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  1. NTU Theses and Dissertations Repository
  2. 管理學院
  3. 管理學院企業管理專班(Global MBA)
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/6390
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dc.contributor.advisor陳俊忠(Chun-Chung Chen)
dc.contributor.authorPei-Pei Ouen
dc.contributor.author歐珮珮zh_TW
dc.date.accessioned2021-05-16T16:27:57Z-
dc.date.available2013-02-01
dc.date.available2021-05-16T16:27:57Z-
dc.date.copyright2013-02-01
dc.date.issued2013
dc.date.submitted2013-01-22
dc.identifier.citation[1] Apple. App store, 2012. https://itunes.apple.com/us/genre/ios/id36?mt=8.
[2] Google. Google play, 2012. https://play.google.com/store.
[3] Eric Ries. The lean startup, 2012. http://theleanstartup.com.
[4] Flurry. Indie game makers dominate ios and android, 2012. http://blog.flurry.com/bid/82758/Indie-Game-Makers-Dominate-iOS-and-Android.
[5] Ben K. Myers. Small game developers face massive competition in app stores, 2012. http://www.open le.ca/ottawa/story/small-game-developers-face-massive-competition-app-stores.
[6] Flurry. Social networking ends games 40 month mobile reign, 2012. http://blog.flurry.com/bid/84512/Social-Networking-Ends-Games-40-Month-Mobile-Reign.
[7] Chetanya Rajput. The happy birds: Success story of angry
birds, 2012. http://www.mbaskool.com/business-articles/marketing/1984-the-happy-birds-success-story-of-angry-birds.html.
[8] Charles L. Mauro. Why angry birds is so successful and popular: a cognitive teardown of the user experience, 2012. http://www.mauronewmedia.com/blog/why-angry-birds-is-so-successful-a-cognitive-teardown-of-the-user-experience.
[9] Tom Cheshire. In depth: How rovio made angry birds a winner (and what's next), 2012. http://www.wired.co.uk/magazine/archive/2011/04/features/
how-rovio-made-angry-birds-a-winner?page=all.
[10] Flurry. Mobile app growth led by video sharing: Youtube
in the crosshairs?, 2012. http://blog.
urry.com/bid/84831/
Mobile-App-Growth-Led-by-Video-Sharing-YouTube-in-the-Crosshairs.
[11] Eric Markowitz. How instagram grew from foursquare knock-o to
$1 billion photo empire, 2012. http://www.inc.com/eric-markowitz/
life-and-times-of-instagram-the-complete-original-story.html.
[12] Instagram Engineering. What powers instagram: Hundreds of instances, dozens of technologies, 2012. http://instagram-engineering.tumblr.com/post/13649370142/
what-powers-instagram-hundreds-of-instances-dozens-of.
[13] Jenna Wortham. A stream of postcards, shot by phone, 2012. http://www.nytimes.
com/2011/06/04/technology/04photosharing.html?pagewanted=all& r=2&.
[14] Flurry. App engagement: The matrix reloaded, 2012. http://blog.flurry.com/bid/
90743/App-Engagement-The-Matrix-Reloaded.
[15] Kim-Mai Cutler. Meet line, the messaging app that reaches about one-third of japans mobile phone users, 2012. http://techcrunch.com/2012/11/19/nhn-line.
[16] Esen Sagynov. The story behind line app development, 2012. http://www.cubrid.org/blog/dev-platform/the-story-behind-line-app-development.
[17] The Nikkei Asian Review. Popular line app suggests new formula for success, 2012. http://www.facebook.com/notes/the-nikkei-asian-review/
popular-line-app-suggests-new-formula-for-success/367474516671834.
[18] Flurry. The truth about cats and dogs: Smartphone vs
tablet usage di erences, 2012. http://blog.flurry.com/bid/90987/The-Truth-About-Cats-and-Dogs-Smartphone-vs-Tablet-Usage-Di erences.
[19] Richard MacManus. The path from apple's newton to evernote, 2010. http://readwrite.com/2010/11/10/the path from apple newton to evernote.
[20] Kim-Mai Cutler. Evernote lures app developers with new developer tools, site, 2012. http://www.digitaltrends.com/mobile/
evernote-lures-app-developers-with-new-developer-tools-site.
[21] Google. androidrank.org, 2012. http://www.androidrank.org.
[22] NPolls. Angry birds vs. fruit ninja, 2012. http://www.npolls.com/node/162.
[23] Google. Google trends, 2012. http://www.google.com/trends.
[24] Kim-Mai Cutler. The reality of the global messaging app market: Its really freaking fragmented, 2012. http://techcrunch.com/2012/12/04/global-messaging-market.
