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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

數位教學輔助系統設計-以國中幾何教學為例

李樺瑾 Unknown Date (has links)
運用資訊及電腦科技的數位學習,漸漸改變許多人的學習方式。過去有許多數位學習之相關研究,大多從認知心理學、學習風格等學習理論面向,探討數位學習者的動機、參與態度、行為、滿意度、學習成效等;但是對於數位學習的內容應如何設計以達到滿意度與學習成效卻甚少研究,且使用者(教學者/學習者)在數位學習的設計過程中往往缺席。而事實上使用者的需求,才是數位學習設計的核心。 本研究以國中幾何為例,探討數位教學輔助系統之設計應如何融入學習活動。亦即以使用者為中心,了解其需求,考量上課情境及學習能力。於開發過程反覆請使用者評估並將回饋意見納入下一輪的設計。系統完成後,請使用者在課堂實際教學情境中運用本系統進行學習活動。 評估結果顯示,系統的內容與教學概念緊密扣連,其互動控制程度及回饋方式提供老師、學生可以逐步並重覆學習,達到教學目標。同時學生認為這樣的上課方式較專注、容易學習、新鮮有趣。因此,本研究所主張之設計方法達到實質成效,並且創造良好、愉悅的教學/學習經驗。 / E-learning has shaped and transformed the ways people learn. Previous e-learning related researches have focused much on the motives, attitudes, behaviors, satisfactions and effectiveness of the learners. However, the users’ (teacher/learner) learning activities have never been taken into consideration during the e-learning design process. The research intends to bridge the gap between the learning activities and the design process. During the initial design stage, the researcher interviewed Math teachers from several junior high schools to identify the suitable e-learning subjects which are too abstract to teach otherwise. After the discussion, Geometry was chosen for the e-learning subject. Through the entire design cycle, whether or not the system meets the teaching objects, students’ learning capacities, and classroom environments were iteratively evaluated and modified. The math teachers were involved in the entire design process. At the end, the completed system was used by teachers in their real math classes. From the results of evaluation, we find that the e-learning system has highly linked to the teaching concepts. The system provides enough interactive controls and feedbacks that allow teachers and students’ to set their own paces to learn gradually or repeatedly. Students agree that this learning process helps them to concentrate more, and achieve better performances. In addition, this e-learning system through the proposed designing process causes a more positive, pleasure and effective learning/teaching experiences.
2

優化顧客吸引力之競合理論服務互動設計―以高能力服務提供者為標的 / Coopetition based interaction design for optimal customer attraction with high competence service providers

林鈺婷, Lin, Yu Ting Unknown Date (has links)
隨著體驗經濟時代的來臨,顧客越來越重視“服務體驗”,而服務體驗過程中必由服務提供者與顧客之間彼此互動所構成,因此設計一個難忘的互動回憶則成為研究的目的。然而,具有品牌力量與資源豐富的高能力服務提供者,往往在進行服務互動中面臨以下的難題:1) 標準化的流程無法彈性地識別各個顧客的心理需求;2) 成本考量難以管控不同顧客間高變異的期望;3) 在一定市場佔有率之下持續挖掘潛在顧客。再加上服務互動過程中,服務提供者與顧客存在既瓜分利益又共創服務價值的競爭合作關係。有鑑於此,本研究透過顧客的心理感受,即顧客期望與情緒兩方面來探討,並採用競合理論設計一系統化動態調整演算法,協助服務提供者找出最能吸引並滿足顧客的服務元件,進而創造整個服務生態環境的最大效益。實驗方法主要以會展服務為例,利用實作系統與問卷調查數值模擬服務互動結果,發現顧客的心理需求與價值不僅能被確認,更能按照管控的趨勢滿足顧客期望,同時為高能力服務提供者提升競爭力,形成彼此愉悅又精緻的服務體驗。綜合以上的研究問題、方法、實驗與貢獻,未來若能將本研究競合理論服務互動設計方法應用於展場活動上進行實地研究,藉由回饋修正方法內參數設定以期適用任一服務產業,為服務科學之應用提供發展方向。 / The importance of customer satisfaction and customer loyalty has attracted increasing attention as both the concerns of service quality and consumer behavior in service-related industry. Today with an emerging experience economy, customers increasingly desire neither goods nor services but sensation-filled experiences that engage them in a personal and memorable way. However, service providers with high competence (e.g. good branding, large resources) are being confronted with difficulties like: 1) recognizing customers’ psychological sentiments within the mental changeability of customers 2) managing high variation of expectations 3) surmounting potential customers’ discovery. Therefore, this study proposes a research method which based on coopetition theories to make high competence service providers (HCSPs) optimize customer attraction within a cooperative/competitive relationship in order to accomplish customer satisfaction/loyalty. From the experiment results which take the exhibition application to simulate a service ecosystem, customers’ psychological sentiments can be managed toward the trend in enhancing expectations together with fulfilling their demands. Therefore, our major research contributions is assisting HCSPs to design personalized and flexible interactions rather than standardized service by using systematical coopetition based interaction design method. Accordingly, HCSPs are easily enriched their competitiveness through managing customer expectations and pleasuring customer mentality in an experienced service journey. At last, the designed system grounded on the extensions to expectation and coopetition theories has shown its intended contributions with the positive simulation evaluation results in the exhibition application domain and could be a step ahead to demonstrate the system’s values in the future field test validation.
3

