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設計思考(Design Thinking) 於創新擴散之體現 / Design Thinking in Diffusion of Innovations林雅軒, Lin, Ya Hsuan Unknown Date (has links)
設計思考是強調以人為本的創新,透過同理心之觀察、研究,全盤發想整體的創新對策來解決最根本的議題,並以原型製作輔助闡述,創造出新組合和跨領域解決方案,最終達到策略商業設計的目的(Strategic business design)。
現在,純粹以製造為導向、科技為導向的能力與觀念已不足以因應台灣當前所處之市場競爭環境,設計思考闡述回歸人性、回歸關懷顧客的根本需求,「以人為本」,援引社會學家、人類學家的田野調查方法,及開放的動腦會議,提供創新思考模式開發產品、服務甚至是流程或組織變革。
本研究以創新的擴散為研究架構,結合台灣企業實務導入之經驗,與相關領域專家訪談,希望能對台灣企業面臨之挑戰提供建議。 / What is “Design Thinking”? Design thinking is the human-centered innovation that focuses on the issues of observation, accurate definition and early test. Through these processes with empathy base, we are able to come up with a total innovation strategy which solves the fundamental problems. With the help of prototyping, design thinking creates a whole new interdisciplinary innovation achieving the ambition of strategic business design.
This system which includes manufacture- oriented abilities and tech-oriented concepts is inadequate for the fierce competition what we live in. Design thinking makes us return to human nature by methodologies of sociology and anthropology. In addition, open brainstorming provides an innovative way for new product development, new service or even organization reforms.
This research bases on the “Diffusion of Innovations” written by Everett M. Rogers, and the experiences gained from practical execution of industry and experts, hoping it would give some advice on dealing with nowadays challenges.
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科普訊息的接收與理解──以大學生接收奈米資訊為例 / Audience’s reception and understanding of popular science: A preliminary case study of university students' reception on nanoscience information趙又慈, Chao, Yu Tzu Unknown Date (has links)
科學概念若能有效地普及於社會大眾,可以加速跨領域知識的整合創新、提高國家的創新經濟產能,並促進社會間的對話與發展想像。因此「科學普及」(以下簡稱「科普」)是全球許多國家推動知識工程的基礎。
所謂「科普」,是把科學研究的結果用一種比較含糊的轉譯方式提供給大眾,目的在於對公眾進行教育(educate)、說服(persuade)與溝通(communicate),讓大眾能學習理解科學的內涵(learned)、具有科學思辨的能力(competent)並能夠以科學精神參與社會事務(function-in-society);傳播媒介則是科普最好的載具。然而,科普的工作一直都有傳播內容過於生硬難懂、望之生畏的困境,無法真正達到普及的效果;學者們認為主要包含科普內容文本、讀者理解以及科學家參與推廣等層面的問題。
本文藉由量化的研究方法初探「科普讀物的圖文呈現形式」在傳播效果上對讀者「認知資訊負荷」、「態度」及「理解」的影響。同時,將讀者的「涉入感」與「先備知識」納入變項,探究讀者「涉入感」與「先備知識」的差異對於科普讀物傳播效果的影響程度。
研究者以「奈米保養化妝品」為實驗科普訊息主題,針對臺灣大學及淡江大學合計507 名的大學生,進行不同形式的科普讀物訊息實驗,並以問卷量測受試者對科普訊息主題的涉入感、先備知識,以及閱讀實驗科普訊息之後,對該訊息內容的認知資訊負荷、態度及理解程度。經過資料整理及統計分析,得到本次實驗相關結果與發現如下:
一、 本次實驗中的科普訊息使用不同圖文呈現形式,但在依變項的傳播效果上並沒有顯著的差異,顯示科普訊息的文字與圖像其實可以各自獨立。
二、 科普訊息的涉入感及先備知識均高度影響閱讀科普訊息時的認知資訊負荷、態度與理解程度;認知資訊負荷較小的科普文本,其傳播效果較好。
三、 不同性別的閱聽人,在閱讀科普訊息的認知資訊負荷、態度及理解程度上均沒有顯著的差異,打破一般認為女性不擅長科學的刻版印象。
四、 理工背景學生在閱讀科普訊息時的認知資訊負荷明顯較小,在理解程度及態度上較非理工背景的學生表現僅為稍佳。
此外,本研究發現,新世代的資訊使用行為可能受網路閱讀行為的影響,因此對科普訊息的取用方式,已轉向使用篇幅短、取用彈性大的訊息內容服務;傳統科普傳播講究循序漸近、結構完整的知識傳遞方式,如何因應新世代的資訊使用行為而調整,是未來所有科普傳播工作者思考創新發展的重要方向。 / Popular science, sometimes called science popularization or literature of science, is to transfer and translate the concepts or results of scientific researches to the public in a comparatively vague manner. It aims at educating, persuading and communicating, so that the public could be learned in understanding science, be competent in scientific thinking and be able to function in the society with a scientific spirit. The mass media is absolutely the best channel for popular science. However, most contents of popular science are very difficult to understand, and this has put popular science in a dilemma and couldn’t be “popularized” at all. Scholars believe there’re three main factors influencing the achievement of popular science: the content design, the comprehension of readers, and the participation of scientists.
