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Author: 蔡豐名
Feng-ming Tsai
Thesis Title: 以使用者中心的運動類行動App之研發策略
User-centered development strategy for Mobile Applications in sports category
Advisor: 欒斌
Pin Luarn
Committee: 吳宗成
Tzong-Chen Wu
葉瑞徽
Ruey Huei Yeh
Degree: 碩士
Master
Department: 管理學院 - 管理研究所
Graduate Institute of Management
Thesis Publication Year: 2014
Graduation Academic Year: 102
Language: 中文
Pages: 90
Keywords (in Chinese): 行動App使用者中心設計
Keywords (in other languages): Mobile Apps, User Centered Design
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本研究採質化研究焦點團體訪談法,以運動健身族群做為焦點團體的目標對象,並從使用者為中心的研究方法,以【行動化】、【社群連結】、【雲端服務】、【資料分析】及【穿戴裝置的應用】,做為運動健身類型之行動App的研究主題,探討目標族群的使用需求及App設計者的觀點差異,並研究設定方法,彙整出使用者的關鍵需求,以做為行動App的研發策略。
透過趨勢報告彙整,2013年智慧型手持裝置在台灣的市占比率高達51%,其由Apple App Store及Google Play兩大軟體商店的下載統計資訊觀察,2013年行動App相較於2012年大幅成長了60%,顯示使用者對於行動App的使用率大幅提高,而行動App開發商也針對各種類型的需求進行App的設計。其中運動健身類型的行動App由於穿戴裝置的推出,在類別排行上呈現上升的趨勢。
綜合了上述行動App的趨勢發展及使用的需求上升,針對運動類型行動App實際上的使用者需求為何?本研究將透過使用者中心設計的研究方法,以系統化的方法找出行動App的使用者與其設計者的觀點上的差異,以做為日後行動App研發策略考量之參考依據。


This thesis is conducted by adopting qualitative research and group interview with those who like to exercise and workout. Starting from user oriented design, the topic of the research is set as : A Study of Healthcare & Fitness Mobile Apps with below extended topics: Mobility、Social Networking、Cloud Service、Big Data and Wearable Devices. The goal of this research is to find out the differences of the usage and demand between the targeted user groups and the Mobile Apps designers so that Mobile Apps designers can identify the key demands from users and further implement them into future mobile App design strategy.
According to the market research report, in year 2013, smart phone device has 51% market share in overall Taiwan mobile phone market. In the meantime, from Apple App store and Google Play’s report to analyze downloaded content, in year 2013, there are 60% more Mobile Apps downloaded than it was in 2012, indicating more smart phone customers are using more Mobile Apps. On the other hand, Mobile App developers aim at every business opportunity to design correspondent mobile App. Among all the Mobile Apps, because of the introduction of the wearable devices, Healthcare & Fitness type of Mobile Apps are trending up in the ranking of most popular Apps.
With regards to above findings of the increased demand of smart phone devices and Mobile Apps, the research will be conducted based on user oriented design to further deep dive on the actual demand from Mobile App users. Also, systematic methodologies will be adopted to discover the differences of the usage and demand between the targeted user groups and the App designers. Findings from this research can be benefited to the Mobile App developers as the reference of future R&D strategy.

摘要 ABSTRACT 誌謝 目錄 圖目錄 表目錄 第一章 緒論 1.1 研究背景 1.2 研究動機及目的 1.3 研究流程 第二章 文獻探討 2.1 使用者中心設計 2.2 行動App 2.3 行動化 2.4 社群 2.5 雲端服務 2.6 資料分析功能 2.7 穿戴裝置 第三章 研究方法 3.1 研究架構 3.2 資料蒐集方法 3.3 焦點團體 3.4 研究訪談問題設計 3.5 訪談資料彙整 第四章 研究結果與分析 4.1 行動化 4.2 社群連結 4.3 雲端服務 4.4 資料分析功能 4.5 付費模式 4.6 穿戴式裝置應用 4.7 資料結果分析 第五章 結論與建議 5.1 研究結論 5.2 研究限制 5.3 研究建議 參考文獻 一、 中文參考文獻 二、 英文參考文獻 附錄一、訪談問卷 附錄二、訪談簡稿 附錄三、行動App功能/需求,訪談結果清單

