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題名 以服務設計方法導入發展羽球行動平台促進使用者體驗與成效評估
Service Design for Badminton Mobile Platform to Improve User Experience and Effectiveness Evaluation作者 余君濤
Yee, Kuan-Tho貢獻者 陳聖智<br>廖峻鋒
Chen, Sheng-Chih<br>Liao, Chun-Feng
余君濤
Yee, Kuan-Tho關鍵詞 羽球行動平台
服務設計
動機理論
互動設計
使用者體驗
科技接受模式
Badminton Mobile Platform
Service Design
Motivation Theory
Interactive Design
User Experience
Technology Acceptance Model (TAM)日期 2019 上傳時間 5-Sep-2019 17:26:37 (UTC+8) 摘要 羽球運動是一個廣受各年齡層民眾喜愛的運動,因其易於參與且極富趣味性,讓民眾享受其中並可同時維持身體健康。網際網路與行動裝置的蓬勃發展,民眾可以利用這些科技來得到相關資訊,最重要的是可以輔助其運動的行為。科技與運動密切的結合,幫助民眾提升健康,也可以協助民眾培養運動習慣。然而在羽球運動當中,一般民眾如大學生在參與的過程中會遇到很多障礙如時間、場地與缺少同伴。因應行動裝置的普及,且目前羽球行動平台功能雜而不實,未能真正滿足使用者的需求,本研究擬開發設計一款行動平台,以使用者體驗為中心發想,利用服務設計加以改善服務系統,並提供新服務,進一步提升使用者參與羽球運動的意願。本研究以IDEA服務設計流程為研究主軸,在探索階段首先透過文獻與探討案例分析:羽球特性、服務設計、動機理論、互動設計、使用者體驗等面向,深度訪談羽球參與者及專家,得出其需求與服務缺口,釐清利害人關係,並繪製顧客旅程地圖。進入到設計階段後定義服務簡述,繪製服務藍圖,將服務可視化,並彙整需求分析,進行功能設計提升使用者的運動體驗。因此在執行階段,本研究設計一款羽球行動平台『Playminton』,提供七大功能:『場地』、『球隊』、『揪團』、『社群』、『教學』、『資訊』、『商城』,整合羽球資源,提供羽球行動服務,解決使用者長期以來面臨到的問題。最後進入到評估階段,運用放聲思考法,測試評價『Playminton』行動平台,驗證其是否可提供適合的服務予使用者。依據測試結果再進行修改設計,完善『Playminton』帶來的服務體驗。總結來說,本研究成果為:(1) 從發掘大學生及研究生所面臨到參與羽球運動的痛點,運用服務設計思維,給予解決的方案,並進一步的提供加值服務;(2) 提出符合使用者需求的『Playminton』羽球行動平台之七大功能;(3) 完成使用者評測,在『有用性』、『易用性』、『有趣性』均得到良好的評價,未來可持續擴展更多功能,設計出良好體驗之羽球行動服務平台。
Badminton is one of the most popular sports of all ages. Easy participation and amusement allow the public to enjoy it and maintain good health at the same time. The rapid development of the internet and mobile devices make it possible for the public to acquire relevant information from these technologies, furthermore, to have their exercise behavior assisted. The close combination of technology and sports enables people to improve their health and develop exercise habits.However, while participating in badminton, the public, such as college students, may encounter many obstacles such as time, finding a court or lack of companions. Because of the popularity of mobile devices, and the impractical function of current badminton mobile platform that fails to meet the user needs, this study intends to develop and design a user-centered mobile platform, which improves the previous service system with service design and provides new services that enhance users` willingness to participate in badmintonThe IDEA service design process is taken as the main axis of this research. In the research cycle, literature and case study were performed based on badminton characteristics, service design, motivation theory, interactive design, and user experience, etc. Next, an in-depth interview with badminton players and experts was carried out to identify the user needs and service gaps, as well as to clarify the stakeholder relationship. A customer journey map was created afterward.In the design cycle, the research worked toward defining the service briefly, drawing the service blueprint and visualizing the service. Having the need analysis collected and organized, the functional design was implemented to improve the user`s exercise experience.Therefore, in the execute cycle, a badminton mobile platform, "Playminton", was designed. It provides seven functions: "badminton court", "team", "play together", "community", "teaching", "information" and "shopping" that integrates badminton resources and offers badminton mobile services to solve problems that users have faced for a long time.Finally, in the evaluation cycle, the think-aloud method was applied to test and evaluate the "Playminton" mobile platform and to verify whether the platform can provide suitable services to the users. The design was modified afterward based on the test result, attempting to improve the service experience provided by the "Playminton" mobile platform.In conclusion, the results of this study were as follows. (1) Identify the pain points faced by college students and graduate students while participating in badminton sports. Offer solutions by adopting service design thinking, and further provide value-added services. (2) Propose seven functions of the "Playminton" badminton mobile platform that meets the user`s needs. (3) The attributes, "usefulness", "usability", and "enjoyable", had received good results in the user evaluation. In the future, it is expected that more functions can be expanded to design a platform for a good badminton mobile service experience.參考文獻 中文文獻丁聰聰 (2017)。現代科技對羽毛球運動發展的影響研究。運動,16,25-26。王春貴、林瑞興 (2010)。羽球運動之介紹與生理探討。屏東教大體育,13,21-25。方裕民 (2003)。人與物的對話:互動介面設計理論與實務:田園城市出版社。王修曉 (譯) (2007)。研究方法概論(原作者:Ruane, J. 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國立政治大學
