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題名 社群聊天機器人互動率探究與使用者行為分析
Investigation of Engagement Rate and Analysis of User Behavior for Chatbots on Social Media作者 馬翊
Ma, Yi貢獻者 陳聖智<br>廖峻鋒
Chen, Sheng-Chih<br>Liao, Chun-Feng
馬翊
Ma, Yi關鍵詞 社群聊天機器人
互動率
使用者行為
使用者體驗
科技接受模型
Chatbots on social media
Engagement rate
User behavior
User experience
Technology acceptance model日期 2020 上傳時間 3-Nov-2020 11:30:51 (UTC+8) 摘要 聊天機器人的概念發展至今已有七十年的歷程,隨著使用者的使用習慣轉變及行動裝置蓬勃發展,結合社群媒體之社群聊天機器人也日漸活絡,發展出各式各樣的應用情境,不但使對話式商務興起,更讓使用者與聊天機器人的距離越來越近,而社群聊天機器人即時且容易操作的特性,也被運用於社群媒體之客服服務或娛樂及遊戲服務上。在現今與社群媒體密不可分的世代,互動率及互動體驗更是成為一大評估社群媒體成效的重要指標,也因此開始有經營者將社群聊天機器人導入社群媒體中,藉由社群聊天機器人的力量提升社群媒體之互動率。在各式各樣的應用中,娛樂及遊戲型社群聊天機器人已有提升社群媒體互動率之實,但卻缺乏相關研究文獻以了解背後之歸因,而在進行服務流程及使用體驗優化時也缺乏相關依據。因此,本研究在進行互動率探究之外,也納入其他互動相關概念,與三位社群專家進行半結構式訪談,並搜集、觀察、整理實際一社群聊天機器人相關之數據指標為基礎,針對娛樂及遊戲型社群聊天機器人進行互動率之探討;也利用問卷調查法搜集346份問卷,以人機互動量表檢視使用者的互動感知程度和與再互動意願之間的關係;並實際製作社群聊天機器人貼文,與7位受測者進行測試、訪談與分析,以科技接受模型理論為基礎,探究使用者對於再互動之行為意向;除此之外,更透過與使用者的對話,實際繪製娛樂及遊戲型社群聊天機器人之使用者旅程地圖,以此作為服務及使用體驗優化之基礎。研究結果發現,娛樂及遊戲型社群聊天機器人可為品牌及其粉絲專頁帶來正向影響;「娛樂感」與「感知挑戰」為使用者決定是否進行再互動之考慮因素;另外,若能在滿足認知易用性及認知有趣性後,再額外滿足認知有用性,將能夠在使用者心中留下深刻印象,發揮價值作為使用者的社交資本;而在使用者類型分眾上,可分為連結共鳴型、自我滿足型、理性評估型、社交目的型等四種類型;在服務流程上,最需要改進的部分在留言回覆、同意GDPR、再互動意願、下次推播再互動等階段,應思考如何降低使用者的未知焦慮。
The concept of chatbot can be traced back to 70 years ago. With user habits changing and mobile devices establishing, chatbot designed for social media applications is now flourishing, with multiple functions being developed for various scenarios. Chatbot commerce is a rising business as users’ willingness to engage with chatbot increases. Chatbot’s accessibility and immediacy have been widely utilized in customer service for social media and entertainment purposes. As social media becomes a crucial part of our day-to-day life, engagement and interactivity are deemed vital when evaluating social media performances. Hence, chatbot is now utilized in social media operation as a means of optimizing interactivity with users.Among the various applications, chatbot for entertainment and gaming purposes have shown results in optimizing user interactivity. However, there is a lack of related research to analyze the causes behind such outcomes. References are also hard to acquire when utilizing chatbot or optimizing the user experience. The purpose of this study was to research the engagement of chatbot services. Other interactive concepts were also utilized in the study as well. Semi-structured interviews were conducted with three social media operators to gather and monitor the data, specifically focusing the engagement rate from chatbots used for entertainment and gaming purposes. 