中文题名: | 基于游戏化的运动健康类APP用户体验设计研究 |
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保密级别: | 公开 |
论文语种: | 中文 |
学科代码: | 045400 |
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学生类型: | 硕士 |
学位: | 应用心理硕士 |
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学位年度: | 2021 |
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提交日期: | 2021-06-04 |
答辩日期: | 2021-06-04 |
外文题名: | RESEARCH ON USER EXPERIENCE DESIGN OF SPORTS HEALTH APP BASED ON GAMIFICATION |
中文关键词: | |
中文摘要: |
后疫情时代的到来,人们的运动意识不断增强,对于自身健康焦虑感也随之增加。移动互联网的快速发展,人们的生活节奏显著加快。体验经济盛行的时代背景下,游戏化因为其特有的机制和思维方式,被更多的运用到互联网的各项产品中,以此来提升用户的积极体验。综合以上时代背景,在巨大的市场潜力下,研究者们参与设计了各类运动健康类APP,以满足当下市场用户的需求。 本文通过对国内运动健康管理现状的阐述以及游戏化设计研究现状、相关理论进行分析发现运动健康类APP在功能设计方面还存在改进的空间。目前存在的问题主要有二。其一,运动健康类APP在功能和模式上出现同质化;其二,现有的运动健康类APP的游戏化设计并不能满足用户当下的需求。产生上述问题的原因主要有三点,一是互联网的快速发展,部分公司急于寻求在短期内实现下载量的快速增长和产品价值变现。产品之间出现恶性竞争的现象,体验趋于同质化;其二,现有运动健康类APP的游戏化设计过多关注表层因素,忽略了游戏设计理念的初衷,用户的一些深层次的需求并没有被挖掘;其三,没有对用户进行细致的划分。 针对上述问题,本文将从以下几个部分进行研究:第一部分阐述运动健康类APP的现状,整理游戏化的相关理论,提出游戏化设计与运动健康类APP相耦合能够改变用户的行为动机。第二部分是对现有用户运动健康状况进行调研,通过对229份用户调查问卷的统计分析,确定25 ~ 44岁的用户群体是运动健康类APP的主要用户和目标用户。随后对15名使用过运动健康产品的用户进行深度访谈,得出他们对游戏化运动健康APP的深层需求。根据以上的研究和结论,制定出游戏化运动健康APP的目标用户画像、用户旅程图。第三部分对用户需求进行排序分析,整理设计要点,第四部分分析产品功能并选取华为运动健康APP进行游戏化的改进设计。第五部分对产品进行可用性测试和设计迭代,为游戏化在运动健康类产品的设计应用提供一定的参考。 |
外文摘要: |
With the advent of the post epidemic era, people's awareness of sports is increasing, and their health anxiety is also increasing. With the rapid development of mobile Internet, the pace of people's life has accelerated significantly. Under the background of experience economy, Gamification, because of its unique mechanism and way of thinking, is more used in various Internet products to enhance the positive experience of users. Based on the above background and huge market potential, researchers have participated in the design of various sports health apps to meet the needs of current market users. In this paper, through the elaboration of the current situation of sports health management in China and the analysis of game design research status and related theories. It is found that there is still room for improvement in the functional design of sports health app. At present, there are two main problems. First, sports health apps are homogenized in function and mode; second, the game design of existing sports health apps can not meet the current needs of users. There are three main reasons for the above problems. First, with the rapid development of the Internet, some companies are eager to realize the rapid growth of downloads and the realization of product value in the short term. There is vicious competition among products, and the experience tends to be homogeneous; second, the existing game design of sports health app pays too much attention to the surface factors, ignoring the original intention of the game design concept, and some deep-seated needs of users have not been explored; third, there is no detailed division of users. In view of the above problems, this paper will study from the following parts: the first part describes the current situation of sports health app, sorts out the relevant theories of Gamification, and puts forward that the coupling of Gamification design and sports health app can change the user's behavior motivation. The second part is to investigate the current user's sports health status. Through the statistical analysis of 229 user questionnaires, it is determined that the user group of 25~44 years old is the main user and target user of sports health app. Then, 15 users who have used sports health products were interviewed in depth to find out their real needs for game sports health app. According to the above research and conclusion, the target user portrait and user journey map of game sports health app are developed. In the third part, the user needs are sorted and analyzed, and the design points are sorted out. In the fourth part, the product functions are analyzed, and Huawei sports health app is selected to improve the game design. In the fifth part, usability test and design iteration are carried out to provide some reference for the design and application of Gamification in sports health products. |
参考文献总数: | 0 |
馆藏号: | 硕045400/21076 |
开放日期: | 2022-06-25 |