研究生: |
吳庭雲 Wu, Ting-Yun |
---|---|
論文名稱: |
運動與社群的整合性App介面設計之創作研究 Creative Research on Integrated APP Interface Design of Sports and Community |
指導教授: |
王千睿
Wang, Chien-Jui |
學位類別: |
碩士 Master |
系所名稱: |
設計學系 Department of Design |
論文出版年: | 2020 |
畢業學年度: | 108 |
語文別: | 中文 |
論文頁數: | 155 |
中文關鍵詞: | 運動APP 、社群平台 、使用者介面 |
英文關鍵詞: | Sports APP, Community platform, User interface |
DOI URL: | http://doi.org/10.6345/NTNU202000032 |
論文種類: | 學術論文 |
相關次數: | 點閱:301 下載:16 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
現今的運動APP中的社群功能已日趨多元,但在社群功能不斷添加的同時卻有不少功能利用率不高,因此本研究以使用者介面設計的角度做切入,探討運動與社群的整合性APP所需之原則,重新了解社群與運動兩種類別的使用需求,並在後續運用研究結果嘗試設計一款介面原型。
本研究共分三個部分,第一部分是透過文獻探討彙整出八項使用者介面設計原則。第二部分運用文獻探討、案例分析、訪談研究、問卷調查探討並彙整結果。最後是將結果運用在設計創作中,並產出一套介面原型供後續檢視與討論。
本研究結論如下(一)八項使用者介面設計原則雖在定義與敘述上並無重疊,但在單一項目其中卻可能有著一至三項原則不等的考量。(二)有很高比例的用戶希望在運動APP中參與運動活動。(三)用戶在網路上參與運動邀約時最顧慮體能差距與騎乘距離兩項因素,其中用戶能藉由平均距離、平均時間、平均海拔爬升這三項數據來了解自身的體能差距。(四)在一般操作介面採取較為簡潔的風格在資訊較豐富的情況下採取多顏色區分是比較能夠令人接受的。(五)用戶們對於回復性這項原則感受較為強烈。(六)相關APP設計上除了要保留基礎數據的搜集功能外,還應保留運用其他硬體所搜集的數據之能力。(七)在功能架構圖的規劃階段就已會影響APP的操作感受以及流暢度。
本研究最後的創作研究共產出一款可供操作的APP介面原型,於2019年7月在校內青田十六展覽空間供參觀操作,在論文中相關段落主要以文字敘述並輔以APP介面截圖與箭頭指示予以說明與介紹。
Now the community function in the movement of the APP has increasingly diverse, but at the same time in the community function constantly add much functional utilization rate is not high, so this study to be cut into the user interface design point of view, discusses the principles of sports and community-integrated APP needs, to understand the community use demand and two categories of movement, and in the subsequent use of the results of the study attempts to design a prototype.
This study is divided into three parts. The first part is to explore and summarize eight user interface design principles through the literature. The second part uses literature research, case analysis, interview research, questionnaire survey to discuss and compile the results. Finally, the results are used in design creation, and a set of interface prototypes are produced for subsequent review and discussion.
The conclusions of this study are as follows: (1) Although the eight user interface design principles do not overlap in definition and narrative, there may be one to three considerations in a single project. (2) A high percentage of users want to participate in sports activities in sports apps. (3) When users participate in sports invitations on the Internet, they are most concerned about the two factors of physical fitness gap and riding distance. Among them, users can understand their physical fitness gap through the three data of average distance, average time, and average altitude climb. (4) It is more acceptable to adopt a more concise style in the general operation interface, and to adopt multi-color differentiation under the condition of richer information. (5) Users feel strongly about the principle of resilience. (6) In addition to retaining the basic data collection function in the design of related apps, the ability to use the data collected by other hardware should also be retained. (7) In the planning stage of the functional architecture diagram, the operation feeling and fluency of the APP will be affected.
The final creative research in this study produced a prototype of an operable APP interface. It was available for visit in the Qingtian16 exhibition space in the school in July 2019. The relevant paragraphs in the dissertation are mainly described in text, supplemented by APP interface screenshots and the arrows indicate the description and be introduced.
Benyon, D., Turner, P.,& Turner,S. (2009). 人機介面互動系統設計(Design Interactive System)(郭學武譯). 台北市: 碁峯資訊.
Cushman, W.H. & Rosenberg, D.J. (1996). 產品設計的人因工程(Human Factors in Product Design)(蔡登傳、宋同正譯). 台北市: 六合.
