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題名 以設計思考的角度探討手機APP的開發流程
Exploring the development process of mobile APP from the perspective of design thinking
作者 劉心瑜
Liu, Hsin-Yu
貢獻者 吳豐祥
Wu, Feng-Shang
劉心瑜
Liu, Hsin-Yu
關鍵詞 設計
APP開發
設計思考
開發流程
設計思考精神
設計思維
Design
APP development
Design thinking
Development process
Design thinking spirit
日期 2022
上傳時間 5-Jan-2023 15:17:27 (UTC+8)
摘要 根據市調公司的報告,可以得知APP的全球總下載量、訂閱數、收入皆逐年增高,消費者仰賴移動設備完成許多事,使用APP的時間不僅增長,花在APP的金額也不斷增長,換言之,APP市場持續蓬勃發展,但也極為競爭,因此,如何打造一款符合市場趨勢、消費者需求的產品,就顯得更加重要。
設計思考被視為是一個著重在以人為本且創新的解決問題方式,經常被應用在許多領域,深受各企業的青睞,惟過去甚少有探討設計思考與APP開發的關連性之研究,故本研究希望透過設計思考精神之概念,來探討企業如何開發更符合使用者需求之APP產品。
本研究在研究過程中採取質性研究法(Qualitative Research),透過深度訪談個案企業,並佐以次級資料的蒐集來進行分析,所得到的主要結論如下:
一、企業開發APP的流程中,除了一般規劃、開發、測試、上線的流程之外,也會特別強調市場回饋之步驟。
二、企業在APP開發流程中的市場回饋階段,會透過人物誌(Persona)的建立及對APP使用者留存率(Retention Rate)的關注,來提升其APP的存續性。
三、企業在APP開發流程的每一個階段中,皆會強調以使用者為中心的精神,以提升其APP的易用性。
四、具有實驗精神的企業,會在開發APP的初期即不斷檢核新點子的可行性,同時,也會在上線後持續優化產品,以降低產品失敗的風險。
五、企業在APP產品的開發初期,通常還不會對產品太過於樂觀,但隨著逐步把一些問題解決之後,便會對產品越來越有信心。
六、企業在開發APP時,其成員會透過跨領域知識的整合及同理心的實踐,來提升其跨領域合作的成效。

最後,本研究並提出了學術上的貢獻,以及實務上與後續研究上的建議。
According to the report of the market research company, it can be seen that the total global downloads, subscriptions and income of APPs are increasing year by year. Consumers rely on mobile devices to accomplish many things. The time spent using APPs has not only increased, but the amount spent on APPs has also increased. In other words, the APP market is constantly developing and is extremely competitive. How to create a product that meets market trends and consumer needs is even more important.
Design thinking is regarded as a people-oriented and innovative problem-solving method, which is often applied in many fields and is favored by various enterprises. However, there have been only few types of research on design thinking and APP development. Therefore, in this research, I hope to capture the spirit of design thinking and discuss how companies that develop apps can create a product that meets the needs of users.
This research adopts the qualitative research method in the research process, conducts in-depth interviews with case companies, analysis with secondary data collection, and draws the following six main conclusions:
1. In the process of developing an APP, including the planning, development, testing, and launch steps, the steps of market feedback will be emphasized the most.
2. In the market feedback stage of the APP development process, enterprises will improve the APP`s survival through the establishment of a Persona and attention to the APP user retention rate.
3. In each stage of the APP development process, enterprises will emphasize the user-centered spirit to improve the usability of the APP.
4. Enterprises with the spirit of the experiment will continue to try the feasibility of ideas in the early stage of APP development, and at the same time, they will continue to optimize the product after the launch to reduce the risk of product failure.
5. In the early stage of APP development, enterprises are usually not too optimistic about the product, but after solving many problems, they will become more and more confident in the product.
6. When an enterprise develops an APP, its members will enhance the effectiveness of their cross-domain cooperation through the integration of cross-domain knowledge and the practice of empathy.

