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探討Beacon在台灣的創新擴散歷程 - 以燦坤作為創新先鋒為例 / The Study of Implementing Beacon From the Perspective of Innovation Diffusion - A Case Study of Tsann Kuen Enterprise彭怡翔 Unknown Date (has links)
在行動寬頻、雲端及網際網路等產業的帶動下,全球行動裝置如智慧型手機及平板電腦蓬勃發展,其衍生之行動經濟及應用更為全球經濟成長帶來高度動能。在連網裝置逐年成長之下,物聯網產業應運而生,而其中感測器技術更為物聯網基礎建設中最為核心的關鍵項目。繼蘋果於西元2013年WWDC大會發佈iBeacon技術後,全球零售業掀起微定位熱潮,而Forbes更預估企業利用Beacon搭配APP蒐集消費者資訊為未來物聯網重要趨勢之一。在實體零售店逐漸「展示店化」趨勢下,如何藉由ICT科技、物聯網技術、行動裝置應用來加強與消費者間的連結及提升購物體驗,為實體零售業者急需面對的課題。
本論文研究主要的目的在於探討Beacon於台灣零售業者燦坤的創新擴散歷程,以及使Beacon能夠於燦坤導入每階段快速擴散的關鍵因素,而其中以創新擴散模型之認知、說服、決策、實行、確認五階段構面進行研究與分析。此外,更探討燦坤如何運用Beacon進行O2O虛實整合。
本研究所得到的主要結論包括:(1)在創新擴散的流程中,擁有與導入科技相關的組織團隊背景以及根據創新需求調整組織架構,為Beacon於燦坤之認知階段中能夠快速擴散的關鍵因素。(2)在創新擴散的流程中,鼓勵創新的企業文化為Beacon於燦坤之說服階段中能夠快速擴散的關鍵因素。(3)在創新擴散的流程中,將非核心能力專案外包以及對於外包廠商的選擇,為Beacon於燦坤之決策階段中能夠快速擴散的關鍵因素。(4)在創新擴散的流程中,高階主管對於專案的參與支持以及選擇場域面積、營業額、人流數較大的門市進行首波產品曝光測試,為Beacon於燦坤之實行階段中能夠快速擴散的關鍵因素。(5)在創新擴散的流程中,進行產品的成效評估和顧客滿意度調查,以及尋求產品穩定的獲利模式來源,為Beacon於燦坤之確認階段中能夠快速擴散的關鍵因素。(6)燦坤以Beacon為技術核心打造燦坤黃金傳說APP,以門市尋寶及APP推播的方式,連結燦坤3C實體門市及快3網路商城,使虛實能夠結合及互利。本文最後並提出對於實務上及後續研究的建議。
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創新機會成長對消費部落規模影響之研究 / A study of the effect of the development of innovative chances on the scope of consumer tribes林木花, Lin, Mu Hua Unknown Date (has links)
新商品上市後造成流行的機率低於25%(Cooper & Kleinschmidt, 1990;Cooper, 2011),但Rogers(唐錦超,民95)的創新擴散模型實驗卻提出若早期採用者接受新商品並分享他們的創意使用價值,則能影響早期消費大眾較快且容易接受新商品且在市場上誘發流行。因此本研究的動機是希望透過資訊技術,首先確認早期採用者存在於網路族群之中,再萃取被網際網路大量資料包圍的網路早期採用者與其在新商品的創意使用價值資料,希望能夠藉此影響早期消費大眾的接受意願,並跨越他們之間的鴻溝(Moore, 1991)。
本研究目的是探討即使網路早期採用者與早期消費大眾兩者之間無實體的社會關係網絡時,網路早期採用者所創造的新商品創意使用價值,還是能夠影響早期大眾消費者購買的意願,以形成一種新型創新擴散模式。實作上是將網路早期採用者的創意使用價值,設計成廣告宣傳單直接刺激早期消費大眾,觀察新商品是否被他們接受。經過購買意願問卷回收、整理和分析消費者族群與接受程度,證實網路早期採用者的創意使用價值確實能引起早期消費大眾往高購買意願的族群移動。
再者,企業為了能夠在市場生存競爭獲勝,必須比其他同業更早挖掘出稀少且有價值的資訊幫助新商品跨越鴻溝,協助企業獲得更多的利益。雖然本研究提出的新型創新擴散模式,能提高早期消費大眾接受新商品的意願,但是在人機互動的資料分析過程中,耗費過多人力。因此本研究再根據文字探勘的IDF概念提出ICF演算法,藉以縮小決策範圍並且得到效率前緣的機會點,依然能在眾多的資料中也萃取出網路早期採用者的微弱創意使用價值,同時降低人工作業、專家主觀解讀和決策制定的複雜度的問題,得到高品質的效率方案。 / The chance for a new product to be prevalent is lower than 25% (Cooper & Kleinschmidt, 1990; Cooper, 2011). However, in Rogers’ innovative diffusion model (Rogers, 2003), he proposed that if early adopters accepted new products and shared their innovative use value with others, the early majority may accept the new products quickly and readily. First of all, this study intends to use information technology to make sure that the early adopters exist on the Internet world. Then the author tries to extract innovative use information employed by the early adopters who are surrounded by huge amount of information. Hopefully, the early majority can be affected by such measures. That is, in the process of consuming merchandise, consumers tend to build mutual affections, value, and psychological sensation. This may enable the new products to cross over the chasm between the early adopters and early majority (Moore, 1991; 1995).