現場音樂表演的觀眾互動設計初探-以臺灣獨立樂團大象體操為實驗對象 / Interactive design of audience at live music : Taiwan independent band Elephant Gym as experiment object

林維辰, Lin, Wei Chen Unknown Date (has links)
近年隨著音樂數位化,唱片銷量巨幅降低,現場演出成為表演者能否獲得觀眾喜愛的指標,同時也成為音樂產業營收成長的主要項目。 表演者與觀眾的互動在過去多以拍手、聲音回應為主;而本創作透過行動載具(mobile device)的輔助,嘗試將互動與音樂展演現場的元素,例如影像、聲音、燈光、舞臺等設計相互結合;期能以觀眾的參與、現場系統裝置的即時反應、樂團的回應創造出讓觀眾深刻體驗展演內容之互動音樂會。 本創作從音樂展演面向出發,以使用者經驗為研究方法,進行跨領域實作,從行動載具的特性,思考應用程式之設計、互動元素、創新表演內容,如何促進現場氣氛、以及後續社群效應的設計,是一個嘗試整合科技應用與音樂表演的創作。除國、內外科技應用於現場音樂類表演之案例、相關文獻進行研究,並實地進行場域田野調查、展演相關工作人員、觀眾等訪談,歸納整理適切的現場表演元素,據此發展創作雛形,並實際與臺灣獨立樂團《大象體操》,於2014年12月10日舉行「幾何-大象體操+林維辰互動音樂展演實驗場」,後續以此演出內容作相關使用者行為、現場影像紀錄作回饋與相關資料分析。 本創作期能以數位科技為音樂產業實驗新的表演內容設計與商業模式,以數位為內容加值,尋找音樂產業新的可能性。
4

於有限服務價值環境下之最優顧客控制感服務互動設計研究- 以鷹鴿賽局為基礎 / Hawk-dove game based interactive design in value bounded context for customer optimized control

劉筱禎 Unknown Date (has links)
隨著體驗經濟時代的來臨,越來越多的顧客勇於追求自己心目中所想要的產品與服務。不同於過去只能被動的接受現有的服務,顧客希望能夠參與服務流程並獲取更多控制感。另一方面,企業也希望能夠提供更好的服務以滿足客戶,但所面臨的兩難卻是在既得利益、成本與客戶滿意之間取得平衡,此問題在寡占市場中尤其明顯。因為寡占廠商通常不願意付出更多的成本,這使得整個市場環境可說是一個有限服務價值的環境,如何在有限的資源中滿足客戶並維持利益成為一個待解決的問題。本研究提出一個服務互動設計的機制,希望藉由客戶期望與情緒的管理,並以鷹鴿賽局為基礎計算、設計出一系列的服務旅程,能夠以較少的成本滿足客戶的心理與控制感的需求。 本研究所提出的機制包含三大模組分別是:期望因子決策模組、鷹鴿賽局模組以及服務方案決策模組。此機制分析顧客的需求喜好,利用鷹鴿賽局演算法找出對客戶最有影響的期望因子,並適當的安排期望因子於服務旅程中,讓客戶在體驗服務的過程中能夠因期望的改變得到較佳的滿意。本系統之預期貢獻為:(1) 利用創新的互動設計機制為所有服務參與者帶來最佳利益。 (2) 從期望管理方面出發,提出一個新的服務設計發展方向。
5