Finally, this study also addresses academic contributions and gives suggestions for industrial practices and follow-up research.
參考文獻 英文文獻
Abrahamsson, P., Salo, O., Ronkainen, J., & Warsta, J. (2017). Agile Software Development Methods: Review and Analysis. arXiv preprintarXiv:1709.08439.
Alhamdani, W. A. (2016). Teaching cryptography using design thinking approach. Journal of Applied Security Research, 11(1), 78-89.
Boehm, B. W. (1988). A spiral model of software development and enhancement. Computer, 21(5), 61-72.
Boland, R., & Collopy, F. (2004). Managing as Designing: Stanford Business books Stanford, CA.
Booz, Allen, & Hamilton. (1982). New Products Management for the 1980s: Booz, Allen & Hamilton.
Brown, T. (2008). Design thinking. Harvard Business Review, 86(6), 84.
Christensen, C. M. (1997). Marketing strategy: Learning by doing. Harvard Business Review, 75(6), 141-151.
Cooper, A. (1999). The Inmates Are Running the Asylum. Indianapolis, IA: SAMS. Macmillan.
Creswell, J. W., & Creswell, J. (2003). Research Design, Sage publications Thousand Oaks, CA.
Despa, M. L. (2014). Comparative Study on Software Development Methodologies. Database Systems Journal, 5(3), 37-56.
Dunne, D., & Martin, R. (2006). Design thinking and how it will change management education: An interview and discussion. Academy of Management Learning & Education, 5(4), 512-523.
Fraser, H. M. A. (2007). The practice of breakthrough strategies by
design. Journal of Business Strategy, 28(4), 66-74.
Heredia, A., Esteban-Santiago, R., Garcia-Guzman, J., & Amescua, A. d. (2013). Mass-market application development using agile techniques: How agile are we really? Paper presented at the European Conference on Software Process Improvement.
Holloway, M. (2009). How tangible is your strategy? How design thinking can turn your strategy into reality. Journal of Business Strategy.
Ivarsson, M., & Gorschek, T. (2011). A method for evaluating rigor and industrial relevance of technology evaluations. Empirical Software Engineering, 16(3), 365-395.
Jabangwe, R., Edison, H., & Duc, A. N. (2018). Software engineering process models for mobile app development: A systematic literature review. Journal of Systems and Software, 145, 98-111.
Laudon, K. C., & Laudon, J. P. (2015). Management Information Systems, Pearson Upper Saddle River.
Martin, R. L. (2009). The Opposable Mind: How Successful Leaders Win Through Integrative Thinking, Harvard Business Press.
Nambisan, S., & Wilemon, D. (2000). Software development and new product development: Potentials for cross-domain knowledge sharing. IEEE Transactions on Engineering Management, 47(2), 211-220.
Plattner, H. (2013). An introduction to design thinking. Iinstitute of Design at Stanford, 1-15.
Pruitt, J., & Grudin, J. (2003). Personas: practice and theory. Paper presented at the Proceedings of the 2003 conference on Designing for user experiences.
Roger, M., & Euchner, J. (2012). Design thinking. Research-Technology Management, 55(3), 10-14.
Rowe, P. G. (1987). Design Thinking, MIT press.
Royce, W. W. (1987). Managing the development of large software systems: concepts and techniques. Paper presented at the Proceedings of the 9th international conference on Software Engineering.
Schwaber, K. (1997). Scrum development process. In Business object design and implementation (pp. 117-134): Springer.
Sigg, S., Lagerspetz, E., Peltonen, E., Nurmi, P., & Tarkoma, S. (2019). Exploiting usage to predict instantaneous app popularity: Trend filters and retention rates. ACM Transactions on the Web (TWEB), 13(2), 1-25.
Simon, H. A. (2019). The Sciences of the Artificial, reissue of the third edition with a new introduction by John Laird: MIT press.
Tschimmel, K. (2012). Design thinking as an effective toolkit for innovation. Paper presented at the ISPIM Conference Proceedings.
Tzokas, N., Hultink, E. J., & Hart, S. (2004). Navigating the new product development process. Industrial Marketing Management, 33(7), 619-626.
Vithani, T., & Kumar, A. (2014). Modeling the mobile application development lifecycle. Paper presented at the Proceedings of the International MultiConference of Engineers and Computer Scientists.
Yin, R. K. (1994). Case Study Reseach: Design and Methods, SAGE Publications Incorporated.
Zeidler, C., Kittl, C., & Petrovic, O. (2008). An integrated product development process for mobile software. International Journal of Mobile Communications, 6(3), 345-356.
App Annie. (2022). State of Mobile 2022. Retrieved August 8, 2022, from https://www.data.ai/en/go/state-of-mobile-2022/
Sensor tower. (2022, April). Q1 2022: Store Intelligence Data Digest. Retrieved August 8, 2022, from https://sensortower.com/blog/q1-2022-data-digest
Sensor tower. (2022).Mobile App Market Outlook 2022. Retrieved September 26,2022, from https://go.sensortower.com/mobile-app-market-outlook-2022.html
Juliette C, & Markus W. (2022). Spotlight on Small Business Developers and App Creators on the App Store The Success and Growth of Global App Entrepreneurship. Retrieved November 5, 2022, from https://www.apple.com/newsroom/pdfs/app-store-small-business-report-25-may-2022.pdf
中文文獻
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潘淑滿(2003)質性研究: 理論與應用: 臺北市: 心理出版社