The purpose of this study is to explore the innovative use value created by early adopters existing on the Internet world. It is to affect the purchasing intention of the early majority when there is no social relationship network between early adopters and early majority so as to build a new innovative diffusion model. In order to achieve this, the innovative use value created in the Internet by the early adopters was designed as commercial fliers to directly stimulate the early majority. It is used to observe whether new products are accepted by the early majority. The experimental results proved that this measurement surely can move the early majority toward groups with high intention.
Moreover, talking about the continuing existence of a business, one needs to find out the rare and valuable information in the early stage in order to make the new products to cross over the chasm. The new innovative diffusion proposed by this study is able to extract the innovative use value created by the early adopters in Internet. And, for the purpose of reducing manpower and contracting the weak innovative information created by the early adopters, this study was conducted by using ICF algorithm which is derived from IDF concept existing in the text mining. It is to narrow the range of policy making, gain the chance point from the effect frontier, improve the quality and efficiency when making a decision, and reduce subjective judgement made by experts, which may help decision makers to make an effective policy based on their advantage and preference, and in the end, to reduce the complexity of making a policy.
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企業導入顧客關係管理決策之研究 / Decision on Adopting Customer Relationship Management (CRM) in Enterprises陳巧佩, Chen, Chiao-Pei Unknown Date (has links)
隨著競爭環境日漸嚴苛,顧客需求日趨多元,企業需要有更有效率的方式來管理與顧客間的關係,顧客關係管理CRM(Customer Relationship Management, CRM)成為企業關心的熱門議題。但過去的學者研究中,僅止於針對影響企業導入&系統與否之決策進行研究,然而CRM對於企業經營顧客關係之重要性已被企業所認同,同時面對如此牽涉到龐大人力、資金,與時間投入的系統導入計畫,在導入過程中仍會面臨許多重要決策,因此本研究將針對響導入過程的相關因 數,並經由個案研討的實際驗證,提出具解釋力的理論架構。
經由過去文獻的整理,本研究以Rogers(1983)的創新擴散模型為基礎,將影響CRM導入過程的因素分為認知階段的環境面與組織面因素,以及說服階段認知的創新特質,另外系統供應商及顧問公司則扮演特殊的角色,同時在說服、決策及實行階段皆產生影響。其中環境面又包含競爭強度,需求不確定性及產業環境變化速度;組織面因素包含規模、結構化程度、以及高階主管態度。而認知的創新特質則包含相容性以及系統特性。另外則以資訊與資料的蒐集、累積與儲存、吸收與整理、展現與應用等為被影響的研究變數。並選取目前導入最積極的產業中之標竿企業,包含證券、人壽、行動電話系統業者、電子電腦公司,及網際網路服務提供業者等六家企業,進行深入之訪談,期能從這些正在導入的公司之經驗裡,發現可供參考與依循的準則。
經由對個案公司的深入訪談之後,本研究之研究架構有重大修正。認知階段的影響因素除了環境與組織構面仍存在外,從組織構面中抽離複雜度,並與產品特質、顧客基礎,公司依賴業務人員推廣業務及提供服務的程度共同組成新構面—業務面因素,而系統與顧問公司的選擇則成為企業採用CRM系統時重要的決策因素之一。更重要的是,本研究經由訪談對探討主題有更廣泛而完整的延伸,導入過程可以導入積極度、建置組織,以及建置方式來描述。導入積極度代表導入的速度;建置組織裡包含以專案小組的方式來推動,以及高階主管的參與程度;建置方式則包含CRM要素的建置優先順序、以及委外程度。
研究發現,環境面的因素與組織面的因素皆同時影響到CRM導入過程的積極度及建置方式裡的優先順序;而新增的業務面的因素則同時對CRM導入過程的積極度及建置方式裡的優先順序及自建或委外的選擇有較顯著影響。至於認知的創新特質中,不論是專案管理或是高階參與,其影響到的皆為CRM在建置單位上的特性。而協力單位則因為企業對於系統特性的要求有所不同,而同時成為決策結果與影響導入方式的變數。
本研究期望能藉由結合學術理論與實務應用的方案,提供給正在導入或評估規劃中的企業實用的考慮方向與實際例證,以協助企業在導入過程中自我檢測,選擇最適當的導入程序及設計組織關的配套措施,俾使導入過程順利而達到預期目標。 / To cope with the current increase in both competition and customer requirements, enterprises need more efficient methods to manage their relationships with customers. Previous researches focused mainly on the factors affecting the decision whether or not to adopt the CRM system. As the importance of CRM pertaining to management of relationships with customers has been recognized, meanwhile, with regard to implementation of the extensive software which involves investment of massive human resources, capital, and time, many critical decisions still need to be concerned. This research aims at extracting relevant factors affecting the adoption process and proposes a convincing framework verified by an empirical case study.