This article based on quantitative methods attempts to make a preliminary inquiry into the communication effect of popular science reading materials with different presentation of graphs. The audience’s “cognitive loading”, “attitude” and “understanding of the science concepts” are observed and their “sense of involvement” and “prior knowledge “ are taken into account as variables.
The experiments were conducted at 2 universities in Taiwan in June, 2010. There’re 507 students exposed to 3 different types of nanoscience reading. The result indicates: 1) The communication effect of popular science’s texts and pictures could be independent from each other. 2) Audience’s sense of involvement and prior knowledge both significantly influence their cognitive load, attitude and comprehension. 3) Audience of different genders shows no significant difference in understanding popular science messages.
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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。
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室內設計公司知識管理系統建置之研究 / A Study of Knowledge Management System Implementation of the Interior Design Industry李仁, Lee, Jen Unknown Date (has links)
本研究目的是希望透過知識管理系統的建置,讓室內設計產業的內隱知識外顯化,透過設計知識模組化的運用,幫助公司設計創意的積累和活用,達成提高員工工作效率、節省組織相關成本、增加組織營運績效,進而促使室內設計公司得以產生最佳的營運模式,並獲致可觀的營業利益。
本研究採取個案分析法作為資料分析方法,並利用次級資料蒐集法與深度訪談法進行資料蒐集。本研究結論如下:
1.室內設計公司建置知識管理系統的架構,包括 (1) 設計專業知識庫、(2) 設計案例資料庫、(3) 工程專業知識庫、(4) 工程案例資料庫、(5) 企業管理知識庫等五個主要資料庫。
2.室內設計公司建置知識管理系統的目的,包括 (1) 累積設計創意和傳遞設計知識、(2) 善用設計知識達成創意加值、(3) 提高員工工作效率和累積員工專業職能、(4) 增加設計提案成功率、(5) 節省組織與相關人力成本、(6) 建置並強化人才培訓基礎、(7) 增加組織營運績效與組織營業利益、(8) 擴展公司組織規模並提昇公司競爭力。
3.室內設計公司建置知識管理系統的關鍵因素,包括 (1) 具備領導力的知識工作者、(2) 組織與個人對於「知識管理」的意願和動機、(3) 重視「知識管理」的組織制度、(4) 重視「知識管理」的組織環境、(5) 有利發展「知識管理」的組織結構、(6) 具有清楚及正確的組織知識策略、(7) 重視知識內容的品質管理、(8) 詳盡細緻的管理「知識管理」相關流程、(9) 足夠力量支援「知識管理」的資訊科技、(10) 維運「知識管理系統」所花費資源。 / This study hopes to take tacit knowledge from the interior design industry and organize it into explicit information through the implementation of knowledge management systems. The modularization of design knowledge will facilitate a company’s accumulation and utilization of design creativity, thereby effectively increasing employee efficiency, reducing operational costs, and increasing overall company efficiency. Further, this will help interior design companies to establish an optimal business model, thereby achieving significant business profits.
This study analyzes data obtained through individual case studies, and gathered information through secondary data collection and in-depth interviews. This study draws the following conclusions:
1. The knowledge management systems implemented by interior design companies include five major databases for the following types of knowledge: (1) Design expertise; (2) Previous design cases; (3) Engineering expertise; (4) Previous engineering cases; (5) Enterprise management.