李立心(2014),設計學院,讓全世界搶著來上課,天下雜誌561期,上網日期110年09月30日,檢自:https://www.cw.com.tw/article/5062638

《經理人月刊》編輯部(2007),Ideo創新的3個秘訣,上網日期109年09月28日,檢自:https://www.managertoday.com.tw/articles/view/359

瞬間移動公司(2022),Swipe - Online Dance Classes,上網日期110年09月30日,檢自:https://apps.apple.com/tw/app/swipe-online-dance-classes/id1530718657

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曾令懷(2021),跳舞也要數位轉型!新創Swipe用什麼技術結合線上與線下舞蹈教學?上網日期110年09月30日,檢自:https://meet.bnext.com.tw/articles/view/47452

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陳威帆 (2020),玩心設計:改變千萬人的美好體驗,工作和生活的設計都該如此有趣! (初版)台北市: 先覺
描述 碩士
國立政治大學
科技管理與智慧財產研究所
108364131
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0108364131
資料類型 thesis
dc.contributor.advisor 吳豐祥zh_TW
dc.contributor.advisor Wu, Feng-Shangen_US
dc.contributor.author (Authors) 劉心瑜zh_TW
dc.contributor.author (Authors) Liu, Hsin-Yuen_US
dc.creator (作者) 劉心瑜zh_TW
dc.creator (作者) Liu, Hsin-Yuen_US
dc.date (日期) 2022en_US
dc.date.accessioned 5-Jan-2023 15:17:27 (UTC+8)-
dc.date.available 5-Jan-2023 15:17:27 (UTC+8)-
dc.date.issued (上傳時間) 5-Jan-2023 15:17:27 (UTC+8)-
dc.identifier (Other Identifiers) G0108364131en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/142887-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 科技管理與智慧財產研究所zh_TW
dc.description (描述) 108364131zh_TW
dc.description.abstract (摘要) 根據市調公司的報告,可以得知APP的全球總下載量、訂閱數、收入皆逐年增高,消費者仰賴移動設備完成許多事,使用APP的時間不僅增長,花在APP的金額也不斷增長,換言之,APP市場持續蓬勃發展,但也極為競爭,因此,如何打造一款符合市場趨勢、消費者需求的產品,就顯得更加重要。
設計思考被視為是一個著重在以人為本且創新的解決問題方式,經常被應用在許多領域,深受各企業的青睞,惟過去甚少有探討設計思考與APP開發的關連性之研究,故本研究希望透過設計思考精神之概念,來探討企業如何開發更符合使用者需求之APP產品。
本研究在研究過程中採取質性研究法(Qualitative Research),透過深度訪談個案企業,並佐以次級資料的蒐集來進行分析,所得到的主要結論如下:
一、企業開發APP的流程中,除了一般規劃、開發、測試、上線的流程之外,也會特別強調市場回饋之步驟。
二、企業在APP開發流程中的市場回饋階段,會透過人物誌(Persona)的建立及對APP使用者留存率(Retention Rate)的關注,來提升其APP的存續性。
三、企業在APP開發流程的每一個階段中,皆會強調以使用者為中心的精神,以提升其APP的易用性。
四、具有實驗精神的企業,會在開發APP的初期即不斷檢核新點子的可行性,同時,也會在上線後持續優化產品,以降低產品失敗的風險。
五、企業在APP產品的開發初期,通常還不會對產品太過於樂觀,但隨著逐步把一些問題解決之後,便會對產品越來越有信心。
六、企業在開發APP時,其成員會透過跨領域知識的整合及同理心的實踐,來提升其跨領域合作的成效。