群體顧客期望控制―在發展型服務提供者環境下以粒子群演算法為基礎之協同互動設計 / PSO-based collaborative interaction design For group expectation control in low-moderate competence service providers

郭瑞麟 Unknown Date (has links)
隨著服務體驗經濟時代的來臨,服務提供商所面臨到的環境是愈來愈競爭及逐漸是轉由消費者所主導的型式,因此服務提供商如何去滿足顧客的需求並且達成更高的滿意度便是主要的目標之一。特別是在發展型服務提供者的環境下,他們需要去考量自已本身較不充足的服務能力及資源來設計及提供服務給顧客,而這樣的條件之下,他們也很難在短時間及時的去改善並且提供穩定的服務品質。因此,本研究提出一套是基於顧客期望理論及粒子群演算法的架構下所發展的協同式互動設計機制,希望協助發展型服務提供商解決他們所面臨的問題及創造出更大的服務價值。 本研究將協同式互動設計機制應用在會展產業的服務環境底下,並利用模擬實驗的方式去驗證此機制的有效性及鞏固性。協同式互動設計機制共有四大模組:(1)顧客偏好識別模組 (2) 粒子群期望因子選擇模組 (3) 情境式旅程抉擇模組 及(4) 服務執行模組。本研究設計此機制時考量了加入顧客間互動的能力來幫助發展型服務提供商進行更有效的服務互動並且執有效的顧客群體期望控制的目標,以便在減輕服務提供商所付出的成本之下,還能達成良好的顧客滿意度。而本研究的研究貢獻為幫助發展型服務提供商解決他們所面臨的挑戰,並且在有限的資源和能力底下,仍然可以使得他們保持與高能力服務廠商之間的競爭;而另一貢獻為在整體的服務環境底下,能讓所有的參與角色都能夠得到最大的價值,而形成一個高效能的服務生態系統。 / With the progressive advancement of the technology and fiercely-competitive environment in recent years, customers have paid more attention to the issue that how diversity and rich the service experience could satisfy their needs; in other words, the service providers must acquire the competitive advantage among other service competitors by pondering on that how to deliver the qualified service offerings in every service encounter to achieve the objective of customer satisfaction. On the other hand, many research findings noted that customers’ service quality evaluation in service encounter were influenced by the comparison between the customer expectation toward service and the service performance that they perceived; therefore, managing the customer expectation becomes the vital part concerning the customer satisfaction. Furthermore, the shortcomings of the low-moderate competence service providers is that they could not provide the constant qualified service offerings to customers in each service interaction in terms of the reason for lesser service capability and resource. Consequently, this study propose the collaborative interaction design approach which based on the Particle Swarm Optimization(PSO) algorithm to generate the dynamical service interaction among the service providers and customers for the low-moderate competence service providers and aids them to control their group customers’ expectation by collaborating with customers; in other words, the service effort of the service provider could be lightened by engaging the customer capability and the service offerings could be enhanced to provider for customers. Therefore, this study utilizes the four modules in the research framework to achieve the aforementioned objective. Ultimately, the expected contributions of this study are two-folds: (1) Aid the low-moderate competence service providers to improve the service experience for customers on the restriction of lesser service capability. (2) Utilize the PSO algorithm to decide the determinants that effectively influence on customers’ expectation considering the whole benefits among stakeholders. Hence, the collaborative interaction design proposed in this study has conspicuous benefits for the low-moderate competence service providers to preserve the competitive advantage by providing the well-design exemplar to let them follow.
6