山岡俊樹,李傳房譯. (1998). 螢幕畫面介面設計. 中日設計研討會論文集 (頁 pp.72-80 ). 國立雲林科技大學.
尤克熙. (2002). SmartPhone發展現況與趨勢分析. 資策會MIC.
朱晉弘. (2014). 行動APP創新行程之發展趨勢分析. 桃園縣: 元智大學.
行政院研究發展考核委員會. (2011). 持有手機民眾數位機會調查報告. 臺北市: 行政院研究發展考核委員會.
吳鼎武.瓦歷斯. (1999). 電腦空間與人文論文集. 台北市: 田園城市出版社.
宋振豪. (2017). 行動 APP 可用性對社群平台影響之研究 A Study on the Impact of Mobile APP Usability on Social Platform . 嘉義縣: 國立中正大學 .
李世忠. (1998). 電腦教學軟體介面設計. 台北市: 利威.
李青蓉、魏丕信、施郁芬、邱昭彰. (1997). 人機介面設計. 台北市: 國立空中大學出版.
徐玉學. (2007). 東亞發展中經濟體行動電話產業政策與研發策略之比較研究. 新竹市: 國立交通大學經營管理研究所.
桂碩亨. (2014). 知覺價值、社會影響與慾望 關係之研究–以行動社群App 為例 Relationship of Perceived Value, Social Influence and Desires– a case of mobile communities App. 台北市: 國立臺北商業技術學院商學研究所 .
張少熙,彭賢恩,& 台灣趨勢研究. (2014). 102年度我國民眾運動消費支出調查.
教育部體育署. (2013). 台灣民眾最常參與的運動.
陳子良. (2010). 消費者購買智慧型手機之功能偏好、評估因素與生活型態之關聯性研究. 新北市: 淡江大學全球華商經營管理數位學習碩士在職專班.
陳其生. (2007). 智慧型手機之消費者行為研究—以商務人士為例. 台北市: 銘傳大學管理學院高階經理碩士學程.
陳坤淼. (2000). 電腦多媒體使用者介面設計探討. 高速計算世界 第8卷第1期, 頁 36-45.
陳熙文、陳五洲. (2014). 智慧型手機在運動的應用現況及展望. 大專體育(130), 頁 32-38.
陳慧玲. (2011). 由沉浸體驗觀點探討Apple手持產品之使用者介面設計. 國立臺灣科技大學.
游章雄、黃培華與陳彥如. (2009). 使用者導向之互動設計研究. 工業設計/第三十七卷 第二期, 頁 pp.189-192.
黃婧華. (2016). 行動電子書互動介面設計研究. 國立雲林科技大學設計學研究所.
楊政霖. (2013). 品牌 App 發展現況與應用案例分析. 證券櫃檯雙月刊, 46-51.
葉謹睿. (2010). 互動設計概論. 台北市: 藝術家.
蔡卓軒. (2000). 超in共享軟體. 台北市: 學貫行銷.
龍斯雲. (2000). 全球資訊網之人機介面設計-以勞保局網站系統為例. 新北市: 私立淡江大學資訊工程研究所.
Aschmoneit, P. and Zimmermann, H. D. (2002). Elements of a mobile Community Business Model,"Information Resources Management Association International Conference. Seattle: IRMA.
Bagozzi, Dholakia. (2002). Intentional social action in virtual. communities. Journal of interactive marketing, 16(2), 2-21.
Bucklin, R. E., & Sismeiro, C. (2009). Click here for Internet insight: Advances in clickstream data analysis in marketing. Journal of Interactive Marketing, 23(1), 35-48.
Chang, Liu, Chou, Chen, Shin. (2007). A general architecture of mobile social network services. International Conference on: Paper presented at the Convergence Information Technology.
Chen, Lu, Chau, Gupta. (2014). Classifying, measuring, and predicting users’ overall active behavior on social networking sites. Journal of Management Information Systems, 31(3), 213-253.
ChenR. (2013). Member use of social networking sites—an empirical examination. Decision Support Systems, 54(3), 1219-1227.
Correa, Hinsley, De Zuniga. (2010). Who interacts on the Web?:The intersection of users’ personality and social media use. Computers in Human Behavior, 26(2), 247-253.
Cox, K., & Walker D. (1993). User interface design (2nd, ed). New York: Prentice Hall.
