Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/116795
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dc.contributor.advisor余能豪<br>陳百齡zh_TW
dc.contributor.advisorYu, Neng-Hao<br>Chen, Pai-Linen_US
dc.contributor.author利淑惠zh_TW
dc.contributor.authorLi, Shu-Huien_US
dc.creator利淑惠zh_TW
dc.creatorLi, Shu-Huien_US
dc.date2017en_US
dc.date.accessioned2018-04-09T08:06:19Z-
dc.date.available2018-04-09T08:06:19Z-
dc.date.issued2018-04-09T08:06:19Z-
dc.identifierG1034620052en_US
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/116795-
dc.description碩士zh_TW
dc.description國立政治大學zh_TW
dc.description數位內容碩士學位學程zh_TW
dc.description103462005zh_TW
dc.description.abstract使用者體驗在行動應用 app 開發中扮演相當重要的角色。欲達到較佳的使 用者體驗,設計師常利用原型進行測試以收集使用者回饋,並根據回饋改善原 型再進行多次測試,反覆更迭的過程稱之為迭代設計。本創作分析整理迭代設 計流程中設計師常用之工具,發現從低擬真至高擬真之原型發展階段雖有不同 的工具,卻需要設計師花費許多時間在軟體操作上,無法讓設計師流暢且快速 地將腦中思考的設計繪製為數位版本,再者,各階段所使用之工具彼此並不相 容,設計師也需耗費額外的成本轉換各階段的產出。\n本創作提出一套提升原型建置速度,促進迭代過程的線稿式原型設計 工具「Xketch+」。在原型設計階段,設計師可利用紙面原型的繪製經驗,以繪 製筆劃指令生成元件並設定頁面、元件間的互動行為。此外,本創作導入行動 介面設計模式,設計師能利用已具備共識的之介面設計模式做為範本,進行自 定義修改,滿足設計任務,快速完成原型製作,儘早進入測試及修正的流程, 提升原型迭代速度,設計出更符合使用者需求的行動應用程式。zh_TW
dc.description.tableofcontents摘要 i\n目錄 ii\n表目錄 vi\n圖目錄 vii\n第一章 緒論 1\n第一節 創作背景 1\n第二節 原型(Prototypes) 2\n低擬真原型(Low-fidelity Prototype, Lo-fi Prototype) 3\n中擬真原型(Mid-fidelity Prototype, Mi-fi Prototype) 4\n高擬真原型(High-fidelity Prototype, Hi-fi Prototype) 5\n第三節 先期專家訪談 8\n第四節 創作目的 13\n第二章 相關案例探討 15\n第一節 元件產生式原型設計工具 15\nBalsamiq 15\nAxure RP、Cacoo 17\nBlueprint 18\nProto.io, UXPin 19\n小結 20\n第二節 影像聯結式原型設計工具 21\n介面設計工具 21\nPOP 23\nConcept.ly, inVision 24\nFlinto 25\nAdobe Experience Design 25\n小結 26\n第三節 線稿式設計工具 27\nSILK 28\nUISKEI 30\nXketch 31\n小結 32\n第四節 介面設計庫 34\nYahoo Design Pattern Library 34\nMobile Design Pattern Gallery 35\nUXPin 36\nDamask 37\n小結 38\n第三章 Xketch+ 39\n第一節 概念說明 39\n第二節 系統及介面 41\n第二節 擬真度轉換 44\nLo-fi階段 46\nHi-fi階段 47\n第三節 筆劃指令 49\n基礎元件 49\n複合元件(一)表格 57\n複合元件(二)地圖 60\n複合元件(三)彈出控制項 62\n自定義彈出視窗(Custom Pop View) 62\n操作列表(Action Sheet) 63\n通知(Alert) 64\n選擇器(Picker) 65\n第四節 模式庫 67\n流程模式(Flow Pattern) 68\n導覽模式(Navigation Pattern) 72\n列表模式(List Pattern) 73\n第五節 小結 76\n第四章 結論與討論 77\n第一節 設計建議 77\n筆劃與元件連結性 78\n筆劃擴充 79\n具備方向性的筆劃辨識 79\n繪製簡易圖標 80\n刪除筆劃 80\n第二節 限制 82\n元件及樣式 82\n筆畫彈性 83\n第三節 未來展望 84\n流程模式的增刪與分享 84\n測試與分析 84\n自由手繪 85\n參考文獻 86zh_TW
dc.format.extent33656301 bytes-
dc.format.mimetypeapplication/pdf-
dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G1034620052en_US
dc.subject行動應用程式zh_TW
dc.subject原型製作zh_TW
dc.subject開發工具zh_TW
dc.subject線稿式設計zh_TW
dc.subject迭代設計zh_TW
dc.subject介面設計模式zh_TW
dc.subject使用者經驗zh_TW
dc.subjectMobile appen_US
dc.subjectPrototypingen_US
dc.subjectToolkitsen_US
dc.subjectSketch-Baseden_US
dc.subjectIterative design processen_US
dc.subjectUI patternen_US
dc.subjectUser experienceen_US
dc.titleXketch+以線稿式原型設計工具加速 行動應用程式之設計流程zh_TW
dc.titleXketch+: Accelerating Mobile App Design Process by Using a Sketch-Based Prototyping Toolen_US
dc.typethesisen_US