FairyBox:具個人化空間設置能力的桌上型智慧容器 / FairyBox: a customizable personal desktop container

廖云瑄, Liao, Yun-Hsuan Unknown Date (has links)
近年來隨著人口往都市集中,且高房價的時代來臨,導致生活空間更形狹小,而在狹小的生活空間中,桌子扮演了各式日常活動不可或缺的角色,不同種類、大小、高低的桌子輔助人們從事不同活動。其中,工作桌為使用情境最複雜的桌面環境,工作桌使用情境多卻又受限於狹小桌面環境,易導致工作空間不足、桌面堆滿許多物品。堆積雜亂的物品不但影響工作效率,在從事特定活動時看到不相干的物品,也會對使用者的情緒產生影響,干擾思緒。此外,放置在桌上的物品數量越多,重配置就越困難,所以無形中也限縮了使用者對桌面空間配置權。基於上述的觀察,本論文提出「FairyBox」桌上型智慧容器概念與原形實作,此裝置讓使用者將不同活動會用到的物品放在不同的容器中,從事特定活動時,配置相關物品的容器,並依照自己的喜好放置於桌面特定位置。這些容器將記得使用者所放置的位置,在往後從事該活動時,自動行進到桌面上的固定位置,類似桌面上的自走車。透過「FairyBox」,即使在狹小桌面從事多種活動,也可以避免影響情緒與專注力,並重拾對桌面的配置權,打造客製化的理想桌面空間。 / The workspace is one of the most complicated spaces in a living environment. One that works in a small workspace typically use a small table to handle tasks and activities. Thus, objects spread over the table in short time. Because objects arouse emotions, one’s thinking often interferes when a user observes many irrelevant objects spread on the table. Moreover, human creativity and efficiency are usually restricted because of the losing of the right of deploying things. This study aims to develop a device called “FairyBox,” which is a customizable personal desktop container. A user can put the objects into the FairyBox. Before a user is going to perform an activity, needing some objects previously placed in the FairyBox, the user just deploys FairyBox on the table wherever one wants. Then, when the activity is performed, the FairyBox goes to the deployed location autonomously. Using FairyBox, the user has more space when performing the activities in the workspace and thus is more focused on the activities.
7

音樂創新體驗研究-結合互動公仔之音樂 APP / A research on digital music application with interactive Music Toys

徐幼庭, Hsu, Yu Ting Unknown Date (has links)
本研究發展一套融合音樂及情感體驗之互動裝置作品,目的是將手感帶入數 位音樂體驗以及讓音樂創作者和音樂聆聽者的互動更密切。 此作品包含一個雙向互動的實體音樂公仔及一個安裝於觸控式平板上的應 用程式(App),應用程式能顯示歌手的社群訊息與最新創作,播放音樂時將音樂 公仔放置在觸控式平板指定方框,即進入互動音樂體驗模式,此時粉絲如同導演 一般參與創作,可隨著音樂播放而移動音樂公仔,使互動音樂 MV 產生不同的畫 面,音樂公仔和互動音樂 MV 彷彿演出一場迷你舞台劇,並藉由音樂公仔與 APP 的運作,使音樂創作者和音樂聆聽者親密地連結與互動。 本研究之貢獻在於音樂行銷層面,讓作品成為音樂創作者和音樂聆聽者間互 動的橋樑,對音樂創作者(歌手、音樂提供者、樂團)而言這是一種創新的音樂 行銷工具;對音樂聆聽者(粉絲、聽眾、消費者)而言這是一種整合性的數位音 樂互動體驗方式。最後,本研究並訪談音樂創作者、聽眾和行銷人員,將音樂公 仔原型(prototype)提供給受訪者使用,透過訪談內容歸納與分析,提出對音樂 公仔未來應用的方向與模式,作為音樂產業業者設計產品與行銷的參考依據。
8