數位內容碩士學位學程
104462014資料來源 http://thesis.lib.nccu.edu.tw/record/#G0104462014 資料類型 thesis dc.contributor.advisor 陳聖智<br>廖峻鋒 zh_TW dc.contributor.advisor Chen, Sheng-Chih<br>Liao, Chun-Feng en_US dc.contributor.author (Authors) 余君濤 zh_TW dc.contributor.author (Authors) Yee, Kuan-Tho en_US dc.creator (作者) 余君濤 zh_TW dc.creator (作者) Yee, Kuan-Tho en_US dc.date (日期) 2019 en_US dc.date.accessioned 5-Sep-2019 17:26:37 (UTC+8) - dc.date.available 5-Sep-2019 17:26:37 (UTC+8) - dc.date.issued (上傳時間) 5-Sep-2019 17:26:37 (UTC+8) - dc.identifier (Other Identifiers) G0104462014 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/125905 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 數位內容碩士學位學程 zh_TW dc.description (描述) 104462014 zh_TW dc.description.abstract (摘要) 羽球運動是一個廣受各年齡層民眾喜愛的運動,因其易於參與且極富趣味性,讓民眾享受其中並可同時維持身體健康。網際網路與行動裝置的蓬勃發展,民眾可以利用這些科技來得到相關資訊,最重要的是可以輔助其運動的行為。科技與運動密切的結合,幫助民眾提升健康,也可以協助民眾培養運動習慣。然而在羽球運動當中,一般民眾如大學生在參與的過程中會遇到很多障礙如時間、場地與缺少同伴。因應行動裝置的普及,且目前羽球行動平台功能雜而不實,未能真正滿足使用者的需求,本研究擬開發設計一款行動平台,以使用者體驗為中心發想,利用服務設計加以改善服務系統,並提供新服務,進一步提升使用者參與羽球運動的意願。本研究以IDEA服務設計流程為研究主軸,在探索階段首先透過文獻與探討案例分析:羽球特性、服務設計、動機理論、互動設計、使用者體驗等面向,深度訪談羽球參與者及專家,得出其需求與服務缺口,釐清利害人關係,並繪製顧客旅程地圖。進入到設計階段後定義服務簡述,繪製服務藍圖,將服務可視化,並彙整需求分析,進行功能設計提升使用者的運動體驗。因此在執行階段,本研究設計一款羽球行動平台『Playminton』,提供七大功能:『場地』、『球隊』、『揪團』、『社群』、『教學』、『資訊』、『商城』,整合羽球資源,提供羽球行動服務,解決使用者長期以來面臨到的問題。最後進入到評估階段,運用放聲思考法,測試評價『Playminton』行動平台,驗證其是否可提供適合的服務予使用者。依據測試結果再進行修改設計,完善『Playminton』帶來的服務體驗。總結來說,本研究成果為:(1) 從發掘大學生及研究生所面臨到參與羽球運動的痛點,運用服務設計思維,給予解決的方案,並進一步的提供加值服務;(2) 提出符合使用者需求的『Playminton』羽球行動平台之七大功能;(3) 完成使用者評測,在『有用性』、『易用性』、『有趣性』均得到良好的評價,未來可持續擴展更多功能,設計出良好體驗之羽球行動服務平台。 zh_TW dc.description.abstract (摘要) Badminton is one of the most popular sports of all ages. Easy participation and amusement allow the public to enjoy it and maintain good health at the same time. The rapid development of the internet and mobile devices make it possible for the public to acquire relevant information from these technologies, furthermore, to have their exercise behavior assisted. The close combination of technology and sports enables people to improve their health and develop exercise habits.However, while participating in badminton, the public, such as college students, may encounter many obstacles such as time, finding a court or lack of companions. Because of the popularity of mobile devices, and the impractical function of current badminton mobile platform that fails to meet the user needs, this study intends to develop and design a user-centered mobile platform, which improves the previous service system with service design and provides new services that enhance users` willingness to participate in badmintonThe IDEA service design process is taken as the main axis of this research. In the research cycle, literature and case study were performed based on badminton characteristics, service design, motivation theory, interactive design, and user experience, etc. Next, an in-depth interview with badminton players and experts was carried out to identify the user needs and service gaps, as well as to clarify the stakeholder relationship. A customer journey map was created afterward.In the design cycle, the research worked toward defining the service briefly, drawing the service blueprint and visualizing the service. Having the need analysis collected and organized, the functional design was implemented to improve the user`s exercise experience.Therefore, in the execute cycle, a badminton mobile platform, "Playminton", was designed. It provides seven functions: "badminton court", "team", "play together", "community", "teaching", "information" and "shopping" that integrates badminton resources and offers badminton mobile services to solve problems that users have faced for a long time.Finally, in the evaluation cycle, the think-aloud method was applied to test and evaluate the "Playminton" mobile platform and to verify whether the platform can provide suitable services to the users. The design was modified afterward based on the test result, attempting to improve the service experience provided by the "Playminton" mobile platform.In conclusion, the results of this study were as follows. (1) Identify the pain points faced by college students and graduate students while participating in badminton sports. Offer solutions by adopting service design thinking, and further provide value-added services. (2) Propose seven functions of the "Playminton" badminton mobile platform that meets the user`s needs. (3) The attributes, "usefulness", "usability", and "enjoyable", had received good results in the user evaluation. In the future, it is expected