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论文编号: | 9335 | |
作者编号: | 2120152529 | |
上传时间: | 2017/6/20 13:10:46 | |
中文题目: | 移动应用中用户交互行为对用户粘性的影响研究——以Keep为例 | |
英文题目: | User Interaction in Mobile Application and User Stickiness :A Case Study in Keep | |
指导老师: | 李月琳 | |
中文关键字: | 运动健康类移动应用;用户交互行为;用户粘性;Keep | |
英文关键字: | Sports and fitness applications; User interaction behavior; User stickiness; Keep | |
中文摘要: | 随着互联网的普及、智能化和移动互联网的发展,移动应用成为人们日常工作、学习、娱乐的重要工具。同时伴随着国家经济的发展和人民生活水平的提高,人们逐渐意识到运动健康的重要性,于是运动健康类移动应用逐步进入人们的生活,影响着人们的运动、生活方式和健康观念。正是在这样的背景之下,笔者以运动健康类移动应用为研究领域,以Keep为研究案例,研究移动应用中用户交互行为对用户粘性的影响。 本文在回顾交互行为、移动应用、用户粘性相关研究文献的基础之上总结出用户与移动应用交互的各级维度,并对9位Keep用户进行深度访谈,对访谈资料进行三级编码后抽取出交互子维度作为文献回顾与研究结果的补充。最终笔者构建了运动健康类移动应用的用户交互行为模型,并得到了移动应用用户交互行为的测量量表。用户粘性在用户交互行为领域是一个较新的概念,至今没有成熟统一的定义,本研究从时间、情感、影响程度三个维度定义、描述了用户粘性,并且构建了用户粘性的测量量表。笔者在两个测量量表的基础上编制了本研究的问卷并展开进一步调查,最后收集了224份有效问卷进行结构方程方法分析。 研究发现:(1)用户与系统从信息、社交、任务、系统四个维度进行交互,四个交互维度还可以再细分为10、3、8、5个交互子维度。(2)用户粘性可以通过时间特征、情感特征、影响程度三个维度进行测量。(3)用户粘性具有群体区分性,同一移动应用中不同类型的群体具有不同性质的用户粘性,同一性质的用户粘性的粘性程度也有不同。(4)用户粘性与用户的交互行为存在交叉影响的关系,信息交互维度和系统交互维度对用户粘性具有显著正向影响关系,社交交互维度和任务交互维度对用户粘性具有显著的负向影响关系,即用户粘性显著影响用户交互行为的社交维度与任务维度。用户与移动应用的交互行为的类型和交互深入程度会影响用户粘性,用户粘性反过来也会影响用户的交互行为。 | |
英文摘要: | With the popularization and intelligentation of the Internet, mobile Internet drives the development of mobile applications, making mobile applications the important tool in people’s daily work. At the same time, with the development of the national economy and the continuous improvement of the living standards, people are gradually aware of the importance of sports and health. So sports and fitness mobile applications gradually apply to people's lives, affecting people's sports habits, lifestyle, and health concepts. So sports and fitness mobile applications are used in our research field, in which the Keep is the research case, to find out that how users’ interaction behavior influences use stickiness in Apps. Based on the literature reviews of the interaction behavior, mobile applications and user stickiness, it is concluded that there are four interactive dimensions and some sub-interactive dimensions between user and mobile applications. With deep interview method, 9 Keep users are interviewed and 3 level code method are used to extract other dimensions in interview material. Finally, the user interaction behavior model in sports and fitness mobile applications is built, so as the user interaction behavior scale. Stickiness is a relatively new concept in this field and has no mature and unified definition, in this study, the dimensions of time, emotion, influence are defined and used to described user stickiness. Then the user stickiness measurement is built. Based on two measurements, the survey was conducted by collecting 224 questionnaires. Data analysis was got with the method of structural equation. According to the study, we found that (1) the user interact with the mobile applications in information, social, task and system dimensions and each dimension contains 10,3,8,5 interactive sub-dimensions respectively. (2) The user stickiness can be measured in three latitudes with time characteristics, emotional characteristics and degree of influence. (3) The user stickiness has groups-apart characteristics. In the same mobile applications, different group with different characteristics have different types of user stickiness, and different users in the same group also have different degree of user stickiness. (4) The relation between user stickiness and user interaction behavior is crossed, the information and the system interaction dimension have significant positive influences on user stickiness, while the social and task interaction dimension have significant negative effects on the user stickiness. It is thought that user interaction behavior in the mobile applications has different degrees of impact in user stickiness, in turn, stickiness affects the user's interaction behavior. | |
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