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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

以顧客知識與情境知識探求次世代顧客體驗之偏好

張耿嘉 Unknown Date (has links)
為瞭解次世代顧客體驗之偏好傾向,本研究依據企業所能掌握的顧客知識與情境知識之內容,探討顧客對體驗的偏好,透過文獻的探討,找出六項可做為分析顧客體驗偏好的因素,包括屬於顧客知識的「個人特質」、「消費記錄」、「消費目的」、與「人口統計資料」等四部份,以及屬於情境知識的「消費環境情境」、與「個人身心情境」等兩部份。另外,在顧客體驗偏好的部份,本研究嘗試以顧客的觀點對體驗做出分類,並借用Maslow提出的五大人類行為需求來瞭解顧客對體驗的偏好傾向。主要之研究發現包括: 1. 除了再次認知顧客知識之重要性外,本研究亦確立了情境知識對於瞭解顧客體驗偏好之重要性。 2. 生活型態屬於感性導向之顧客,及在消費現場較得不到顧客服務之顧客,會有越偏好能得到生理需求體驗之傾向。 3. 處事態度屬於積極的引領潮流的顧客,及在消費現場得到不錯客戶服務之顧客,是屬於較高度偏好歸屬與愛需求體驗之族群。 4. 生活型態屬於感性導向之顧客,及消費目的是作為送禮之用之顧客,在自我實現需求體驗方面,會有較高程度的偏好傾向。 5. 努力成本及風險成本兩項決定產品特徵之因素,確實會對顧客體驗偏好產生影響。其中努力成本主要改變之體驗類型,包括生理需求及歸屬與愛需求體驗;而風險成本主要是影響之體驗類型,包括歸屬與愛需求、尊重需求及自我實現需求體驗。 透過本研究,企業須認知到不同的人在不同的情境下,會對體驗有著不同的程度的偏好差異;此外消費產品特徵之不同,亦會對顧客體驗偏好產生影響。因此,企業在推出體驗時,必須根據過往對顧客的認識,以及現場顧客之反應做調整,才能提供最適當之體驗活動內容予顧客,發揮「體驗」最大之效益。
2

顧客體驗與體驗品質之概念性研究 / A Conceptual Model of Customer Experiences and Experience Quality: The Service Setting and The Customer's Perspective

張婷玥, Chang,Ting-Yueh Unknown Date (has links)
在今日,有愈來愈多的顧客、經理人與學者開始了解體驗的重要性。對顧客來說,他們不再只是消費產品或服務,他們開始重視置身於商店時,所感受到的體驗感,並且顧客也願意花錢購買體驗。對管理者來說,他們致力於營造觸動人心與具吸引力的體驗,並嘗試全面地管理顧客與公司接觸的每一項體驗。從學者的觀點來看,認為體驗是一種經濟商品,消費體驗是可以被企業塑造的,學者們指出經濟的重心開始轉移為體驗,這呼應了正在蓬勃發展的體驗產業。 然而,探討體驗本質的實證研究仍然不多,本研究界定兩個研究焦點來探索顧客體驗:(1)研究顧客體驗的情感面,(2)所研究的體驗乃是發生於精心設計之服務場景。研究目的有二,其一為從顧客觀點探討顧客體驗的本質:根據消費者深入訪談的結果,歸納構成顧客體驗的五大要素與提出相關的概念架構和命題,五大要素分別為顧客本身、顧客與實體環境的互動、顧客與服務人員、其他顧客與同行夥伴的互動。第二,本研究探討顧客對於體驗品質的情感性知覺,並發展體驗品質的衡量工具、檢驗體驗品質與顧客滿意度和忠誠度的關係,研究結果驗證了體驗品質為較高階的構念,並發現體驗品質對顧客滿意度與忠誠度有正向影響。本研究亦提出關於研究應用、未來研究與研究限制的討論。 / Today, more and more customers, managers and scholars have become aware of the importance of experiences, which are characterized as satisfying customers’ psychic or personal needs. For customers, they are not merely consuming products or services. They care more about the experiences, which are provided by the stores, and they are willing to pay for experiences. As for managers, they have made more efforts to create touching and attractive experiences for customers, manage customers’ experiential journey with the companies, or even charge for experiences. For academic researchers, they view experiences as distinct economic offerings, which are different from goods and services. They believe that the focus of the economy has been transferred into experience (Pine and Gilmore, 1998, 1999; Schmitt, 1999; O’Sullivan and Spangler, 1998) and experience industries are rising (Toffler, 1970, O’Sullivan and Spangler, 1998). This study focuses on exploring the emotional aspects of customers’ experiences underlying the context of deliberately designed service settings. Two research objects are approached in this study. First, this research comprehensively explores the essence of customer experiences from the customer’s perspective. A qualitative study is conducted to find out the elements that constitute customers’ experiences, and a conceptual model that describes what is customer experience is thereby proposed. In this model, customer experience is made up of five elements (dimensions): the customers themselves and customers’ interactions with physical surroundings, service providers, other customers, and companions. Second, this research attempts to probe customers’ emotional perceptions of experience quality and to develop an instrument to measure this construct. This research clarifies the concept of experience quality by reviewing the literature, conducting qualitative studies, performing a procedure of scale development, testing the relative importance of dimensions, and examining the relationship among experience quality, customer satisfaction and loyalty. The findings verify that experience quality, as a higher-order construct, is made up five first-order constructs, which are demonstrated in the result of the qualitative study. The result of this research also reveals that experience quality has positive effect on customer satisfaction and loyalty. Relevant discussion of applications, future research, and limitations are also provided in the conclusion.
3