互動體驗設計於儀式展演之探究-以政治大學畢業典禮薪火相傳為例 / Interactive Experience Design in Ceremony-A case study of passing the flame in National Chengchi University commencement ceremony

曾怡甄, Tseng, Yi Jen Unknown Date (has links)
儀式作為人類社會中最重要的體驗活動,在歷經時代的考驗與價值觀的轉變汰換後,流傳下來的內涵與核心意義雖然不變,但表現形式、媒材不斷隨著時代發展與時俱進,本研究欲以政治大學畢業典禮薪火相傳儀式為例,利用體驗設計為框架,將儀式原有內涵作為敘事基礎,藉由數位內容的製作,以及互動設計結合當代科技的運用,重新策劃並執行互動儀式體驗,進而探討傳統儀式與互動儀式體驗的轉變與差異,因此本研究目的歸納為以下三點: 1. 以體驗設計為框架,儀式內涵為敘事核心,利用互動設計結合展示科技製作數位內容,建立互動儀式媒介、互動儀式情境,進而重新策劃、製作、展演虛實整合的互動儀式體驗。 2. 分別從表演者、主動參與者、被動參與者、製作執行者的角度,探討互動儀式體驗與傳統儀式的的轉變與差異。 3. 歸納出互動體驗設計應用於儀式展演的策劃與執行要點。 研究結果發現,互動儀式體驗透過當代互動科技的應用,讓儀式參與者能即時主動加入儀式展演的內容創作,因此相較於傳統儀式能帶來更多的參與感與歸屬感,雖然多數的儀式參與者仍偏好被動觀賞的形式,但集體共創的展演內容能引起在場儀式參與者的共鳴,進而創造儀式當下的回憶,因此深化體驗的感受,也讓儀式不只是流於形式的過程。 / Ceremony is one of the most important experiences in human society. Although the principles and core elements may remain the same, styles of ceremonies and technologies used in the ceremonies have been developed as time progress and values change. The purpose of this study was to discuss the transformation and difference between traditional ceremony and interactive media-introduced ceremony by a case study of passing the flame in National Chengchi University commencement ceremony. This study covers below three topics: 1. By utilizing experience design as framework and the narrative in ceremony as the core, preparing digital content that combines interaction design and exhibition display technology, establishing interactive media and environment, an interactive ceremony experience was re-curated, prepared, and executed. 2. Discussion of transformation and difference between interactive ceremony experience and traditional ceremony from views of performers, active participants, passive participants, and executors. 3. Key factors of application of interactive experience design in ceremony curation and execution. After field observations, digital content analysis, and interviews with some participants, the results revealed that real-time interactive experiences in ceremony can bring more sense of participation and belonging than used to. Despite most of participants preferred just watching the performance, participants could get more connection from exhibition content that contributed by themselves. Therefore, the memory created at the moment could bring stronger feelings and experience and not letting the ceremony become a mere formality.
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旅遊資訊於行動裝置平台之設計分析

林君萍 Unknown Date (has links)
電子連線與隨身行動裝置的興起,滿足了使用者希望能隨時隨地取得資訊的需求,而旅行者的資訊使用行為,恰巧符合此特性。一份資訊與介面設計良好的行動旅遊內容,不但可讓旅人減輕負擔,還可藉由行動連網獲取旅程中最即時的資訊。但目前應用於行動裝置平台上的旅遊資訊多偏向提供部分適地性服務(Location Based Service),亦即透過GPS等定位技術,確認使用者所在位置,進而提供相關資訊的服務,如主動提供當地加油、餐飲等各項資訊服務,此類適地性服務多為片段提供購物消費資訊,並非完整之旅遊資訊。本研究探討數位旅遊資訊內容該如何設計與呈現於具備影音、音樂、圖像、照相、電腦等多功能的行動裝置平台,以滿足使用者的資訊需求。研究首先提出一套行動旅遊資訊系統應包含的資訊內容與架構,然後進行雛型設計,最後評估測試此系統的適用程度。研究結果發現動態旅行的旅遊資訊,可在行動裝置平台尋得一個呈現的嶄新舞台。 / The integration of the internet and mobile devices satisfies the drsire of “information on the go”. This demand also matches the information usage behavior for travelers. A well designed mobile traveling information with convenient user interfaces helps them to get what they need at any moment while traveling through mobile internet. However, the current traveling information in mobile platform is usually location based services. The kind of services does not provide a complete traveling content but only small pieces of information. The thesis focuses on the design of an integrated digital content on mobile devices for the travelers. It includes the design of content structure, information display and user interface. The mobile platform targets on those who equipped with multimedia and 3G wireless communication ability. We propose a content planning and informative structure for traveling information. A prototyping system was first made to evaluate the concept of information design. Then the implementation and further evaluation was done by using the NOKIA N73 3G cell phone. The results show that personal mobile devices offering a new stage for the dynamic traveling information.
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結合電子電路與觸控平板之原型設計工具 / Designing a visual programming toolkit for prototyping electronics with mobile devices