346 questionnaires were also collected, detailing surveyors’ human-computer interaction experience and their willingness to repeat the interactions. Chatbot experience were recreated for seven testees for interview and analytical purposes, using Technology Acceptance Model to analyze users’ willingness to repeat the chatbot experience. Furthermore, user journey maps were developed to exemplify their experiences with chatbots for further optimization purposes.The study indicated that chatbots for entertainment and gaming purposes can bring positive influence for brands and fan pages, while “entertainment” and “perceived task challenge” are considered determining factors for users to repeat the experience. In addition to sustaining users ’perceived ease of use and perceived enjoyment, perceived usefulness can enhance the experience and further the service as a social capital for the users. Four categories can be sorted based on the users’ demographic: relatability, satisfaction, rationality and sociability. In service produces, findings suggested that the parts that require the most improvement are the reply messages, GDPR agreement, willingness for repeated interaction and willingness to replicate actions when receiving further notification. 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國立政治大學
數位內容碩士學位學程
107462006資料來源 http://thesis.lib.nccu.edu.tw/record/#G0107462006 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) 馬翊 zh_TW dc.contributor.author (Authors) Ma, Yi en_US dc.creator (作者) 馬翊 zh_TW dc.creator (作者) Ma, Yi en_US dc.date (日期) 2020 en_US dc.date.accessioned 3-Nov-2020 11:30:51 (UTC+8) - dc.date.available 3-Nov-2020 11:30:51 (UTC+8) - dc.date.issued (上傳時間) 3-Nov-2020 11:30:51 (UTC+8) - dc.identifier (Other Identifiers) G0107462006 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/132458 - 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) 107462006 zh_TW dc.description.abstract (摘要) 聊天機器人的概念發展至今已有七十年的歷程,隨著使用者的使用習慣轉變及行動裝置蓬勃發展,結合社群媒體之社群聊天機器人也日漸活絡,發展出各式各樣的應用情境,不但使對話式商務興起,更讓使用者與聊天機器人的距離越來越近,而社群聊天機器人即時且容易操作的特性,也被運用於社群媒體之客服服務或娛樂及遊戲服務上。在現今與社群媒體密不可分的世代,互動率及互動體驗更是成為一大評估社群媒體成效的重要指標,也因此開始有經營者將社群聊天機器人導入社群媒體中,藉由社群聊天機器人的力量提升社群媒體之互動率。在各式各樣的應用中,娛樂及遊戲型社群聊天機器人已有提升社群媒體互動率之實,但卻缺乏相關研究文獻以了解背後之歸因,而在進行服務流程及使用體驗優化時也缺乏相關依據。因此,本研究在進行互動率探究之外,也納入其他互動相關概念,與三位社群專家進行半結構式訪談,並搜集、觀察、整理實際一社群聊天機器人相關之數據指標為基礎,針對娛樂及遊戲型社群聊天機器人進行互動率之探討;也利用問卷調查法搜集346份問卷,以人機互動量表檢視使用者的互動感知程度和與再互動意願之間的關係;並實際製作社群聊天機器人貼文,與7位受測者進行測試、訪談與分析,以科技接受模型理論為基礎,探究使用者對於再互動之行為意向;除此之外,更透過與使用者的對話,實際繪製娛樂及遊戲型社群聊天機器人之使用者旅程地圖,以此作為服務及使用體驗優化之基礎。研究結果發現,娛樂及遊戲型社群聊天機器人可為品牌及其粉絲專頁帶來正向影響;「娛樂感」與「感知挑戰」為使用者決定是否進行再互動之考慮因素;另外,若能在滿足認知易用性及認知有趣性後,再額外滿足認知有用性,將能夠在使用者心中留下深刻印象,發揮價值作為使用者的社交資本;而在使用者類型分眾上,可分為連結共鳴型、自我滿足型、理性評估型、社交目的型等四種類型;在服務流程上,最需要改進的部分在留言回覆、同意GDPR、再互動意願、下次推播再互動等階段,應思考如何降低使用者的未知焦慮。 