最後,本研究並提出了學術上的貢獻,以及實務上與後續研究上的建議。
zh_TW
dc.description.abstract (摘要) According to the report of the market research company, it can be seen that the total global downloads, subscriptions and income of APPs are increasing year by year. Consumers rely on mobile devices to accomplish many things. The time spent using APPs has not only increased, but the amount spent on APPs has also increased. In other words, the APP market is constantly developing and is extremely competitive. How to create a product that meets market trends and consumer needs is even more important.
Design thinking is regarded as a people-oriented and innovative problem-solving method, which is often applied in many fields and is favored by various enterprises. However, there have been only few types of research on design thinking and APP development. Therefore, in this research, I hope to capture the spirit of design thinking and discuss how companies that develop apps can create a product that meets the needs of users.
This research adopts the qualitative research method in the research process, conducts in-depth interviews with case companies, analysis with secondary data collection, and draws the following six main conclusions:
1. In the process of developing an APP, including the planning, development, testing, and launch steps, the steps of market feedback will be emphasized the most.
2. In the market feedback stage of the APP development process, enterprises will improve the APP`s survival through the establishment of a Persona and attention to the APP user retention rate.
3. In each stage of the APP development process, enterprises will emphasize the user-centered spirit to improve the usability of the APP.
4. Enterprises with the spirit of the experiment will continue to try the feasibility of ideas in the early stage of APP development, and at the same time, they will continue to optimize the product after the launch to reduce the risk of product failure.
5. In the early stage of APP development, enterprises are usually not too optimistic about the product, but after solving many problems, they will become more and more confident in the product.
6. When an enterprise develops an APP, its members will enhance the effectiveness of their cross-domain cooperation through the integration of cross-domain knowledge and the practice of empathy.