[25] Nate Weiner. Why read it later/pocket went free, 2012.http://blog.ideashower.com/post/21276590202/why-pocket-went-free.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/6390-
dc.description.abstractThe thesis proposes a development strategy for smartphone applications based on broad research, depth analysis, and dynamic process. The broad research involves four app categories and two popular apps for each category. The major app cases are Angry Birds, Instagram, Evernote, and LINE while the other comparative ones are Fruit Ninja, Foursquare, WhatsApp, and Dropbox. To thoroughly understand the influential factors on app development, we analyze these app cases from market environment, product strength, and competitor impact. As a result, we apply lean perspective to the dynamic process of app development.en
dc.description.provenanceMade available in DSpace on 2021-05-16T16:27:57Z (GMT). No. of bitstreams: 1
ntu-102-R00749027-1.pdf: 4774749 bytes, checksum: b9e6794da4a441feca5a3df4f31c60b6 (MD5)
Previous issue date: 2013
en
dc.description.tableofcontentsAcknowledgements i
Abstract ii
List of Figures vi
List of Tables viii
1 Introduction 1
1.1 Background . . . . . . . . . . . . . . . . . . . . . . .1
1.1.1 Smartphone App . . . . . . . . . . . . . . . . . . . .1
1.1.2 App Stores . . . . . . . . . . . . . . . . . . . . . .2
1.2 Motivation . . . . . . . . . . . . . . . . . . . . . . .2
1.3 Study Process . . . . . . . . . . . . . . . . . . . . . 3
2 Literature Review 5
2.1 Lean Startup . . . . . . . . . . . . . . . . . . . . . .5
2.1.1 Validated Learning . . . . . . . . . . . . . . . . . .6
2.1.2 Build{Measure{Learn . . . . . . . . . . . . . . . . . 6
2.1.3 Innovation Accounting . . . . . . . . . . . . . . . . 7
2.1.3.1 Establish The Baseline . . . . . . . . . . . . . . .7
2.1.3.2 Tune The Engine . . . . . . . . . . . . . . . . . . 7
2.1.3.3 Pivot or Persevere . . . . . . . . . . . . . . . . .7
2.2 Generic Strategies . . . . . . . . . . . . . . . . . . .8
2.2.1 Cost Leadership . . . . . . . . . . . . . . . . . . . 8
2.2.2 Dierentiation . . . . . . . . . . . . . . . . . . . . 9
2.2.3 Focus . . . . . . . . . . . . . . . . . . . . . . . . 9
3 Influential Factors on App Development 10
3.1 Category Matrix . . . . . . . . . . . . . . . . . . . .10
3.2 Case 1 - Angry Birds . . . . . . . . . . . . . . . . . 11
3.2.1 Market Attractiveness . . . . . . . . . . . . . . . .11
3.2.2 Potential Substitutes . . . . . . . . . . . . . . . .12
3.2.3 Resource Availability . . . . . . . . . . . . . . . .12
3.2.4 Technology Capability . . . . . . . . . . . . . . . .13
3.2.5 Development Process . . . . . . . . . . . . . . . . .13
3.3 Case 2 - Instagram . . . . . . . . . . . . . . . . . . 14
3.3.1 Market Attractiveness . . . . . . . . . . . . . . . .14
3.3.2 Potential Substitutes . . . . . . . . . . . . . . . .14
3.3.3 Resource Availability . . . . . . . . . . . . . . . .15
3.3.4 Technology Capability . . . . . . . . . . . . . . . .15
3.3.5 Development Process . . . . . . . . . . . . . . . . .15
3.4 Case 3 - LINE . . . . . . . . . . . . . . . . . . . . .16
3.4.1 Market Attractiveness . . . . . . . . . . . . . . . .16
3.4.2 Potential Substitutes . . . . . . . . . . . . . . . .16
3.4.3 Resource Availability . . . . . . . . . . . . . . . .17
3.4.4 Technology Capability . . . . . . . . . . . . . . . .17
3.4.5 Development Process . . . . . . . . . . . . . . . . .18
3.5 Case 4 - Evernote . . . . . . . . . . . . . . . . . . .18
3.5.1 Market Attractiveness . . . . . . . . . . . . . . . .18
3.5.2 Potential Substitutes . . . . . . . . . . . . . . . .19
3.5.3 Resource Availability . . . . . . . . . . . . . . . .19
3.5.4 Technology Capability . . . . . . . . . . . . . . . .20
3.5.5 Development Process . . . . . . . . . . . . . . . . .20