EllisonBN. (2007). Social network sites: Definition, history, and scholarship. Journal of Computer‐ Mediated Communication, 13(1), 210-230.
Fang, Y., & Neufeld, D. (2009). Understanding sustained participation in open source software projects. Journal of Management Information Systems, 25(4), 9-50.
FlormannB. (2003). Mobile Communities – Potenziale aus Sichteines Mobilfunkanbieters. München: Paper presented to the conference„Mobil mit digitalen Diensten“of Münchner Kreis.
Fremuth, N., Tasch, A., & Fränkle, M. (2003). Mobile Communities–new business opportunities for mobile network operators? Munich, Germany: Paper presented at the Proc. of the 2nd Interdisciplinary World Congress on Mass Customization and Personalization (MCPC).
GalitzO.W. (1997). The Essential Guides to User Interface Design. New York: John Wiley & Sons.
Goldstein, Ford. (1978). The User-Cordial Interface. On-Line Review, 2(3), p269-275.
Hampe, J. F., Schubert, P., & Schneider, F. (2004). Mobile community support: a mobile reservation system for the leisure industry. Paper presented at the Proceedings of the 17th International Bled Electronic Commerce Conference. Slovenia: Bled.
JohnsonJ. (2000). GUI Bloopers: Don'ts and do's for software developers and web designers. Morgan Kaufmann.
Kwak, Choi, Lee. (2014). SNS self-disclosure and post hoc interpersonal relations change: Focused on Korean Facebook user. Computers in Human Behavior; 31, 294-304.
Lu, Zhao, Wang. (2010). From virtual community members to C2C e-commerce buyers: Trust in virtual communities and its effect on consumers’ purchase intention. Electronic Commerce Research and Applications, 346-360.
MacQueen, McLellan, Metzger, Kegeles, Strauss, Scotti. (2001). What is community? An evidence-based definition for participatory public health. American journal of public health, 91(12), 1929-1938.
MaslowA.H. (1943). A theory of human motivation. Psychological review.
Mazer, Murphy, Simonds. (2007). I'll see you on “Facebook”: The effects of computer-mediated teacher self-disclosure on student motivation, affective learning, and classroom climate. Communication Education, 56(1), 1-17.
Nielsen, J. (1993). Usability Engineering. New York: AP Professional.
Nonnecke, B., & Preece, J. (2001). Why lurkers lurk. AMCIS 2001 Proceedings, 294.
Norman, D.A. (1988). The Design of Everyday Things. New York: AP Professional.
Olson, Olson. (2003). Human-computer interaction: Psychological aspects of the human use of computing. Annual review of psychology, 54(1),491-516.
PeddieJ. (1992). Graphical User Interfaces and Graphic Standaeds. New York: McGraw-Hill.
Pempek, Yermolayeva, Calvert. (2009). College students' social networking experiences on Facebook. Journal of applied developmental psychology, 30(3), 227-238.
Prykop, C. and Heitmann, M. (2006). Designing Mobile Brand Communities-Concept and Empirical Illustration. Journal of Organizational Computing and Electronic Commerce, 頁 301-323.
Qiu, L., Rui, H., & Whinston, A. B. (2014). Effects of social networks on prediction markets: Examination in a controlled experiment. Journal of Management Information Systems, 30(4), 235-268.
Raacke, Bonds-Raacke. (2008). MySpace and Facebook: Applying the uses and gratifications theory to exploring friend-networking sites. Cyberpsychology & behavior, 11(2), 169-174.
Rheingold, H. (2000). he virtual community: Homesteading on the electronic frontier (2nd ed.). New York: Addison-Wesley.
Rogers, Sharp, Preece. (2011). Interaction Design: Beyond Human - Computer Interaction (3rd ed.). Chichester, West Sussex, UK: John Wiley & Sons.
Salehan, Negahban. (2013). Social networking on smartphones: When mobile phones become addictive. Computers in Human Behavior, 29(6),), 2632-2639.
Schultz, N., & Beach, B. (2004). From lurkers to posters. Australian National Training Authority, 14(1), 4-23.
Shneiderman, B. & Plaisant, C. (2010). Designing the User Interface: Strategies for Effective Human-Computer Interaction: Fifth Edition. Reading: Addison-Wesley Pub. Co.
Sillence, Baber. (2004). Integrated digital communities: combining web-based interaction with text messaging to develop a system for encouraging group communication and competition. Interacting with computers, 16(1), 93-113.