一、 中文參考文獻
1. 維基百科-使用者中心設計、社群、雲端運算、巨量資料
2. 林玉梅(2011),使用者導向之產品設計策略研究
3. Google (2013),Our Mobile Planet:台灣 瞭解行動上網的消費者
4. 邱議德. (2003). 以社會網路分析法評估工作團隊知識創造與分享 (Doctoral dissertation, 撰者).
5. Ranjit Kumar (2000),Research Metholodgy:A step by step for beginner (潘中道、黃瑋瑩、湖龍騰譯),台北:學富文化
6. 資策會MIC(2013),智慧穿戴產品世紀新神器?(1)-綜觀智慧穿戴產品主要發展方向。
7. 資策會前瞻所所長 林蔚君/資策會前瞻所組長 詹雅慧(2014),巨量資料分析與 GIS 應用價值創造。
8. 資策會MIC(2013/12),2014軟體產業發展趨勢/四大焦點:行動應用、巨量資料、雲端運算、社交媒體:http://mic.iii.org.tw/aisp/pressroom/press01_pop.asp?sno=347&type1=2
9. 數位時代網站(2013/12),社交深入互動誰最強?Facebook仍然遙遙領先:http://www.bnext.com.tw/article/view/id/30569
10. 資策會MIC(2013/12),2014軟體產業發展趨勢/四大焦點:行動應用、巨量資料、雲端運算、社交媒體:http://mic.iii.org.tw/aisp/pressroom/press01_pop.asp?sno=347&type1=2
二、 英文參考文獻
1. Bart Mellink (2013/6),The Nexus of Forces- Gartner point of view
2. EMC Digital Universe with Research & Analysis by IDC (2014),The Digital Universe of Opportunities: Rich Data and the Increasing Value of the Internet of Things
3. Howard Rheingold. (2000). The virtual community: Homesteading on the electronic frontier (No. 28). MIT press.
4. Otte, E., & Rousseau, R. (2002). Social network analysis: a powerful strategy, also for the information sciences. Journal of information Science, 28(6), 441-453.
5. Preece, Rogers& Sharp,(2002),Interaction design: beyond human-computer interaction。
6. Rheingold, H. (1993). The virtual community: Finding commection in a computerized world. Addison-Wesley Longman Publishing Co., Inc..
7. Vredenburg, Karel, et al. (2002). "A survey of user-centered design practice."Proceedings of the SIGCHI conference on Human factors in computing systems.
8. IDC (2013/11),IDC Finds Worldwide Smartphone Shipments on Pace to Grow Nearly 40% in 2013 While Average Selling Prices Decline More Than 12% :http://www.idc.com/getdoc.jsp?containerId=prUS24461213
9. IDC (2014/2),Android and iOS Continue to Dominate the Worldwide Smartphone Market with Android Shipments Just Shy of 800 Million in 2013, According to IDC: http://www.idc.com/getdoc.jsp?containerId=prUS24676414
10. Gartner (2013/9),Gartner Says Mobile App Stores Will See Annual Downloads Reach 102 Billion in 2013:http://www.gartner.com/newsroom/id/2592315
11. Gartner (2013/12),What to Expect at CES 2014 - Wearable Computing:http://www.gartner.com/newsroom/id/2639815
12. Gartner (2014/1),Gartner Says by 2017, Mobile Users Will Provide Personalized Data Streams to More Than 100 Apps and Services Every Day:http://www.gartner.com/newsroom/id/2654115
13. Statista (2012),Most popular Apple App Store categories in July 2012, by share of application category:http://www.elinext.com/images/articles/1348279692.jpg
14. Statista (2014),Most popular Apple App Store categories in March 2014, by share of available apps:http://www.statista.com/statistics/270291/popular-categories-in-the-app-store/

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