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以多重觀點本體論驅策之系統發展方法 / Multi-view Ontology Driven System Development Methodology張景堯, Chang, Jiing Yao Unknown Date (has links)
目前資訊系統之建置多為求速成而以採購所謂解決方案的套裝系統或元件拼裝為主,雖然此舉帶來軟體再用效益使建置成本降低但由於實施過程抽象化不足使得欲讓系統適應用戶環境時客製化困難且各套裝系統詞彙標準不一也造成資料整合時語意混淆,導致空有外殼讓系統與組織扞格不入而無法帶來實質效益。本研究所提之系統發展方法即是為解決上述情況以本體論為概念描述基礎分從靜態資料觀點、動態流程觀點及資訊技術觀點出發進而彙整發展具彈性與再用性之資訊系統。
本研究過程是植基於設計科學的系統發展研究方法論,將資訊系統開發流程分為五個階段,並根據設計科學的定義,驗證研究結果的四項產出:構件、模型、方法與實例,希從學術的嚴謹面提昇產出結果的品質。並藉著探討分析運用本研究之發展方法建置出的個案,其所得到之結果足以供後繼者建置或改善知識管理相關系統做參考。 / In these few decades, many organizations pursued of e-Solutions by selecting so-call off-the-shelf packages or mixed 3rd party components to promote the reusing value and reduce the cost of implementation. However, there is no single solution suitable for all types of organization and customized or hybrid system must be inevitable to face the consistency problem. We believe the proper abstraction and ontological commitment can help in these situations. From this point of view, we propose the information system development methodology which is aiming to implement the flexible and reusable ontology driven information system from the view of static domain data, dynamic workflow and abstract technology.
In this study, we conduct the system development research methodology based on design science. In order to easily note, we divide the research process into five stages. According to the criteria of design science, we will examine the research results: constructs, models, methods and instantiations for consolidating the quality of research outputs. Besides, we will show the cases which are implemented by proposed methodology for further study and suggestion of improving present system development issues.
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設計行動應用程式以增加運動依從性之研究-使用設計科學方法 / A mobile application for adherence improvement on exercise plan-using a design science approach孫若庭, Sun, Ruo Ting Unknown Date (has links)
運動依從性在健康管理議題裡是非常重要的一環,現在的人經常感到身體不適而診斷結果卻正常,這種現象根據世界衛生組織的定義為「亞健康」或「健康的灰色地帶」。在高壓的工作環境或不正常的生活作息下,最容易有這些徵狀,儘管大家都知道長期規律的運動可以促進健康,實際實行的狀況卻不如預期的好。為了改善此狀況,本研究透過蘋果公司的套件(ResearchKit)開發行動應用程式來幫助使用者增加運動依從性。此套件內建許多模組供開發者與研究人員使用,如聲明宣告與問卷模組等,讓整個研究、開發流程更為快速有效。本研究流程遵行設計科學方法論來創造一個設計實體,即為本研究開發的應用程式「Active Track」。
在設計階段,本研究採用了「說服設計準則」中的「Tailoring」與「Reminder」設計方法,意圖強化、形塑甚或改變使用者對於目標行為的態度,透過本應用程式來激勵使用者改變自身行為,達到目標設定。目前市面上許多健康管理的應用程式皆已證實個性與說服科技之間的相關性,因此本研究採用了MBTI適性分析工具並設計出相對應的激勵文字訊息,期望透過此設計實體來協助使用者增加運動依從性。
在第一階段的實驗評估,我們於166個下載人次當中篩選出87個有效樣本來比較樣本之間的表現,其中有54人有接收激勵文字訊息,33人則無。平均而言,那些有收到激勵文字訊息的受測者,完成率較沒有收到激勵文字訊息的受試者高出百分之十五。然而在訊息類型與個性是否相符的比較實驗當中,訊息符合與不符合使用者個性的結果之間並無顯著差異。本研究之結果僅顯示出透過激勵文字訊息可以有效督促使用者完成運動目標。在第二階段的實驗中加入了「訊息重複性」、「回饋機制」因子來改良應用程式,研究結果顯示訊息的重複整體而言可以提升百分之二十三的完成率,其中適性結果為「理性」的受測者則有百分之二十七的提升,然而回饋機制設計在本研究並無統計顯著。
在兩階段的設計循環下,本研究證實透過Active Track重複地傳送激勵文字訊息可以協助使用者增加運動依從性,進而降低罹患疾病的風險,研究結果對於未來說服系統之開發以及其他醫療領域提升依從性之相關研究也提供了良好的參考價值。 / Adherence to an exercise schedule is valuable for health management. Nowadays, most people have experienced uncomfortable feelings but diagnostic data are normal. The phenomenon is called ‘sub-health’ condition, which is a state between health and disease. People are likely to experience discomfort if their working environment is stressful and their lifestyle is unhealthy. Therefore, a long period of commitment to adhere to physical activity programs is beneficial for people’s health. Although people would benefit from support to increase exercise compliance, adherence to physical activity plans is often very low. To address these shortcomings, this paper introduces a low-cost method–an iOS application developed using Apple Inc.’s ResearchKit–to help people adhere to their physical activity plans. ResearchKit provides various modules such as consent declaration and survey task for helping researchers create a research app more efficiently. We applied design science methodology to create a design artifact, namely Active Track.