2. The reasons for which interior design companies implement knowledge management systems include: (1) Accumulation of design creativity and to pass on design knowledge; (2) Utilization of design knowledge to create added value to creativity; (3) Increase employee efficiency and enhance employee professionalism and expertise; (4) Increase success rate of design proposals; (5) Reduce costs related to the company and workforce; (6) Establish and bolster the basic skills for further staff training; (7) Boost operational efficiency and business profits; (8) Expand company operations and bolster competitiveness.
3. There are a number of key factors to the successful implementation of knowledge management systems in interior design companies. These include: (1) Knowledge workers with leadership capability; (2) An organization and individual employees that are willing and motivated to engage in “knowledge management”; (3) An organization structure that emphasizes “knowledge management”; (4) A working environment that emphasizes “knowledge management”; (5) An organization structure conducive to developing “knowledge management”; (6) A clear and consistent set of knowledge strategies for the company; (7) A quality control system that emphasizes knowledge content; (8) Detailed attention to the monitoring of “knowledge management” protocols; (9) Adequate support for the information technology necessary for “knowledge management”; (10) Sufficient resources to maintain the operation of “knowledge management systems”.
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永續城市規劃整合模型之建置 / The establishment of sustainable urban planning integrated model黃百富, Hwang, Bair Fuh Unknown Date (has links)
近二十年來,環境低碳永續思潮可謂國際城市規劃顯學,各國在城鄉及建築規劃領域之設計思維及技術手法也積極提升,日益精進。台灣政府也不自外於此風潮,施政走向積極回應此地球公民責任,將節能減碳、綠色永續列為政府規劃標案之關鍵議題。工程顧問業面對此項國際競爭挑戰,應透過設計思考程序來養成工程師永續思維,建立解析環境永續低碳議題之整合規劃能力,為本研究之主要研究動機與目的。
本研究爰引歐盟生態城市規劃流程為基礎,導入設計思考理念與手法,建立一套具備全球生態城市規劃思潮、可科學化具體操作雙重特點之整合規劃作業程序。同時,透過平潭總體規劃國際競圖案之實際操練,讓設計團隊體驗在嚴謹的論證前提框架內,藉由科學程序引導,激發出創新提案,也讓設計者體認到整合規劃之必須與重要度。
建置永續城市規劃整合模型亦為本研究之重要成果,主要功能係可檢核運算規劃方案對生態永續層面之達成率。此整合模型以歐盟生態城市規劃流程為主要框架,再納入國內生態社區評估系統之分項指標,兼俱國際前瞻思潮、與國內既有評估系統儘量相容兩項特性。另為因應不同規模尺度規劃任務之精細度要求,將整合模型區分成快速評估及詳實評估兩種版本,並以江蘇啟東濱江新城總體規劃案進行快速評估版之實證演算。
本研究將設計思考導入城市規劃實質作業,誠屬首創,研究成果所建立之整合規劃作業程序與永續城市規劃整合模型,亦屬城市規劃在製程(Process)與供應(Offering)兩類項之創新突破。未來,將持續進行相關專業評估指標之細化、模型執行電腦程式化、成果數值轉化等模型優化擴充,俾使成為引導永續規劃之重要專業工具,戮力工程顧問應盡之企業社會責任。
關鍵詞:生態城市規劃流程、設計思考、永續城市規劃 / During the past two decades, the low-carbon-emission and sustainability should be the two most important issues of urban planning, while all the theory and technical approach related to urban planning are enhanced increasingly sophisticated. Taiwan government is also engaged in this trend. For actively responding to the responsibility as an international citizen, energy saving, carbon reduction, and green sustainable development are requested as key issues of government tenders. Facing these international challenges, how engineering consultancy to develop the integrated planning capability through design thinking process to resolve environmental sustainability and low-carbon agenda, is the principal motive and purpose of this research.
Based on the EU eco-city planning process, the integrated planning standard process is established through the concept of design thinking and practices. The global eco-city planning concept and scientific specific operation are both characteristics of this comprehensive planning procedure. Besides, through the practical exercises of Ping-tan conceptual master planning international competition, the design team is experienced how an innovation proposal could be created in this rigorous scientific procedure and the synergy of integrated planning.