dc.relation.referenceAlexander, C. (1978). The timeless way of building (24th ed.). New York: Oxford University Press, USA.\nappShopper. (2015a). IPad apps, iPhone apps, deals and discovery at app shopper - popular recent changes for iOS/. Retrieved October 21, 2016, from http://appshopper.com/\nappShopper. (2015b). IPad apps, iPhone apps, deals and discovery at app shopper - popular recent changes for iOS/. Retrieved November 9, 2016, from http://appshopper.com/\nAriel. (2015, January 13). App Stores growth accelerates in 2014. Retrieved October 21, 2016, from http://blog.appfigures.com/app-stores-growth-accelerates-in-2014/\nBank, C., & Zuberi, W. (2014). Mobile UI Design Patterns. UXPin.\nCerejo, L. (2010, June 16). Design better and faster with rapid Prototyping – smashing magazine. Retrieved September 30, 2016, from smashin gmagazine, https://www.smashingmagazine.com/2010/06/design-better-faster-with-rapid-prototyping/\nEngelberg, D., & Seffah, A. (2002). A framework for rapid mid-fidelity Prototyping of web sites. In Usability (pp. 203–215). doi:10.1007/978-0-387-35610-5_14\nLanday, J. A., & Myers, B. A. (1995). Interactive sketching for the early stages of user interface design. Proceedings of the SIGCHI conference on Human factors in computing systems - CHI ’95. doi:10.1145/223904.223910\nLin, J., & Landay, J. A. (2008a). Employing patterns and layers for early-stage design and prototyping of cross-device user interfaces. . doi:10.1145/1357054.1357260\nLin, J., & Landay, J. A. (2008b). Employing patterns and layers for early-stage design and prototyping of cross-device user interfaces. Proceeding of the twenty-sixth annual CHI conference on Human factors in computing systems - CHI ’08. doi:10.1145/1357054.1357260\nNeil, T. (2014). Mobile design pattern gallery: Ui patterns for mobile applications (2nd ed.). United States: O’Reilly Media, Inc, Usa.\nRettig, M. (1994). Prototyping for tiny fingers. Communications of the ACM, 37(4), 21–27. doi:10.1145/175276.175288\nRudd, J., Stern, K., & Isensee, S. (1996). Low vs. High-fidelity prototyping debate. interactions, 3(1), 76–85. doi:10.1145/223500.223514\nSegura, V. C. V. B., Barbosa, S. D. J., & Simões, F. P. (2012a). UISKEI. Proceedings of the International Working Conference on Advanced Visual Interfaces - AVI ’12. doi:10.1145/2254556.2254564\nSegura, V. C. V. B., Barbosa, S. D. J., & Simões, F. P. (2012b). UISKEI: A Sketch-based Prototyping Tool for Defining and Evaluating User Interface Behavior. Proceedings of the International Working Conference on Advanced Visual Interfaces - AVI ’12. doi:10.1145/2254556.2254564\nSnyder, C. A. (2003). Paper Prototyping: The fast and easy way to design and refine user interfaces. San Diego, CA: Morgan Kaufmann Publishers In.\nTreder, M. (2014, April 11). Wireframes vs. Prototypes: What’s the difference? Retrieved October 1, 2016, from User Experience (UX), http://sixrevisions.com/user-experience-ux/wireframes-vs-prototypes-difference/\nVatavu, R.-D., Anthony, L., & Wobbrock, J. O. (2012). Gestures as point clouds. Proceedings of the 14th ACM international conference on Multimodal interaction - ICMI ’12. doi:10.1145/2388676.2388732\nYahoo design pattern library. Retrieved October 11, 2016, from https://developer.yahoo.com/ypatterns/\n徐嘉駿. (2014). Xketch - 線稿式原型設計工具於行動應用開發之研究。國立政治大學數位內容碩士學位學程碩士論文。zh_TW
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