zh_TW dc.description.abstract (摘要) The concept of chatbot can be traced back to 70 years ago. With user habits changing and mobile devices establishing, chatbot designed for social media applications is now flourishing, with multiple functions being developed for various scenarios. Chatbot commerce is a rising business as users’ willingness to engage with chatbot increases. Chatbot’s accessibility and immediacy have been widely utilized in customer service for social media and entertainment purposes. As social media becomes a crucial part of our day-to-day life, engagement and interactivity are deemed vital when evaluating social media performances. Hence, chatbot is now utilized in social media operation as a means of optimizing interactivity with users.Among the various applications, chatbot for entertainment and gaming purposes have shown results in optimizing user interactivity. However, there is a lack of related research to analyze the causes behind such outcomes. References are also hard to acquire when utilizing chatbot or optimizing the user experience. The purpose of this study was to research the engagement of chatbot services. Other interactive concepts were also utilized in the study as well. Semi-structured interviews were conducted with three social media operators to gather and monitor the data, specifically focusing the engagement rate from chatbots used for entertainment and gaming purposes. 346 questionnaires were also collected, detailing surveyors’ human-computer interaction experience and their willingness to repeat the interactions. Chatbot experience were recreated for seven testees for interview and analytical purposes, using Technology Acceptance Model to analyze users’ willingness to repeat the chatbot experience. Furthermore, user journey maps were developed to exemplify their experiences with chatbots for further optimization purposes.The study indicated that chatbots for entertainment and gaming purposes can bring positive influence for brands and fan pages, while “entertainment” and “perceived task challenge” are considered determining factors for users to repeat the experience. In addition to sustaining users ’perceived ease of use and perceived enjoyment, perceived usefulness can enhance the experience and further the service as a social capital for the users. Four categories can be sorted based on the users’ demographic: relatability, satisfaction, rationality and sociability. In service produces, findings suggested that the parts that require the most improvement are the reply messages, GDPR agreement, willingness for repeated interaction and willingness to replicate actions when receiving further notification. The study also indicated that minimizing users’ anxiety when engaging with unknown service is crucial for optimizing chatbot experience. en_US dc.description.tableofcontents 第一章 緒論 1第一節 研究背景與動機 1第二節 研究問題與目的 5第三節 研究流程 6第二章 文獻探討 7第一節 聊天機器人 7一、聊天機器人發展沿革 7二、對話式使用者介面 13三、社群聊天機器人 15第二節 互動與使用者行為 25一、互動探究 25二、使用者行為分析 28三、顧客旅程地圖 31第三節 Facebook與聊天機器人 33一、Facebook演算法與互動率 33二、娛樂及遊戲型社群聊天機器人導入Facebook貼文 