Establishing the sustainable urban planning integrated model is the important result of this research. This model could evaluate the sustainability commitment of each planning alternatives. The model is developed with the main framework of the EU eco-city planning process and detailed indicators of EEWH-EC model. Taking into account the international forward-looking thought and compatible with the local EEWH-EC model are two significant characteristic of this integrated model. This integrated model is functionally developed into two versions, rapid assessment and detailed assessment, to cope with the different scale of planning tasks. In addition, the rapid assessment version is implemented for the Qi-Dong Riverside new district conceptual master planning project.
In this research, the design thinking initiated into urban planning process is a pioneering undertaking. The two findings of this research, integrated planning standard process and sustainable urban planning integrated model, are having innovation breakthrough each other in process and offering of urban planning. The further expansion of the model, Including professional assessment indicators refinement, computer programming implementation, and the output solution formation, will be continued. In the future, the model is expected to be optimized as an important tool for urban planning. It will be the best practice of corporate social responsibility for engineering consultancy.
Keywords:
eco-city planning process, design thinking, sustainable urban planning
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遊戲設計策略對衍生商品購買意願之影響 / Effect of game design strategy on purchase intention of extension products林冠宇, Lin, Kuan Yu Unknown Date (has links)
現今應用程式軟體(APP)不斷推陳出新,吸引不少企業與廠商投入應用程式設計的行列,原因來自於使用者高度熱衷使用這類型的程式,而此高使用度也可能正面影響使用者對贊助品牌的認同度。由於近年來資訊科技與通訊發展迅速,因而帶動應用程式設計業者設計更多動態功能與互動性功能的應用程式以期留住顧客,鼓勵他們重複性購買該應用程式之衍生商品,以提升顧客忠誠度。但隨著有越來越多的社群與手機遊戲應用程式漸漸在現今生活中形成一股重要潮流後,企業應瞭解添加遊戲元素至應用程式中將能夠帶給顧客哪些價值感受,並選取最重要的元素作為主要訴求。本研究中整理不同的遊戲設計元素及不同人口統計特徵與消費行為,用以探討不同類型顧客的消費購買意向,在檢閱過遊戲設計的相關文獻後,本研究歸納出七種遊戲設計元素,並以個案研究方式驗證這些元素後,進而提出研究假設,試圖找出遊戲設計對不同類型顧客的影響。接著,為驗證本研究提出的假設,我們調查五百名受試者對遊戲元素的感受,希望本研究成果能提供應用程式設計者參考,設計出更貼近使用者需求的應用程式,幫助他們從衍生產品中獲得更高的收益。 / Applications software (“apps”) have generated substantial interest among marketers, primarily because of their high level of user engagement and the positive impact this presumably has on a customer’s attitude toward the sponsoring brand. Due to the advancement of information and telecommunication technologies, more dynamic and interactive applications have been developed to retain customers and encourage repeat purchasing for extension products and further enhance customer loyalty. As the increasing application of social and mobile games plays an important trend in today’s culture, enterprises need to understand the value of adding frequent game design elements into every customer encounter. This study consolidates different game design elements and demographics to explore the purchase intentions of different types of customers. We have reviewed the game-design literature and identified seven motivational elements. Using a case analysis, we verified these elements and proposed hypotheses on game design for different types of customers. Then the hypotheses was tested by collecting responses from 500 participants regarding their perceptions of the elements of the game activity. We hope that the findings can provide app designer useful references in generating more revenue from extension products.
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2×2-Joinを用いた二線式RSFQ論理回路の設計手法小畑, 幸嗣, 高木, 一義, 高木, 直史 01 March 2005 (has links)
No description available.
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種々の部分積加算構造をもつテスト容易な乗算器の設計手法(ディペンダブルコンピューティング)鬼頭, 信貴, 高木, 直史 01 October 2008 (has links)
No description available.
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制震ダンパーとしての座屈拘束ブレースの要求性能宇佐美, 勉, USAMI, Tsutomu, 加藤, 基規, KATO, Motoki, 葛西, 昭, KASAI, Akira 03 1900 (has links)
No description available.
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科学哲学から見た「知的設計」説伊勢田, 哲治, Iseda, Tetsuji 11 1900 (has links)
No description available.
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