買賣雙方於C2C行動電商平臺之體驗流程探討-以蝦皮拍賣為例 / Understanding Customer Experience Throughout the Customer Journey in a C2C Auction Context

蕭舜如 Unknown Date (has links)
摘 要 電子商務行動化已變成趨勢,而消費者個人間的C2C交易市場也越來越受到注目,尤其是讓使用者輕鬆上架商品、簡化繁複流程的新型態行動拍賣App,更是熱門議題。本研究欲了解台灣目前C2C行動拍賣App中,最具話題性及代表性的「蝦皮拍賣」之顧客體驗流程,研究方法採半結構式深度訪談法,以使用網路購物經驗超過五年以上且使用蝦皮經驗滿三個月以上、同時具有買家跟賣家雙重身分之使用者為研究對象。 本研究主要發現如下:1.使用蝦皮的正向使用經驗在於有清楚直觀好用的使用者介面、擁有即時性及雙向互動並保有使用者隱私性的即時通訊「聊聊」功能、採用可降低風險的第三方支付、因免運費帶起的方便性物流選擇-超商寄貨取貨、讓賣家寄件步驟簡化的整合寄件物流以及使資訊透明的物流追蹤。2.初次使用動機則是受到免運費吸引及社群口碑推薦影響。3.持續使用因素除了涵蓋正向使用經驗因素外,還包括常有免運費或運費補助的促銷活動、同時身兼買賣家身分、因平臺上商品及賣場多而選擇性高及免費的商品置頂推廣功能。4.蝦皮的待改進項目則在於商品上架過程從簡易變複雜、評價多為制式評價因此參考價值有限、推播通知字數多易遭使用者忽略。本研究並且透過「顧客歷程地圖」來綜觀傳統網路拍賣流程的問題,並以訪談內容對照以往流程上的階段,檢視蝦皮是如何提升顧客體驗。 最後,根據訪談發現,提出蝦皮可思考之改善建議為: 1.加速刊登功能及改良照片上傳便利度。2.提供誘因讓使用者填寫真實評價並改進評價機制。3.推播通知精簡及圖像化。4.從後勤面降低物流成本。5.透過推薦系統提升使用者黏著度。本研究以使用者角度出發,建議企業應站在使用者的角度來思考使用者需求,才有機會提供更好的顧客體驗,持續吸引使用者,本研究之發現希望有助於行動電商平臺往後策略發展時的參考。 / Abstract E-commerce has become a universal sales trend that has spread from consumers shopping on their home computers to shopping on their mobile phones through the use of various shopping apps. Much attention has been placed on consumer C2C transactions, especially with respect to consumers’ access to store goods. Simplifying this access, which can be a complicated process, through a new mobile auction app is a highly relevant issue. This study aims to understand the customer experience flow of the most current representative C2C mobile auction app in Taiwan from Shopee Taiwan Co. Ltd. This study adopts a semi-structured depth interview method for users that have over five years of Internet shopping experience in total, and at least three months of experience with the Shopee Mobile Auction App. Both buyers and sellers are classified as users in this study. The main findings are as follows. 1) Positive experiences with the Shopee Mobile Auction App are due to its clear and intuitive user interface, instant messaging two-way interaction availability, high degree of user privacy, third-party risk reduction payment systems, and convenient logistics through the availability of free shipping. Consumers have the option to pick up their goods at local convenience stores, which simplifies the shipment process for sellers, and leads to a clear and streamlined logistics process. 2) The initial motivation for consumers is the reward of free shipping and public recommendations. 3) The factors behind the continuous use of this mobile auction app service include the positive experience, the free shipping or freight subsidy promotional activities that are often included for both the buyer and seller, the wider product selection than what is offered in physical stores, and the offers for promotional free products with the purchase of related goods. 4) The Shopee Mobile Auction App still leaves something to be desired, including: (a) The processures of putting the items for sale have become time-consuming due to more and more requrements. (b) Standardized evaluations and rating systems may limit reference values. (c) Current promotional messages sent via app notification are easily ignored by users. This study uses the customer journey map to take a broad view of issues related to the traditional online auction process, and uses customer experience-based interviews to examine how the Shopee Mobile Auction App improves on these issues. Finally, based on conducted interviews, several suggestions for improvement of the Shopee Mobile Auction App include the following: 1) increasing the speed of new feature releases, and improve the convenience of the photo upload process; 2) providing promotional incentives for users to complete the evaluation, thereby improving the evaluation mechanism; 3) streamlining push notifications and images; 4) reducing logistical costs; 5) improving user loyalty through implementing a recommendation system. This study simultaneously considers both sides of C2C commerce (i.e., the sellers and buyers). It focuses on the user point of view, as selling platforms need to be aware of the opportunity to provide a better customer experience, which will in turn attract more users. The findings from this study can assist mobile platform creators with their future development strategies.
4