The research in this study is based on the Innovation Diffusion Model of Rogers (1983) and divides factors affecting the CRM adoption process into knowledge and persuasion stages with environmental and organizational factors in the knowledge stage, and perceived characteristics of innovation in the persuasion stage, while system suppliers and consulting firms as joint associates. Environmental factors include competition intensity, demand uncertainty, and industry changing speed. Organizational factors consist of size, structure, and managerial attitude. Perceived characteristics of innovation are composed of compatibility and system characteristics. Data collection, data storage, data mining, and data visualization work as independent variables. Six companies in securities, life insurance, cellular telephone system, electronics and computers, and the Internet service provider industry were selected as study cases.
However, the research frame was revised after investigation. In the knowledge stage, complexity is extracted and integrated with product attribute, customer base, and corporation dependence on sales representative to form one integrated factor called business. Moreover, the independent variables are amended to be more extensive, including adoption activeness, constructing section, and constructing manner.
The research shows that environmental and organizational factors affect adoption activeness and priority; and that the business factor influences adoption activeness, adoption priority, as well as outsourcing decisions. Project management and managerial participation representing a CRM constructing section are affected by perceived characteristics of the innovation.
Through the integration of theory and empirical data , this research hopes to provide direction for examining the CRM adoption process and organization design, so as to facilitate the fulfilling of the adoption objective.
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桌遊社群平台營運模式之研究-以手談趣為例 / A Study on Business Model of Table Game Online Community Platform, Take Sotanfun for Example何金原, Ho, Chin Yuan Unknown Date (has links)
本研究探討建構發展桌遊社群平台之營運模式及其關鍵成功因素,以形成執行策略與行動計畫。
本研究採文獻探討、深度參與、資料分析、探索性個案式研究,先以「SWOT矩陣分析」,來分析探討個案現況;再以「商業模式九宮格」以及「新創事業之精實商業模式十一格」兩者,來探討個案分析;之後,再以SWOT之分析結果,針對兩種宮格分析結果每一宮格之內容項目,再進行探討分析;也就是在兩種宮格分析後,每一格,再用SWOT去探討分析,由此呈現出更深入具體之執行策略與行動計畫。最後再輔以創新擴散模型來推論計算,各階段社群平台推廣之臨界數量與營運目標。終能更完整建構桌遊社群平台之營運模式,形成關鍵策略、競爭策略、行動策略等流程圖,並表列出各種行動方案之執行建議。
當手談趣在台灣成為會員數或開店數排名第一的桌遊社群平台之後,或可研究進入中國或全球之桌遊市場,探討中國或全球市場之桌遊社群平台營運模式;亦可考慮進入台灣、或中國、或全球之其他產業市場,進一步研究探討,台灣、中國、或全球市場其他產業之社群平台營運模式。 / This research tried to develop and complete the business model of table game online community platform also find out the key success factors of it, thus, we can form the executive strategy and action plans.
This research used SWOT matrix to analyze the case situation, then used Business Model Canvas and Lean Canvas to examine the case analysis. Afterwards, we used the SWOT matrix to examine and analyze the Business Model Canvas and Lean Canvas by each canvas element again. Then, we used Innovation Diffusion Theory to calculate the critical mass and determine the quantitative objective of every stage.
We can study on China or global market of table game online community platform or other industries via this research process after Sotanfun platform reaches success of the first or second stage of its quantitative objectives.
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