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研究生:張碧玲
研究生(外文):Pi-Lin Chang
論文名稱:一個利用Problem Frames推導User Stories的需求發展方法:導入Persona
論文名稱(外文):Deriving User Stories from Problem Frames with Persona:A New Method for Requirement Development
指導教授:鄭有進鄭有進引用關係
口試委員:陳俊良周忠信謝金雲
口試日期:2012-07-23
學位類別:碩士
校院名稱:國立臺北科技大學
系所名稱:資訊工程系研究所
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2012
畢業學年度:100
語文別:中文
論文頁數:68
中文關鍵詞:問題框用戶故事需求發展人物角色
外文關鍵詞:Problem FramesUser StoryRequirement DevelopmentPersona
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Problem Frames是用來分析拆解問題的方法,強調先瞭解軟體需求與真實環境的關係,找尋所有可能發生的問題,再透過Problem Frames中Frame Concerns 描述各domain間互動的關係,發現可能忽略的需求細節。接著利用Frame Concerns推導出User Stories,幫助專案團隊快速掌握需求的規模數量。然而,此方法以分析功能性需求為主並未協助發展以使用者同理心出發的需求,最終完成的產品即使符合stakeholder與Scrum團隊的期望也未必滿足產品使用者的真正需求。Persona是一種原型,透過分析歸納某族群所共同擁有的動機行為而建構出的代表模型。因此將Persona導入Frame Concerns,透過Persona鮮明的動機行為來分析需求,可以幫助Scrum團隊解決過多個人主觀意見造成設計與實作時產生的爭議。本論文以一個實際案例「體重控制軟體 – ezWeight」來說明此需求發展方法的可行性。

Problem Frames are an approach to analyze and decompose software development problems. It has been found that by analyzing the frame concerns of problem frames, user stories for agile development can be obtained without missing important details. This thesis seeks to further improve Problem Frames based user stories derivation by including persona, which is a composite user model obtained from cross-case analysis using primary inductive reasoning. Writing frame concerns with persona can help resolve conflicts that arise when making design and development decisions. An example on developing requirements called “Weight-Control application – ezWeight” is presented to demonstrate the feasibility of this method.

摘 要 i
ABSTRACT ii
目 錄 iv
圖表目錄 vi
第一章 緒論 1
1.1 研究背景與動機 1
1.2 研究目標 2
1.3 論文組織架構 2
第二章 相關技術與研究 4
2.1 Problem Frames 4
2.1.1 Context Diagram 4
2.1.2 五個基本的Problem Frames 5
2.2 Persona 12
第三章 導入Persona於利用Problem Frames 推導User Stories之需求發展方..13
3.1 建立Persona 13
3.1.1 Divide interviewees by role, if necessary 13
3.1.2 Identify behavioral and demographic variables for each role 14
3.1.3 Map interviewees to variables 16
3.1.4 Identify and explain potential patterns 17
3.1.5 Capture patterns and define goals 19
3.1.6 Clarify distinctions and add detail 21
3.1.7 Fill in other persona types as needed 21
3.1.8 Group prioritize personas 22
3.1.9 Develop narrative and other communication tools 23
3.2 導入Persona來利用Problem Frames 推導User Stories 23
3.2.1 理解問題 24
3.2.2 確定問題邊界 24
3.2.3 分解問題 24
3.2.4 描述Frame Concerns 24
3.2.5 推導User Stories 25
第四章 實際案例:ezWeight 26
4.1導入Persona來利用Problem Frames 推導User Stories 26
4.1.1 理解問題 27
4.1.2建立Persona 27
4.1.3 確定問題邊界 40
4.1.4 分解問題 42
4.1.5 描述Frame Concerns 47
4.1.6 推導User Stories 55
4.2可行性探討 59
第五章 結論 65
5.1 研究貢獻 65
5.2 未來研究方向 65
參考文獻 67


[1] M. Jackson, Problem Frames: Analyzing and Structuring Software Development Problems, Addison-Wesley, 2001.
[2] M. Jackson, Software Requirements & Specifications, Addison-Wesley, 1995.
[3] Mike Cohn, User Stories Applied: For Agile Software Development, Addison-Wesley, 2004
[4] 王詠瑞,一個利用問題框推導用戶故事的需求發展方法,碩士論文,國立臺北科技大學資訊工程系碩士班,台北,2011。
[5] Alan Cooper, Robert Reimann, David Cron, About Face3: The Essentials of Interaction Design, Wiley, 2007.
[6] Kim Goodwin, Designing for the digital age: How to Create Human-centered Products and Services, Wiley, 2009.
[7] Russ Unger, Carolyn Chandler, A project Guide to UX Design: For User Experience designers in the field or in the making, New-Readers, 2009.
[8] Donald A. Norman, Emotional Design: Why We Love(or Hate) Everyday Things, New York: Basic Books, 2004.
[9] Jonathan Anderson, John McRee, Robb Wilson, The EffectiveUI Team, Effective UI, O’Reilly Media, 2010.
[10] Tom Tullies, Bill Albert, Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics, Elsevier, 2008.
[11] Lewis, 1994, Nielsen & Landauer, 1993, Virzi, 1992.
[12] Steve Krug, ROCKET SURGERY MADE EASY: THE DO-IT YOURSELF GUID TO FINDING AND FIXING USABILITY PROBLEMS, Pearson Education, 2010.
[13] Mike Cohn, Succeeding with Agile: Software Development Using Scrum, Anderson-Wesley, 2009
[14] Kankainen, A., Thinking model and tools for understanding user experience related to information appliance product concepts. Espoo, Acta Polytechnica Scandinavica, Mathematics and Computing Series, 2002, No. 118.
[15] Makela , A. and Fulton Suri, J., Supporting users creativity: Design to induce pleasurable experiences, in Proceedings of the International Conference on Affective Human Factors Design, 2001, pp. 387 – 394.


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