Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/54570
DC FieldValueLanguage
dc.contributor.advisor苑守慈zh_TW
dc.contributor.advisorYuan, Soe Tysren_US
dc.contributor.author劉榮鎮zh_TW
dc.contributor.authorLiu, Jung Chenen_US
dc.creator劉榮鎮zh_TW
dc.creatorLiu, Jung Chenen_US
dc.date2011en_US
dc.date.accessioned2012-10-30T03:21:24Z-
dc.date.available2012-10-30T03:21:24Z-
dc.date.issued2012-10-30T03:21:24Z-
dc.identifierG0099356023en_US
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/54570-
dc.description碩士zh_TW
dc.description國立政治大學zh_TW
dc.description資訊管理研究所zh_TW
dc.description99356023zh_TW
dc.description100zh_TW
dc.description.abstract隨著科技的快速變化,企業為了生存,除了產品,也應在服務上進行革命。服務創新成為每個企業都希望擁有的能力,然而,想像和現實是有差距的,大多數的企業因為環境因素而缺乏資源,但仍不得不去進行服務創新,這樣強求的結果通常是失敗的。本研究欲開發一個互動的雛型工具,提前建立服務創新雛形,幫助企業避免投資風險。但由於服務是無形的,所以這項工具想利用故事的方式闡述服務。對於企業需要的獨特的服務或產品,我們利用服務意象的主要概念,在故事中進行表達。在這項研究中,意象代表的是企業對其服務或產品的態度,目的是,企業可以測試自己的意象,並通過互動式雛型建置的過程中,令企業獲得新的服務創新靈感。zh_TW
dc.description.abstractAlong the fast changes in technology, business should revolute not only products but also services to survive. Service innovation becomes a popular competence that every business wants to have. However, there are the gap between intentions and results. Most of business are lack of resources but forced to do service innovation because of environment factors. The result usually is a failure. This research wants to develop an interactive prototyping tool to help business avoid the risk of investing on innovation by creating their service prototypes in advance. A service is always intangible and this prototyping tool would elaborate the prototype contents in a storytelling way. For business needing unique services or products, we adopt service image as the main concept in constructing the story prototype. In this research, an image represents the attitude of business toward its services or products. The goal of this research is that business can test its image and get new inspiration through the interactive prototyping process.en_US
dc.description.tableofcontentsCHAPTER 1 INTRODUCTION\n 1.1 Research Background and Motivation\n 1.2 Research Questions\n 1.3 Research Objectives and Contributions\n 1.4 Research Method\n 1.5 Content Organization\nCHAPTER 2 LITERATURE REVIEW\n 2.1 Prototyping\n 2.2 Story\n 2.3 Image\nChapter 3 MOTIVATION APPLICATION\n 3.1 uVoyage – the imagery-based service innovation platform\n 3.2 ImageCons System Architecture\nCHAPTER 4 IMAGE-BASED INTERACTIVE STORY PROTOTYPING\n 4.1 Conceptual Framework\n 4.2 User-centric Interactive Operating Module\n 4.3 Meaning Predictor (Recommender) Module\n 4.4 Story Structure Finder Module\n 4.5 Story Prototype Generator Module\nCHAPTER 5 An Application\n 5.1 An Application Scenario – Tourism industry\nCHAPTER 6 EVALUATION\n 6.1 Propositions\n 6.2 Experiment Design\n 6.3 Experiment Results\n 6.4 Discussion and Findings\nCHAPTER 7 CONCLUSION\n 7.1 Research Contributions\n 7.2 Managerial Implications\n 7.3 Limitation and Future works\n 7.4 Conclusion Remarkszh_TW
dc.language.isoen_US-
dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G0099356023en_US
dc.subject服務創新zh_TW
dc.subject互動式故事雛形zh_TW
dc.subject意象測試zh_TW
dc.subjectService Innovationen_US
dc.subjectInteractive Story Prototypingen_US
dc.subjectEmotion Annotatingen_US
dc.subjectImage Testingen_US
dc.title以互動式故事雛形法為基礎之服務意象體驗zh_TW
dc.titleInteractive Story Prototyping to Service Imageryen_US
dc.typethesisen