3.6 Matrix Analysis . . . . . . . . . . . . . . . . . . . .20
3.6.1 Competitive Environment . . . . . . . . . . . . . . .20
3.6.2 Core Strength . . . . . . . . . . . . . . . . . . . .21
4 Integrated Analysis of App Cases 23
4.1 Market Environment . . . . . . . . . . . . . . . . . . 23
4.1.1 User Loyalty . . . . . . . . . . . . . . . . . . . . 23
4.1.2 Product Diversity . . . . . . . . . . . . . . . . . .24
4.1.3 Professional Demand . . . . . . . . . . . . . . . . .24
4.1.4 Investment Scale . . . . . . . . . . . . . . . . . . 24
4.2 Product Strength . . . . . . . . . . . . . . . . . . . 25
4.2.1 Perceived Value . . . . . . . . . . . . . . . . . . .25
4.2.2 Emotional Need . . . . . . . . . . . . . . . . . . . 25
4.2.3 User Experience . . . . . . . . . . . . . . . . . . .26
4.2.4 Cross-Platform Support . . . . . . . . . . . . . . . 26
4.3 Competitor Impact . . . . . . . . . . . . . . . . . . .27
4.3.1 Fruit Ninja vs. Angry Birds . . . . . . . . . . . . .27
4.3.1.1 Overall Comparison . . . . . . . . . . . . . . . . 27
4.3.1.2 Special Finding . . . . . . . . . . . . . . . . . .28
4.3.2 Foursquare vs. Instagram . . . . . . . . . . . . . . 29
4.3.2.1 Overall Comparison . . . . . . . . . . . . . . . . 30
4.3.2.2 Special Finding . . . . . . . . . . . . . . . . . .31
4.3.3 WhatsApp vs. LINE . . . . . . . . . . . . . . . . . .31
4.3.3.1 Overall Comparison . . . . . . . . . . . . . . . . 32
4.3.3.2 Special Finding . . . . . . . . . . . . . . . . . .33
4.3.4 Dropbox vs. Evernote . . . . . . . . . . . . . . . . 33
4.3.4.1 Overall Comparison . . . . . . . . . . . . . . . . 34
4.3.4.2 Special Finding . . . . . . . . . . . . . . . . . .35
4.4 Key Success Factors . . . . . . . . . . . . . . . . . .36
5 Lean Development Strategy 37
5.1 Cross Review . . . . . . . . . . . . . . . . . . . . . 37
5.2 Statistical Insight . . . . . . . . . . . . . . . . . .39
5.3 Strategy Matrix . . . . . . . . . . . . . . . . . . . .40
5.3.1 Property Summary of Strategic Roles . . . . . . . . .40
5.4 Lean Strategic Role { Warrior . . . . . . . . . . . . .42
5.4.1 General Prole . . . . . . . . . . . . . . . . . . . .42
5.4.2 Development Strategy . . . . . . . . . . . . . . . . 42
5.5 Lean Strategic Role { Coordinator . . . . . . . . . . .43
5.5.1 General Prole . . . . . . . . . . . . . . . . . . . .43
5.5.2 Development Strategy . . . . . . . . . . . . . . . . 43
5.6 Lean Strategic Role { Landlord . . . . . . . . . . . . 44
5.6.1 General Prole . . . . . . . . . . . . . . . . . . . .44
5.6.2 Development Strategy . . . . . . . . . . . . . . . . 44
5.7 Lean Strategic Role { Educator . . . . . . . . . . . . 45
5.7.1 General Prole . . . . . . . . . . . . . . . . . . . .45
5.7.2 Development Strategy . . . . . . . . . . . . . . . . 45
6 Conclusion 46
6.1 Research Finding . . . . . . . . . . . . . . . . . . . 46
6.1.1 Lean Perspective . . . . . . . . . . . . . . . . . . 46
6.1.2 Lean Development Strategy . . . . . . . . . . . . . .47
6.2 Research Contribution . . . . . . . . . . . . . . . . .48
6.3 Managerial Implication . . . . . . . . . . . . . . . . 49
6.4 Research Limitation and Future Research . . . . . . . .49
Bibliography 50
dc.language.isoen
dc.title智慧型手機軟體之精實開發策略zh_TW
dc.titleLean Development Strategy for Smartphone Applicationsen
dc.typeThesis
dc.date.schoolyear101-1
dc.description.degree碩士
dc.contributor.oralexamcommittee許瑋元(Carol Hsu),郭家瑋(Chia-Wei Kuo)
dc.subject.keyword智慧型手機,手機軟體商城,手機應用程式,憤怒鳥,印象筆記水果忍者,zh_TW
dc.subject.keywordsmartphone,app store,Google Play,Angry Birds,Instagram,Evernote,LINE,Fruit Ninja,Foursquare,WhatsApp,Dropbox,en
dc.relation.page52
dc.rights.note同意授權(全球公開)
dc.date.accepted2013-01-23
dc.contributor.author-college管理學院zh_TW
dc.contributor.author-dept企業管理碩士專班zh_TW
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