林廷達 Unknown Date (has links)
近年互動設計、產品設計、設計思考等學門,無不重視原型設計,透過使用者快速的測試回饋,反覆修正,使產品更符合使用者的需求。如今科技產品不斷推陳出新,與無所不在運算的普及,科技產品以及感知互動的服務與日俱增;設計團隊須了解電子電機相關技術,以完成各種測試原型。但對於一般的設計師而言,必須額外費時學習電路設計、焊接與程式設計等專業技術,已成為原型製作的一項門檻。 許多研究學者注意到這樣的需求,針對不同的使用族群發展各種電子電路創作工具,希望降低互動產品的創作門檻,舉凡Arduino、Phidgets與Gadgeteer等,但使用者仍須具備基本電路知識或參與訓練課程;近兩年推出的Littlebits與Atoms選擇捨去電路設計、焊接與程式設計的過程,讓沒有電子電路經驗的使用者也可輕易使用,卻降低了創作時的彈性,侷限了原型製作的變化性。 本研究將針對非電子相關背景的設計師,設計一套電子電路創作工具 「Rapid Prototype」,藉由分析過去電子電路創作工具的使用族群與設計思維,結合電子電路物件與智慧型載具,設計一套圖型化編輯器,透過物件順序的編排,及物件行為的選擇,快速製作出原型產品,降低設計師學習門檻及提昇創作自由度。 本研究原型設計工具,有以下功能: • 增加智慧型載具的支援:智慧型載具提供圖型化的編輯器與電子電路互動模組結合增加製作彈性。 • 降低學習門檻:降低電子電路相關知識需求,且透過圖形化編輯比傳統程式語言更容易學習。 • 擴展創作空間:核心物件與行動載具無線溝通,減少距離限制。 • 分析使用經驗:分析使用者在電子電路互動模組的使用經驗與操作,作為未來電子電路原型製作工具的參考。 / As the demands for interaction design with electronics increase, it is necessary for design groups to understand the technology related to electronic and electrical engineering in order to produce different kinds of prototypes. However, there is a large gap between concept design and prototyping. Designers have to spend a lot of time to learn electrical circuit design, welding, programming, and other professional skills. More researchers have noticed the aforementioned demands and have thus developed various creative tools for use by different groups working in this field in the hopes of lowering the degree of creativity required for interactive products. This has already been seen in Arduino, Phidgets, Gadgeteer products and so on. These toolkits are target on developers that have basic knowledge on electronics and programming. In the last two years, meanwhile, Littlebits and Atoms have decided to abandon the need for designing electrical circuits, welding, programming, and other sophisticated processes. Instead, they have opened the way for young people to be able to use their tools easily, despite the fact that doing so has also limited flexibility in terms of the creativity and variability of prototypes. In this thesis, we present RapidPrototype: a tool for designers without electronic engineering backgrounds and programming skill. By using RapidPrototype, users can transform their creative ideas into a workable prototype easily and quickly. In addition, the study sought to determine how RapidPrototype combines with electronic and electrical circuit objects, visual programming toolkit, and tools that practically meet designers’ demands to enhance the degree of freedom in terms of creativity and lowering the basic skills demanded.

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