis Branch, Arau Campus, 02600 Arau, Perlis, Malaysia

DOI:

https://doi.org/10.24191/jcrinn.v9i2.456

Keywords:

Badminton, Reservation System, Court Booking System, Mobile Application, QR-Code

Abstract

Badminton is a thrilling and competitive sport that has gained popularity across the world, attracting players of all ages. The sport fosters social interaction among players which helps create friendships and engagement within a community. Although many local sport centres provide badminton courts, some facilities lack a systematic way to handle bookings. The booking process can be frustrating and time-consuming. This may result in delayed replies, miscommunication and conflicting booking information. In this paper, we present iSmashON, a mobile application developed to simplify the booking process by providing systematic way of booking badminton courts, chat with other players and manage bookings. It features real-time availability updates and personalized notifications. The development encompasses four phases which are requirement analysis, design and development, testing and refinement. The evaluation of the developed mobile application is done using Technology Acceptance Model (TAM) that considers four components which are Perceived Ease of Use (PEU), Perceived Usefulness (PU), Attitude (ATT) and Behavioural Intention (BI). Questionnaire with 13 questions is prepared and distributed over 30 respondents with at least one-year experience of playing badminton. Results from the TAM evaluation shows a favourable attitude among respondents towards using the mobile application as a medium for booking badminton courts. This is drawn by the highest mean score obtained from ATT component. It is believed that the iSmashON application is expected to enhance the booking experience, providing more efficient and user-friendly process that will be benefited by badminton community.

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References

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Published

2024-09-01

How to Cite

Radzuan, M. A. A., Jamaluddin, M. N. F., Iman Hazwam Abd Halim, Mohd Faris Mohd Fuzi, Alif Faisal Ibrahim, & Ros Syamsul Hamid. (2024). iSmashON: A Mobile Application for Social Networking and Badminton Court Booking . Journal of Computing Research and Innovation, 9(2), 164–176. https://doi.org/10.24191/jcrinn.v9i2.456

Issue

Section

General Computing

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