34三、案例介紹——某知名影音內容平台粉絲專頁 42第四節 小結 47第三章 研究方法 48第一節 研究架構與對象 48第二節 研究流程 50一、第一階段:背景調查 50二、第二階段:問卷調查 53三、第三階段:測試、訪談與分析 57第四章 研究結果與分析 62第一節 專家訪談結果 62一、使用Facebook粉絲專頁的動機 62二、增進社群使用者互動的策略 63三、以SWOT分析Facebook社群聊天機器人的經營策略 64四、小結 69第二節 數據觀察整理結果 70一、數據來源與評估項目 70二、資料處理與統整 71三、內容觀察:分析與比較 77四、小結 83第三節 問卷調查結果 85一、互動深度分析 86二、互動感知程度分析 87三、再互動意願分析 88四、相關性 89第四節 測試、訪談與分析結果 91一、測試聊天機器人貼文內容設計 91二、測試訪談結果 95三、資料交叉比對 121第五章 結論 124第一節 討論與建議 124一、娛樂及遊戲型社群聊天機器人與社群互動之關係 124二、娛樂及遊戲型社群聊天機器人服務流程改善方向及原則 126三、娛樂及遊戲型社群聊天機器人之使用者行為分析 129第二節 研究限制 133第三節 後續研究與建議 135參考文獻 137附錄文件 147附錄一:專家訪談逐字稿 147附錄二:聊天機器人貼文設計內容 159附錄三:貼文測試訪談大綱 162附錄四:聊天機器人數據記錄截圖 166附錄五:使用者測試訪談逐字稿 168附錄六:個人簡歷 235 zh_TW dc.format.extent 7828303 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0107462006 en_US dc.subject (關鍵詞) 社群聊天機器人 zh_TW dc.subject (關鍵詞) 互動率 zh_TW dc.subject (關鍵詞) 使用者行為 zh_TW dc.subject (關鍵詞) 使用者體驗 zh_TW dc.subject (關鍵詞) 科技接受模型 zh_TW dc.subject (關鍵詞) Chatbots on social media en_US dc.subject (關鍵詞) Engagement rate en_US dc.subject (關鍵詞) User behavior en_US dc.subject (關鍵詞) User experience en_US dc.subject (關鍵詞) Technology acceptance model en_US dc.title (題名) 社群聊天機器人互動率探究與使用者行為分析 zh_TW dc.title (題名) Investigation of Engagement Rate and Analysis of User Behavior for Chatbots on Social Media en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 中文部分王凱、王存國、范錚強(2006)。線上環境中廣告情境呈現與執行手法對廣告效果的影響:廣告變化、訊息訴求與導引效果。資訊管理學報,13(3),1-28。池熙璿(譯)(2013)。這就是服務設計思考!(原作者:Marc Stickdorn、Jakob Schneider, 2011)。台北市:中國生產力中心。何舒軒、宋同正 (2014)。綜論服務設計學術研究發展。設計學報,19(2),53-74。宋同正 (2014)。序-服務設計的本質內涵和流程工具。設計學報,19(2),1-8。邱皓政(2020)。量化研究法(二):統計原理與分析技術 二版。台北市:雙葉。洪雪珍(2017)。為何聽算命、星座分析,都覺得超準?心理學家大公開:全球命理師都用「這一招」鐵口直斷。上網日期:2020 年 2 月 5 日。檢自:https://www.storm.mg/lifestyle/377724耿慶瑞(1999)。WWW互動廣告效果之研究。國立政治大學企業管理學系博士論文。臺北市。耿慶瑞(2000)。互動廣告之互動層次。廣告學研究,15,161-181。高敬原(2017)。小編注意!Facebook上濫用「讚」、「tag人」、「分享」將被懲罰降低觸及。上網日期:2020 年 2 月 5 日。檢自:https://www.bnext.com.tw/article/47490/facebook-fights-engagement-baiting-spam-in-your-news-feed張偉男、劉挺(2016)。〈聊天機器人技術的研究進展〉。《中國人工智慧學會通訊》,6(1),17-21。曹瀞云(2019)。台灣民法智能聊天機器人助理之研究與開發。實踐大學資訊科技與管理學系碩士班碩士論文。台北市。許維娟(2017)。人機互動傳播科技影響置入行銷購買意願之研究。中華印刷科技年報,372-402。陳奕君(2020)。台灣投資人對於機器人理財行為意圖之研究。政治大學國際經營與貿易學系學位論文。台北市。陳彥妤(2018)。探討聊天機器人的信任轉移及對使用者網路再購意圖之影響。國立中山大學資訊管理學系碩士班碩士論文。高雄市。陳英華(2020)。以科技接受模型探討台灣與泰國外送平台的購買意願。國立臺北教育大學東南亞區域管理碩士學位學程學位論文。台北市。創市際市場研究顧問(2018)。〈2018台灣網路報告〉。財團法人台灣網路資訊中心。上網日期:2019年12月14日。檢自:https://report.twnic.tw/2018/#generalCards喬宗凡(2012)。Facebook粉絲專頁社會互動形式與社會資本對知覺品牌關係品質之影響研究。世新大學公共關係暨廣告學研究所(含碩專班)碩士論文。臺北市。彭昱傑(2017)。聊天機器人系統設計與實作。國立中正大學資訊工程研究所碩士論文。嘉義縣。曾曉彤(2018)。臉書社群廣告效果研究 : Chatbot與貼文廣告效果之比較。國立政治大學傳播學院傳播碩士學位學程碩士論文。台北市。黃珮茹(2017)。對話式商務-探討聊天機器人使用情境如何影響使用意願。國立清華大學服務科學研究所碩士論文。新竹市。黃健芳(2019)。〈《FB演算法專題》小編必看!臉書演算法進化史 粉絲團操作「不能說的秘密」〉。上網日期:2020 年 2 月 5 日。檢自:http://www.limedia.tw/comm/4955/黃朝秋、賴薇如(譯)(2018)。設計聊天機器人:建立對話式體驗(原作者:A. 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