Finally, this study also addresses academic contributions and gives suggestions for industrial practices and follow-up research.
en_US
dc.description.tableofcontents 誌謝 II
摘要 III
ABSTRACT V
第一章 緒論 1
第一節 研究背景與動機 1
第二節 論文架構 3
第二章 文獻回顧 4
第一節 新產品開發流程 4
第二節 手機APP開發流程 13
第三節 設計思考 19
第四節 文獻小結 24
第三章 研究設計 30
第一節 研究架構 30
第二節 研究變數說明 31
第三節 研究方法 32
第四節 研究限制 35
第四章 個案研究 37
第一節 APP產業介紹 37
第二節 瞬間移動(SWIPE)企業個案 38
第三節 FOURDESIRE企業個案 49
第四節 小結 63
第五章 研究發現與討論 70
第六章 研究結論與建議 81
第一節 研究結論 81
第二節 學術貢獻 84
第三節 實務建議 85
第四節 後續研究建議 87
參考文獻 89
附錄 93
zh_TW
dc.format.extent 6149936 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0108364131en_US
dc.subject (關鍵詞) 設計zh_TW
dc.subject (關鍵詞) APP開發zh_TW
dc.subject (關鍵詞) 設計思考zh_TW
dc.subject (關鍵詞) 開發流程zh_TW
dc.subject (關鍵詞) 設計思考精神zh_TW
dc.subject (關鍵詞) 設計思維zh_TW
dc.subject (關鍵詞) Designen_US
dc.subject (關鍵詞) APP developmenten_US
dc.subject (關鍵詞) Design thinkingen_US
dc.subject (關鍵詞) Development processen_US
dc.subject (關鍵詞) Design thinking spiriten_US
dc.title (題名) 以設計思考的角度探討手機APP的開發流程zh_TW
dc.title (題名) Exploring the development process of mobile APP from the perspective of design thinkingen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 英文文獻
Abrahamsson, P., Salo, O., Ronkainen, J., & Warsta, J. (2017). Agile Software Development Methods: Review and Analysis. arXiv preprintarXiv:1709.08439.
Alhamdani, W. A. (2016). Teaching cryptography using design thinking approach. Journal of Applied Security Research, 11(1), 78-89.
Boehm, B. W. (1988). A spiral model of software development and enhancement. Computer, 21(5), 61-72.
Boland, R., & Collopy, F. (2004). Managing as Designing: Stanford Business books Stanford, CA.
Booz, Allen, & Hamilton. (1982). New Products Management for the 1980s: Booz, Allen & Hamilton.
Brown, T. (2008). Design thinking. Harvard Business Review, 86(6), 84.
Christensen, C. M. (1997). Marketing strategy: Learning by doing. Harvard Business Review, 75(6), 141-151.
Cooper, A. (1999). The Inmates Are Running the Asylum. Indianapolis, IA: SAMS. Macmillan.
Creswell, J. W., & Creswell, J. (2003). Research Design, Sage publications Thousand Oaks, CA.
Despa, M. L. (2014). Comparative Study on Software Development Methodologies. Database Systems Journal, 5(3), 37-56.
Dunne, D., & Martin, R. (2006). Design thinking and how it will change management education: An interview and discussion. Academy of Management Learning & Education, 5(4), 512-523.
Fraser, H. M. A. (2007). The practice of breakthrough strategies by
design. Journal of Business Strategy, 28(4), 66-74.
Heredia, A., Esteban-Santiago, R., Garcia-Guzman, J., & Amescua, A. d. (2013). Mass-market application development using agile techniques: How agile are we really? Paper presented at the European Conference on Software Process Improvement.
Holloway, M. (2009). How tangible is your strategy? How design thinking can turn your strategy into reality. Journal of Business Strategy.
Ivarsson, M., & Gorschek, T. (2011). A method for evaluating rigor and industrial relevance of technology evaluations. Empirical Software Engineering, 16(3), 365-395.
Jabangwe, R., Edison, H., & Duc, A. N. (2018). Software engineering process models for mobile app development: A systematic literature review. Journal of Systems and Software, 145, 98-111.
Laudon, K. C., & Laudon, J. P. (2015). Management Information Systems, Pearson Upper Saddle River.
Martin, R. L. (2009). The Opposable Mind: How Successful Leaders Win Through Integrative Thinking, Harvard Business Press.
Nambisan, S., & Wilemon, D. (2000). Software development and new product development: Potentials for cross-domain knowledge sharing. IEEE Transactions on Engineering Management, 47(2), 211-220.
Plattner, H. (2013). An introduction to design thinking. Iinstitute of Design at Stanford, 1-15.
Pruitt, J., & Grudin, J. (2003). Personas: practice and theory. Paper presented at the Proceedings of the 2003 conference on Designing for user experiences.
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Rowe, P. G. (1987). Design Thinking, MIT press.
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dc.identifier.doi (DOI) 10.6814/NCCU202201730en_US