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題名 顧客價值創造: 以台灣互動媒體整合服務為例
Customer value creation: case study of Taiwan`s Interactive Design Company
作者 劉家齊
Liu, Chia Chyi
貢獻者 溫肇東
劉家齊
Liu, Chia Chyi
關鍵詞 價值創造
顧客價值
互動設計
互動媒體整合設計
廠商資源
Value Creation
Customer Value
Interactive Design
Media Intergration Design
Firm Resource
日期 2010
上傳時間 29-九月-2011 16:41:16 (UTC+8)
摘要 台灣近年來逐漸可以看到互動媒體整合設計的應用,然而此類服務仍屬於發展中的產業,顧客使用互動媒體整合設計產品的需求亦尚未明確。本研究以價值創造的角度,探討在顧客價值尚未明確的情況之下,互動媒體整合設計公司(1)創造何種價值,(2)如何創造價值,以及(3)廠商活動與廠商資源的關係。本研究發現,(1) 互動媒體整合設計公司能同時創造資訊功能、互動功能、情境塑造功能之「整合」價值,(2) 互動媒體整合設計公司以建造模組、經營社群網絡、視顧客為開發團隊的方式創造價值,(3) 互動媒體整合設計公司會應用自身廠商資源進行價值創造,每一次專案所進行的廠商活動,也會影響廠商獲取之資源。
In recent years, the application of interactive design in Taiwan has boarden. Still, the customer value remains implicit, while consumer needs stays unclear. In this situation, this rescearch explains: (1) What value do interactive design companies create? (2) How do interactive design companies create value? (3) When creating value, what is the relationship between firm’s activity and firm’s resourses? The findings of this research demonstrate: (1) Interactive design companies create the intergrated value of information function, interactive function, and sensorial fuction. (2) Interactive design companies use methods in the process of value creation such as module building, network managing, and incorporate customers into develop team to achieve the consensus of customer value. (3) Interactive design companies utilize its’ recourses in the process of value creation, while the process of value creation also influence its’ recourses.
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 2
     第三節 研究範圍與限制 2
     
     第二章 文獻探討 3
     第一節 價值創造相關研究 4
     壹、價值創造 4
     貳、顧客價值 8
     參、企業資源與能力 12
     第二節 互動設計相關研究 14
     壹、互動設計定義與範疇 14
     貳、互動設計的功能 16
     參、台灣互動設計產業背景 19
     
     第三章 研究架構與方法 25
     第一節 研究架構 25
     第二節 個案選擇 28
     第三節 研究方法 30
     第四節 資料蒐集方法 31
     
     第四章 個案研究 33
     第一節 爻域互動科技設計 33
     壹、公司簡介 33
     貳、moJo iCuisine互動式餐廳專案 37
     參、永慶房屋iOrang互動式簡報牆專案 49
     第二節 天工開物 62
     壹、公司簡介 62
     貳、諾基亞&台灣大哥大聖誔節行銷專案 65
     參、統一超商行銷活動專案 74
     
     第三節 個案分析
     壹、「商品組合-廠商活動」的過程 82
     貳、「廠商活動-顧客」的過程 83
     參、「廠商活動-廠商資源」的過程 85
     第五章 研究發現 89
     第一節 互動設計公司能為顧客創造何種價值? 89
     第二節 台灣互動設計公司如何創造價值 90
     第三節 創造價值的過程中,廠商活動與廠商資源的關係為何? 91
     第六章 研究結論與建議 93
     第一節 研究結論 93
     第二節 產業貢獻 94
     第三節 學術貢獻 95
     第四節 後續研究建議 96
     