that more functions can be expanded to design a platform for a good badminton mobile service experience. en_US dc.description.tableofcontents 致謝................................................I中文摘要...........................................II英文摘要..........................................III圖目錄...........................................VIII表目錄............................................XII第壹章、緒論................................................1第一節 研究背景與動.................................1第二節 研究問題.....................................4第三節 研究目的.....................................4第四節 研究流程.....................................5第四節 論文研究架構.................................8第貳章、文獻探討............................................9第一節 羽球運動.....................................9一、羽球運動之歷史..................................9二、羽球規則介紹....................................10三、羽球運動的特性..................................10第二節 服務設計.....................................12一、服務設計之理論..................................12二、服務設計之流程..................................13三、服務設計之工具..................................16第三節 動機理論與學習成效...........................19一、動機之理論......................................19二、學習成效評估....................................23第四節 互動設計.....................................25一、互動設計理論....................................25二、使用者體驗......................................27三、人機介面設計....................................29四、科技接受模式....................................33第五節 案例分析.....................................35一、Nike運動........................................35二、愛羽客..........................................36三、羽球找臨打......................................38四、羽球共和國網站..................................38五、臉書羽球社團-羽你同行...........................40第参章、研究方法............................................42第一節 研究設計.....................................42第二節 操作步驟.....................................45第三節 原型評估方式.................................47第肆章、創作設計............................................48第一節 調查分析.....................................48一、深度訪談........................................48二、訪談問題 (大學生和研究生).......................48三、訪談問題(專家)................................49四、利害關係人地圖..................................51五、痛點歸納........................................52六、顧客旅程地圖....................................56七、需求分析........................................59第二節 設計概念.....................................60一、設計原則........................................60二、功能設計........................................63第三節 原型介面設計.................................67一、功能架構與使用流程..............................67二、創新服務內容與功能..............................69三、羽球運動行動平台系統應用建置規劃結果............70四、初步分析與改善..................................74五、最終版本介面設計與使用流程......................75第伍章、服務評測與分析討論..................................95第一節 評測實驗設計.................................95一、受測者資訊......................................95二、評測實驗流程....................................96三、任務一:知覺價值體驗............................97四、任務二:功能與服務體驗..........................98第二節 使用者評測結果與檢討........................102一、Playminton行動平台知覺價值體...................103二、Playminton行動平台功能與服務體驗...............104第陸章、結論與未來展望.....................................111第一節 結論與貢獻..................................111第二節 未來展望....................................113一、商業規劃.......................................113二、功能擴展與優化.................................114第三節 研究建議....................................116第四節 研究限制....................................117參考文獻...........................................118附錄...............................................126簡歷...............................................173 zh_TW dc.format.extent 5738009 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0104462014 en_US dc.subject (關鍵詞) 羽球行動平台 zh_TW dc.subject (關鍵詞) 服務設計 zh_TW dc.subject (關鍵詞) 動機理論 zh_TW dc.subject (關鍵詞) 互動設計 zh_TW dc.subject (關鍵詞) 使用者體驗 zh_TW dc.subject (關鍵詞) 科技接受模式 zh_TW dc.subject (關鍵詞) Badminton Mobile Platform en_US dc.subject (關鍵詞) Service Design en_US dc.subject (關鍵詞) Motivation Theory en_US dc.subject (關鍵詞) Interactive Design en_US dc.subject (關鍵詞) User Experience en_US dc.subject (關鍵詞) Technology Acceptance Model (TAM) en_US dc.title (題名) 以服務設計方法導入發展羽球行動平台促進使用者體驗與成效評估 zh_TW dc.title (題名) Service Design for Badminton Mobile Platform to Improve User Experience and Effectiveness Evaluation en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 中文文獻丁聰聰 (2017)。現代科技對羽毛球運動發展的影響研究。運動,16,25-26。王春貴、林瑞興 (2010)。羽球運動之介紹與生理探討。屏東教大體育,13,21-25。方裕民 (2003)。人與物的對話:互動介面設計理論與實務:田園城市出版社。王修曉 (譯) (2007)。研究方法概論(原作者:Ruane, J. 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