By including the “Tailoring” and the “Reminder” persuasive principles in Active Track to develop, strengthen, or change attitudes or behaviors, the design artifact can act as support instruments that stimulate and encourage users to comply with target behavior. Because studies of health-promotion apps have identified the correlations between personality and persuasive technology, we used the Myer–Briggs Type Indicator personality assessment to design motivational messages for each type of personality as a text reminder in Active Track.
In the first evaluation stage of Active Track, we identified 87 valid participants (54 with motivational messages and 33 without motivational messages) from 166 downloads for performance comparison. On average, the completion rates of participants who were presented with motivational messages were 15% higher, but the difference in message matching experiment was not significant. The results demonstrated that our design approach is able to improve adherence on exercise plans by providing users with motivated messages. Therefore, we implemented repetitiveness and feedback intervention in a further design iteration and evaluated the improvement in Active Track by using these two new factors. The results showed that the repetitiveness factor enhanced the completion rate by approximately 23%; in particular, participants who were identified as having Thinking-type MBTI personalities exhibited an improvement of approximately 27% due to repetitive messages. However, feedback information had no significant effect on adherence.
In summary, the findings of this study confirmed that Active Track can help individuals to improve their exercise adherence through repetitive motivational messages, reduce the risk of diseases, and provide useful insights for the future development of persuasive systems and studies into adherence enhancement for health care.
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博物館導覽系統之實驗性研究:行動應用程式對參觀者之效用 / An experimental study of museum navigation system: does mobile application matter to visitors?陳貞羽, Chen, Chen Yu Unknown Date (has links)
本研究首先從文獻回顧及實際調查中深入探討影響參觀者使用博物館行動導覽系統的七大影響因素,接著據此設計並實作出在智慧型手機平台上使用之一套博物館行動導覽系統,以期有效解決現有參觀者遇到的導覽問題。研究中使用設計科學之研究方法,提出解決方案,並且依據實際環境、背景以及文獻基礎,設計整體的系統架構。接著以故宮為例,建構出本研究之博物館行動導覽系統手機應用程式。系統開發完成後,以實驗法進行設計之驗證,評估結果顯示:本研究所提出之行動導覽系統相較於傳統之紙本導覽,可提升參觀者使用博物館行動導覽系統的意願、感知價值及滿意度。本研究之博物館行動導覽系統建置過程、以及系統成效的驗證,可作為手機應用程式(APP)廠商建置行動導覽系統或使用設計科學法開發其他類別的APP之指引;亦或作為博物館策劃展覽活動與導入行動導覽系統之依據;此外本研究亦指出使用者預期實際使用系統之感知與預期系統需求之落差,以供未來相關研究參考。 / In this research, according to literature review and field observations, we first identify and discuss seven design factors affecting visitors’ usability in museum mobile navigation systems. We then design and construct a museum mobile navigation system on the basis of the seven factors. The purpose is to meet the visitors’ needs and increase the visitors’ intention and satisfaction toward using the museum mobile navigation system. Design science research method is used in this research to propose solution plans. According to actual environment, context, and literature, the complete system architecture is designed. We then build a mobile navigation application on Android for the National Palace Museum and evaluate the design to ensure this system can effectively solve the problems that the visitors encountered during navigation process. In this research, the building process of the mobile museum navigation system and the evaluation of the system performance could provide guidance to APP vendors; or a basis for museums to plan an exhibition and to implement a mobile navigation system. Moreover, the gap between users’ perception of using the real system and their expected system requirements can be identified; this could serve as the reference point of future related research.
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