dc.relation.reference[1] Aronso, D. (1997). Applying the power of systems thinking to innovation. R&D Innovator, 6(2). \n[2] Blackburn, R. (2010). Prototype: Wiley International Encyclopedia of Marketing.\n[3] Bordegoni, M., Cugini, U., Caruso, G., & Polistina, S. (2009). Mixed prototyping for product assessment: a reference framework. International Journal on Interactive Design and Manufacturing, 3(3), 177-187. \n[4] BOSMA, J.F., Truby, HM, & LIND, J. (1965). Cry motions of the newborn infant. Acta Padiatrica, 54, 60-92. \n[5] Cardoso J, Winkler M, Voigt K. (2009). A service description language for the internet of services. Paper presented at the international symposium on services science, Logos, Berlin.\n[6] Cartwright, A.J. (1997). Interactive prototyping- challenge for computer based design. Research in Engineering Design, 9(1), 10-19. \n[7] Daphne Yuan, S. T. (2011). Service System Design: A Sign-Value-Based Approach. Paper presented at the The Art & Science of Service. \n[8] Denis, M., & Greenbaum, C.T. (1991). Image and cognition: Harvester Wheatsheaf.\n[9] Dobni, D., & Zinkhan, G.M. (1990). In search of brand image: A foundation analysis. Advances in consumer research, 17(1), 110-119. \n[10] Floyd, C. (1984). A systematic look at prototyping. Approaches to prototyping, 1, 1-18. \n[11] Frederick P. Brooks, Jr. (1987). Walkthrough-a dynamic graphics system for simulating virtual buildings. Paper presented at the Proceedings of the 1986 workshop on Interactive 3D graphics, Chapel Hill, North Carolina, United States. \n[12] Gardner, B.B., & Levy, S.J. (1955). The product and the brand. Harvard Business Review, 33(2), 33-39. \n[13] Hevner, A.R., March, S.T., Park, J., & Ram, S. (2004). Design science in information system research. Mis Quarterly, 28(1), 75-105.\n[14] Insight, P. (2007). Seizing the White Space: Innovative Service Concepts in the United States. Technology Review, 205(2007).\n[15] Kobayashi, S. 1992. Color Image Scale, New York, NY: Kodansha International.\n[16] Nunamaker Jr, J.F., & Chen, M. (1991). Systems development in information systems research.\n[17] Ou, Li-Chen, Luo, M. Ronnier, Woodcock, Andrée, & Wright, Angela. (2004). A study of colour emotion and colour preference. Part I: Colour emotions for single colours. Color Research & Application, 29(3), 232-240. doi: 10.1002/col.20010\n[18] Phillips, M. A., and Huntley, C. (2001). Dramatica: A New Theory of Story (4 ed.): Screenplay Systems.\n[19] Piela, P., Katzenberg, B., & McKelvey, R. (1992). Integrating the user into research on engineering design systems. Research in Engineering Design, 3(4), 211-221. \n[20] Propp, V.I.A. (1968). Morphology of the Folktale (Vol. 9): Univ of Texas Pr.\n[21] Ragatz, G.L., Handfield, R.B., & Scannell, T.V. (1997). Success factors for integrating suppliers into new product development. Journal of product innovation management, 14(3), 190-202. \n[22] Shin, Y., Kim, Y., & Kim, E.Y. (2010). Automatic textile image annotation by predicting emotional concepts from visual features. Image and Vision Computing, 28(3), 526-537. \n[23] Shostack, G.L. (1982). How to design a service. European Journal of Marketing, 16(1), 49-63. \n[24] Szafron, D., Carbonaro, M., Cutumisu, M., Gillis, S., McNaughton, M., Onuczko, C., Roy, T., Schaeffer, J. (2005). Writing interactive stories in the classroom. Interactive Multimedia Electronic Journal of Computer-Enhanced Learning (IMEJ), 7(1), 13. \n[25] Truby, J. (2007). The anatomy of story: 22 steps to becoming a master storyteller: Faber & Faber.\n[26] Wernerfelt, B. (1997). A resource-based view of the firm. Resources, firms, and strategies: A reader in the resource-based perspective. \n[27] Yang, C.Y., & Yuan, S.T. (2010). Color Imagery for Destination Recommendation in Regional Tourism. PACIS 2010 Proceedings. Paper 123.zh_TW
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