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博碩士論文 etd-0625115-113151 詳細資訊
Title page for etd-0625115-113151
論文名稱
Title
HCD 應用於行動購物 app 開發之研究
Applying the HCD process to develop a Mobile Shopping App
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
105
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2014-07-18
繳交日期
Date of Submission
2015-07-27
關鍵字
Keywords
使用者經驗、以人為中心的設計、設計思考、行動應用程式、行動購物
human-centered design, user experience, mobile shopping, HCD Toolkit, IDEO, App
統計
Statistics
本論文已被瀏覽 5805 次,被下載 334
The thesis/dissertation has been browsed 5805 times, has been downloaded 334 times.
中文摘要
根據Apple與Google官方公布的數據,以及市調機構Adjust與Localytics的研究發現,有愈來愈多的App一上線後就已死亡,這些App對使用者沒有吸引力,使用者通常不願意浪費頻寬與時間下載,抑或是下載後立即刪除或閒置不用,究其原因是,App的產量爆增但使用者的注意力有限,而硬體資源如螢幕、記憶體與儲存空間也是受限的,在這樣的大環境下,軟體開發者必須不斷尋求突破的關鍵,否則將只是一直生產製造出殭屍App。

本研究者因在業界任職軟體開發多年,對於以上App的現況,認為軟體公司或開發者個人,總是以技術或功能模組的角度在思考軟體設計,這種思考模式完全像是製造業拼裝與加工產品,整個過程常輕忽使用者的體驗,沒有針對使用者真正的需求去觀察與探索,以致於不斷「製造」出難以使用的軟體,人們事後再花費更多的時間精神去學習與適應軟體。

為了探討如何在軟體開發的過程,完全融入使用者經驗的設計,本研究將運用IDEO的HCD Toolkit,實作聆聽(Hear)、創立(Create)與發佈(Deliver)三階段,深入了解體驗使用者的需求與難處,並以快速的App雛型不斷地進行使用者測試與評估,最後才開始技術導入並實際開發出App。整個過程均專注於探索使用者的故事、洞察其需求,以及快速有效率地製作雛型,進行頻繁的迭代測試,並適度引用Norman的設計心理學理論,包括賦能(Affordance)與心智模式(Mental Models),讓App不只符合使用者需求,還能非常直覺地操作與理解。

本研究將開發的App是「台南一路一路」的行動購物機制,觀察與訪談的族群是台南在地的商家、獨立設計師、傳統技藝職人、農夫漁民等,目的是希望藉由台南一路一路的曝光,讓這些資源或資訊不足的人們,也可以有機會擁抱新的科技應用,在App上行銷販售自己獨特的產品,並解決既有的經營困境。

研究結果發現,藉由HCD Toolkit許多對設計思考實務的建議,開發者將不再只是想著技術細節或成本,而是可以非常深入地洞察使用者真正的需要,傾聽使用者的聲音、觀察使用者的行為與表情,以同理心重新為使用者設計各種可能的解決方案,並且在真正進入技術實作前,已可充分與使用者進行多次快速且有效率的迭代測試,事先驗證App各種設計概念,為之後的開發節省許多不必要的嘗試與技術研究成本。
Abstract
According to official data released by Apple and Google, as well as market research agency Adjust and Localytics, there is an increasing number of dead apps just put away to the store. These apps are unattractive to users, so that users do not want to waste bandwidth and time to download, otherwise, delete or idle the app immediately. The reason is, apps yield explosion but users' attention is limited, so as hardware resources, such as screen, memory and storage. In this environment, software developers must continue to find any key breakthrough, or they will still create only zombie apps.

I have been working in the industry due to software development for many years. In my experience, software companies or individual developers, always take the point of view of technical or functional modules to design software. This thinking model is exactly like manufacturing and processing. User experience is often overlooked in the process, not much effert for users’ observation of their real needs and exploration. So that developers continue to create the software difficult to use, afterwards people spend more time to learn and adapt the software.

In order to explore how to fully integrate the user experience design to software development process, this research will use IDEO's HCD Toolkit, implement Hear, Create and Deliver stages to understand user's needs and difficulties through rapid prototypes to carry out testing and evaluation. Technical development with program is finally the last stage. The whole process was focused on the exploration of user stories, insight into their needs, as well as fast and efficient prototype, frequent iterative testing, and appropriate references to Norman's design psychology theories, including Affordance and Mental Models. So the app will not be only in line with the needs of users, but also very intuitive to operate and understand.

This research will develop an app for "Tainan 1616"’s shopping mechanism. The observation and interview ethnic is in the land of Tainan, like independent designers, farmers, fishermen, to help these people lack the resources or information, to have the opportunity to embrace new technology applications in the app marketing. So they can sell their own special products in app, to solve the existing financial difficulties.

