Incorporating Cultural Design Elements in Mobile Applications Creative Industries in Malaysia: A Conceptual Study


  • Muhammad Zulhimi Samsuri Universiti Pendidikan Sultan Idris
  • Shamsul Arrieya Ariffin Universiti Pendidikan Sultan Idris
  • Nur Saadah Fathil Universiti Pendidikan Sultan Idris



creative industries, IR 4.0, cultural, mobile applications, design elements


In the creative industries sector, mobile applications are the creative multimedia division for advancing technology, the industry revolution 4.0 (IR 4.0), in developing creative products. The creative industries benefit from the usage of mobile applications since it allows for the digital manufacturing of creative products that meet the IR 4.0 era. However, research on the use of cultural design aspects in mobile applications has several limits. This research aims to talk about the conceptual framework for the research that will be done to tackle the issues that occur. According to preliminary findings, the design concepts analysed a lack of cultural design aspects. Therefore, the researcher will research to generate design guidelines for mobile applications for the creative industries that include cultural design elements.


Download data is not yet available.


Acatech, (2013). Zukunftsprojekt Industrie 4.0. Zeitschrift Für Wirtschaftlichen Fabrikbetrieb, 108(5), 275.

Ariffin, S. A., Yatim, M. H. M., & Daud, F. (2019). Identification of usability impact of mobile learning STEM in a local university context. In Proceedings of the 5th International ACM In-Cooperation HCI and UX Conference (pp. 106 115).

Ariffin, S. A. (2018). Towards a smart educational environment framework for learning in a Malaysian context. In Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD'18 (pp. 74-81).

Ariffin, S. A. (2016). Investigating the Daily Use of Mobile Phones as Tools to Enhance mLearning for Local Cultural Subjects in the Context of Malaysian Universities. In Mobile and Blended Learning Innovations for Improved Learning Outcomes (pp. 143-158). IGI Global. 10.4018/978-1-5225-0359-0.ch008

Ariffin, S. A. (2016). Academics' Perspectives on the Challenges and Opportunities for Student-Generated Mobile Content in Malaysia. International Journal of Mobile and Blended Learning (IJMBL), 8(3), 49-64.

Ariffin, S. A., & Dyson, L. E. (2015, August). Culturally appropriate design of mobile learning applications in the Malaysian context. In International conference on cross-cultural design (pp. 3-14). Springer, Cham.

Bernama. (2019, March 13). Seni dan budaya cerminan ketamadunan negara - Dr. Mahathir | JKKN. Utusan Online. cerminan-ketamadunan negara-dr-mahathir

Berita Harian. (2021, January 26). Permintaan luar biasa gajet di Shopee semasa PKP 2.0. di-shopee-semasa-pkp

Buildfire. (2021). Mobile App Download and Usage Statistics 2021.

Dewan Rakyat Malaysia. (2009). Perbahasan rang undang-undang perbekalan. Penyata Rasmi Dewan Rakyat. 3(09), 1932 2314 Parlimen Keempat belas Penggal Kedua.

Fedorychak, V. (2021). Mobile App Industry Statistics (2021): Downloads, Usage, and Other Facts You Should Know. Living.

Geng, W., & Zhou, H. X. (2015). Development of Digital Media and Creative Industries under the New Economic Era. In Advanced Materials Research (Vol. 1079, pp. 1299-1301). Trans Tech Publications Ltd.

Gui, A., Fernando, Y., Shaharudin, M. S., Mokhtar, M., & Karmawan, I. G. M. (2021). Drivers of Cloud Computing Adoption in Small Medium Enterprises of Indonesia Creative Industry. JOIV: International Journal on Informatics Visualization, 5(1), 69-75.

Google. (2011). Google Arts & Culture.

ISO.(2018). Ergonomics of human-system interaction — Part 11: Usability: Definitions and concepts. ISO 9241- 11:2018(en).

Jin, D. Y. (2006). Cultural politics in Korea’s contemporary films under neoliberal globalization. Media, Culture & Society, 28(1), 5-23.

Kementerian Penerangan, Komunikasi & Kebudayaan. (2010). Dasar Industri Kreatif Negara.

Kim M (2013) Budgets on the support program on Korean indie music and musicians. Master's Thesis, Sangmyung University. Seoul National University.

Nielsen, J. (1994). Enhancing the explanatory power of usability heuristics. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 152-158).

Norman, D. (1988). The Psychology of Everyday Things (1st ed.). Basic Books.

Saedah, S., Muhammad Ridhuan, T. L. A., & Rozaini, M. R. (2020). Pendekatan Penyelidikan Rekabentuk dan Pembangunan (PRP): Aplikasi kepada Penyelidikan Pendidikan. Tanjong Malim, Perak: Penerbit UPSI.

Shneiderman, B. (1998). Designing the User Interface: Strategies for Effective Human-Computer Interaction (3rd edition), Addison-Wesley, Reading, MA.

Sima, V., Gheorghe, I. G., Subić, J., & Nancu, D. (2020). Influences of the Industry 4.0 Revolution on the Human Capital Development and Consumer Behavior: A Systematic Review. Sustainability, 12(10), 4035.

Statista. (2021). The Annual Number of Global Mobile App Downloads 2016–2020. free-and-paid-mobile-app-store downloads/

Taylor, I., & Smith, K. (2007). United Nations Conference on Trade and Development (UNCTAD). Routledge.

Wahab, D. A., Setiawan, E. B., & Wahdiniwaty, R. (2017). Information distribution service of tourism and creative industry using mobile application technology. International Journal of New Media Technology, 4(2), 120–125.

Weking, A. N., Suyoto, S., & Santoso, A. J. (2020). A development of augmented reality mobile application to promote the traditional Indonesian food. International Journal of Interactive Mobile Technologies, 14(09), 248.




How to Cite

Samsuri, M. Z., Ariffin, S. A., & Fathil, N. S. (2021). Incorporating Cultural Design Elements in Mobile Applications Creative Industries in Malaysia: A Conceptual Study. Journal of ICT in Education, 8(2), 110–117.