SmithI. (2005). Social-mobile applications. Computer, 38(4), 84-85.
Tapscott, Lowy, Ticoll. (1998). Blueprint to the digital economy: Creating wealth in the era of e-business. cGraw-Hill Professional.
Tarasewich, P. (2003). Designing mobile commerce Applications. Communications of the ACM, 46(12), 57-60.
WellmanB. (2005). Community: from neighborhood to network. Communications of the ACM, 48(10), 53-55.
Zhou, Fang, Vogel, Jin, Zhang. (2012). Attracted to or locked in? Predicting continuance intention in social virtual world services. Journal of Management Information Systems, 29(1), 273-306.
網路資料
ClarkeKeir. (2014年12月2日). Mapping the Burn with Strava Labs. 擷取自 Maps Mania: http://googlemapsmania.blogspot.com/2014/04/mapping-burn-with-strava-labs.html
EOLembrain東方快線研究部. (2011年8月10日). 您被APP綁架了嗎? 擷取自 http://www.eolembrain.com.tw/Latest_View.aspx?SelectID=242
Garmin. (2019年10月8日). 關於我們. 擷取自 Garmin: https://www.garmin.com.tw/company/about/
GoodeLauren. (2017年May月2日). Fitness app Strava really, really wants to be the social network for athletes. 擷取自 THE VERGE: https://www.theverge.com/2017/5/2/15511118/strava-fitness-tracking-app-athlete-posts-social-network
GordonMat. (2014年5月31日). Strava Metro 與全球熱區圖. 擷取自 STRAVA SUPPORT: https://support.strava.com/hc/zh-tw/articles/216918877-Strava-Metro-與全球熱區圖
Hayden. (2018年9月12日). 創新拿鐵. 擷取自 連日大雨怎麼出門騎車?這家新創公司讓我們足不出戶,就和萬名車手一起飆車!: https://startuplatte.com/2018/09/12/zwift-innovation/
IHS Inc. (2018年3月18日). Sports and fitness app market to expand by more than 60 percent in five years. 擷取自 http://press.ihs.com/press-release/design-supply-chain/sports-and-fitness-app-marketexpand-more-6 0-percent-five-years
LindseyJoe. (2019年June月24日). Why Strava Is Getting More Social Than Ever. 擷取自 Outside Online: https://www.outsideonline.com/2395489/strava-james-quarles
Nielsen. (1995年1月1日). Nielsen Norman Group. 擷取自 Heuristic evaluation: How to Conduct a Heuristic Evaluation: http://www.nngroup.com/articles/how-to-conduct-a-heuristic-evaluation/
SagerI. (2012). Before iphone and Android Came Simon, the First Smartphone. 擷取自 Bloomberg: http://www.businessweek.com/articles/2012-06-29/before-iphone-and-android-cam e-simon-the-first-smartphone
ServiceDepartment of Health and HumanU.S. (1996). Physical Activity and Health: A Report of the Surgeon General. 擷取自 Centers for Disease Control and Prevention: https://www.cdc.gov/nccdphp/sgr/pdf/sgrfull.pdf
STRAVA. (2018年July月31日). 揮別 Premium,迎接 Summit。. 擷取自 STRAVA 故事: https://blog.strava.com/zi/goodbye-premium-hello-summit-17021/
陳泱璇. (2014年11月27日). 資策會產業情報研究. 擷取自 網路社群使用 短時間以行動裝置為主: https://mic.iii.org.tw/IndustryObservations_PressRelease02.aspx?sqno=375
陳祈儒. (2013). 資策會: 臺灣逾 12 歲人口 5 成擁有智慧行動裝置. 擷取自 理財網新聞: http://www.moneydj.com/KMDJ/News/NewsViewer.aspx?a=ed5f1529-7a1b-42 a3-b2fb-29b72c58c793
資策會. (2010年3月26日). 行動社群持續發燒 Facebook和Twitter呈三位數成長. 擷取自 http://www.find.org.tw/find/home.aspx?page=news&id=5752
資策會. (2014年07月21日). 資策會:2014年上半年消費者行為調查出爐. 擷取自 財團法人資訊工業策進會:https://www.iii.org.tw/Press/NewsDtl.aspx?fm_sqno=14&nsp_sqno=1367
鄭緯筌. (2017年11月). 【世界公民】爆紅的運動社交平台: Strava. 擷取自 INSIDE: https://www.inside.com.tw/article/11230-strava