This research found that, many of the recommendations by HCD Toolkit for design Thinking, will let programmers no longer just think about technical details or costs, but go deep into the real needs of users. Through users' talk, empathy and observation of their behavior and expression, developers can re-design a variety of possible solutions. Before actually entering the technichal programming, they can has sufficient observation with multiple users, quick and efficient iterative testing, for a variety of design concepts. It will save a lot of unnecessary costs and research technology.
目次 Table of Contents
論文審定書 i
摘要 ii
Abstract iv
第一章 緒 論 1
1.1 研究背景 1
1.2 研究動機 4
1.3 研究目的 6
第二章 文獻探討 7
2.1 行動應用服務軟體 7
2.1.1 App 行動應用程式 7
2.1.2 行動應用之使用現況 7
2.2 使用者經驗發展 9
2.2.1 使用者經驗定義 9
2.2.2 使用者經驗設計 11
2.2.3 賦能(Affordance) 12
2.2.4 直接操作(Direct-Manipulation) 13
2.2.5 心智模式(Mental-Models) 15
2.3 IDEO HCD Process 16
2.3.1 傾聽(Hear) 17
2.3.2 創立(Create) 23
2.3.3 發佈(Deliver) 28
第三章 研究方法 34
3.1 研究個案的選擇 34
3.2 研究方法的選擇 35
3.3 研究設計 37
第四章 研究過程與討論 44
4.1 傾聽 (Hear):需求觀察與發現 44
4.1.1 推廣在地商品的現況 44
4.1.2 商家的現況 44
4.1.3 消費者的現況與難題 46
4.2 創立 (Create):現況故事、未來故事與雛形設計 52
4.2.1 沒有設計介入的現況故事 (As-is Storyboard) 52
4.2.2 確立需求領域 55
4.2.3 設計介入後的故事 (To-be Storyboard) 56
4.2.4 紙本雛型設計與發展過程 57
4.3 發佈 (Deliver):雛形的評估與測試 65
4.3.1 啟發式評估 65
4.3.2 使用者測試 66
4.3.3 收入模型 67
第五章 結論與建議 69
5.1 研究貢獻 69
5.1.1 在行動購物app的開發中導入HCD流程,以及結合業界實務經驗的開發準則 69
5.1.2 給職人設計師、程式設計師、企業經營者的建議 70
5.1.3 HCD 流程與傳統軟體開發流程之比較 73
5.2 研究限制與未來研究方向 78
參考文獻 79
參考文獻 References
1. IDEA物語,大塊文化出版社,ISBN:9867975049
2. 決定未來的10種人,大塊文化出版社,ISBN:9789862130506
3. 設計思考改造世界,聯經出版事業,ISBN:9789570836554
4. 行動設計之鑰,松崗資產管理,ISBN:9789572242452
5. 2012年中国网络购物市场研究报告,中国互联网络信息中心(CNNIC)
6. 2013年我國B2C網路商店經營及調查報告,資策會
7. 江欣原,2006,《以系統觀解釋行動商務之發展》,國立中山大學企業管理研究所碩士論文
8. 胡金豪,2006,《提供行動商務服務電信業者決策模式》,國立雲林科技大學資訊研究所碩士論文
9. 林楷庭,2013,《以使用者經驗發展聽障者生活協助 APP 之研究與設計》,國立台灣科技大學工業設計系碩士論文
10. 2013年行動購物調查,資策會
11. 101 年度新網路時代電子商務發展計畫 我國 B2C 電子商店調查結案報告,資策會,p57-59
12. Mueller-Veerse, F(2000). “Mobile Commerce Report,” London: Durlacher Research Ltd.
13. Gunasekaran, A. and E. Ngai (2003), “Special Issue on Mobile Commerce (M-Commerce): Strategies, Technologies and Applications (MCSTA)”, Decision Support System, 2003
14. Design Thinking for Social Innovation,http://www.seinsights.asia/story/688/794/1374
15. Kankainen, A. (2002) Thinking model and tools for understanding user experience related to information appliance product concepts.
16. Interface as mimesis In User centered system design: new perspectives on human-computer interaction (1986) by Brenda K. Laurel edited by Donald A. Norman, Stephen W. Draper p79
17. Hassenzahl, M (2003). The Thing and I : Understanding the Relationship Between User and Product. In Blythe, M. A., Overbeeke, K., Monk, A. F. & Wright, P.C. (eds.) (p31-42)
18. J.J Gibson. 1977. The Theory of Affordances. Eds. Robert Shaw and John Bransford. Perceiving, acting, and knowing: toward an ecological psychology. Hillsdale: Lawrence Erlbaum Associates. 67-82
19. Birth, life and death of an app (https://www.adjust.com/assets/downloads/AppleAppStore_Report2014.pdf)
20. adjust Shines Spotlight on Apple App Store’s Birthday with Release of New App Lifecycle Report (https://www.adjust.com/assets/downloads/AppleAppStore_adjust_reveals.pdf)
21. Localytics App Stickiness Index: (http://www.localytics.com/resources/app-stickiness-index-q2-2014/)
22. http://en.wikipedia.org/wiki/User_Experience
23. User experience definitions
(http://www.allaboutux.org/ux-definitions)
24. E-Commerce User Experience
(http://www.nngroup.com/reports/ecommerce-user-experience/)
25. Mobile Usability
(http://www.nngroup.com/books/mobile-usability/)
26. 台灣使用者經驗設計協會
(http://www.uigathering.org/)
27. iOS Design Principles
(https://developer.apple.com/library/iOS/documentation/userexperience/conceptual/mobilehig/Principles.html#//apple_ref/doc/uid/TP40006556-CH4-SW1)
28. Android Design Principles
(http://developer.android.com/design/get-started/principles.html)
29. When did UX start being called UX ?
(http://ux.stackexchange.com/questions/27810/when-did-ux-start-being-called-ux?newreg=4fe51986dd36400982606bc447dc65b5)
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