以服務設計發展社區社交平台App 促進鄰里人際互動與溝通之研究 / Service design for a social platform of community strengthens the interaction and communication between people and neighborhoods

李安婷, Lee, An Ting Unknown Date (has links)
自古鄰里相親敦親睦鄰,然而近年生活習慣與居住型態轉變,集合式公寓社區成為都市人們主要的住宅型態,人們與鄰里之間的互動日漸減少,以致於鄰里關係疏離。基此,本研究主旨在探討透過服務設計方法,改善都市集合式社區的住戶與鄰里之間的人際互動與溝通。 本研究以服務體驗工程方法論為研究方法,分三個階段進行研究。第一階段「服務體驗需求洞察研究」階段,透過深度訪談與參與觀察,挖掘社區住戶與鄰里主要有兩個接觸情境,即兩個不同的研究方向: (1)一為主動型住戶與鄰里往來而形成社區團購;(2)二為管委會與住戶的溝通與服務。比較兩個方向對社區的影響性後,擇第二個方向為本研究的研究方向。首先,採用人物誌分析出流程中三方使用者,包含住戶、管委會與總幹事,再以顧客旅程地圖發現三方溝通流程「管委會與住戶之間的溝通」及「住戶參與管委會的經驗」影響社區鄰里的互動關係,在流程的三部分中共發現16個問題與需求。 接著,第二階段進行「服務設計」,以普及至使用者中壯年齡層的智慧型手機為服務載具,設計社區社交平台「比鄰Belink App」,提供四項功能:「社區公告」、「提問求助」、「知識交流」與「委員會議」,改善住戶擔任委員參與管委會或是與管委會接觸的體驗。最後,第三階段「服務原型測試與評估」,邀請三方使用者以放聲思考法依照指定的情境使用「比鄰Belink App」,並填寫整體使用評估量表,再根據測試結果與意見回饋提出第二版設計,修改操作模式、介面按鈕的位置、顏色與形狀等等。 總結,研究成果為:(1)發現住戶與管委會在溝通流程三階段的16個問題與痛點;(2)了解中壯年齡層住戶的智慧型手機使用經驗;(3)提出符合使用需求的「比鄰Belink App」四大功能設計;(4)完成App使用性測試與可行性評估,使用者滿意提供的功能,三方使用者可更即時、公開與正向地進行溝通;但易用性方面雖具備可記憶性但易學性低,需修改設計。研究成果可作為日後相關研究參考。

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