     參考文獻 97
參考文獻 壹、中文部分
1. 吳思華(1996)。策略九說(第一版)。台北:麥田出版社。
2. 周文祥、詹文通、江政達譯(1999),Peter Drucker原著。管理的實踐(第一版)。台北:中天出版社。
3. 蔡子瑋、何明泉(1997)。資訊時代的設計趨勢。設計,74,46-50。
4. 蔡佳珍譯(2002)。Harvey Thompson原著,企業獲利之顧客觀點(初版)。台北:麥格羅希爾。
5. 游曉貞(1999)。資訊設計於視覺傳達設計之發展。跨世紀視覺設計研討會論文集,崑山技術學院。
6. 鄭泰昇(2011)。互動建築: 空間即媒體、界面與機器人。台北市,田園城市文化事業有限公司
7. 蕭雅貞(2006)。使用者需求之互動設計研究 - 以GameBike 為例。元智大學碩士論文。
貳、英文部分
1. Albrecht, K. (1994). Customer value, Executive Excellence, Vol. 11, September, 14-15.
2. Andrews, Philip P. & Hahn, Jerome (1998). Transforming supply chains into value webs. Strategy & Leadership, July / August 1998: 7-1.
3. Barfield,W., Hendrix, C. (1995). Presence within virtual environments as a function of visual display parameters, Presence, 5 (3), 274-89.
4. Barney, J. B. (1986). Type of Competition and the Theory of Strategy: Toward an Integrative Framework. Academy of Management Review, 11, No.4, 791-800.
5. Barney, J. B. (1991). Firm resources and sustained competitive advantage. Journal of Management, 17, 99-120.
6. Bowman, C., Ambrosini, V. (2000). Value creation versus value capture: Towards a coherent definition of value in strategy. British Journal of Management, 11: 1–15.
7. Baldwin, C. Y., Clark, K. B. (2000). Design Rules. MIT Press, Cambridge, MA.
8. Collis, D.J., C.A. Montgomery (1995). Competing on Resources:Strategy in the 1990’s, Harvard Business Review, 73(4),118-128.
9. Collis, David J., & Cynthia A. Montgomery(1997). Corporate Strategy: Resources and the Scope of the Firm. Chicago: Irwin.
10. D` Aveni, R. A. (1994). Hypercompetition: Managing the Dynamics of Strategic Maneuvering. New York: Free Press.
11. Dierickx, I., K. Cool (1989). Assets Stock Accumulation and Sustainability of Competitive Advantage. Management Science, 35, No.12, 1504-1511.
12. Dix, A., Finlay J., Abowd,G. & Beale, R. (1998). Human-Computer Interaction, second edition. New York: Prentice Hall.
13. Donald, A. N.(2002). The Design of Everyday Things. New York: Basic Books ISBN: 0-465-06710-7.
14. Drucker, P. F. (1973). Management. New York: Harper & Row.
15. Edvinsson, L. & M. S. Malone (1997). Intellectual Capital-Realizing Your Company’s True Value by Finding It’s Hidden Roots. New York: Harper Business.
16. Gale, B. T. (1994). Managing Customer Value. New York: Free Press.
17. Goodstein, L. D., H. E. Butz (1998). Customer Value: The linchpin of organizational Change, Organizational Dynamics. Vol. 27, Iss. 1, 21-34.
18. Grant, R.M.(1991). The Resource-Based Theory of Competitive Advantage:Implication for Strategy Formulation, California Management Review, 114-133.
19. Hassenzahl, M. (2003). The thing and I: Understanding the relationship between user and product. In Blythe, Monk, Overbeeke and Wright (Eds.) Funology: From usability to enjoyment. Dordrecht, The Netherlands ; Boston, Mass. : Kluwer Academic Publishers, c2003.
20. Hamel, Gary, Prahalad, C.K.(1994). Competing for the Future:Breakthrough Strategies for Seizing Control of Your Industry and Creating of Tomorrow, Cambridge, MA:Harvard Business School Press.
21. Jeng , Taysheng, Lee, Chia-Hsun Lee, Chen, Chi, Ma ,Yu-Pin Ma (2002). Social and Interaction Issues in a Human-Centered Reactive Environment, Proceedings of CAADRIA2002, Malaysia.
22. Keiichi, Sato N., Schapira, E., Kettebekov, S., Sharma,R. (2002). Multi-modal Human Computer Interaction for Crisis Management Systems. IEEE Workshop on Applications of Computer Vision, 203-207.
23. Keiichi, S., Youn-kyung, L.(2000) .Physical Interaction and Multi-Aspect Representation for Information Intensive Environments. Proceedings of the 2000 IEEE International Workshop on Robot and Human Interactive Communication, 436–443.
24. Krahnstoever, N., Schapira, E., Kettebekov,S., Sharma, R. (2002). Multimodal HumanComputer Interaction for Crisis Management Systems.IEEE Workshop on Aplications of Computer Vision,203-207.
25. Kristof.R, Satran, A.(1995). Interactivity by design , CA: Adobe Press. Computer Interaction, 12, 93-129.
26. Leonard, Barton, D. (1992). Core Capabilities and Core Rigidities: A Paradox in Managing New Product Development. Strategic Management Journal, 13, 111-125.
27. Lepak, D.P., Smith, K.G. (2007). Value creation & value capture: A multilevel perspective. Academy of Management Review, 32(1), 180-194.
28. Lessiter, J., Freeman, J., Keogh, E., Davidoff, J.,(2000). Development of a New Cross-Media Presence Questionnaire : The ITC-Sense of 90 PresenceInventory , Paper presented at Presence 2000–3rd International Workshop on Presence (2000). Techniek Museum, Delft, The Netherlands. 27-28 March.
29. Norman, Draper (1986). User-centered system design: New perspectives on humancomputer interaction, NJ: Lawrence Erlbaum Associates.
30. Normann, R., R. Ramirez. (1993). From Value Chain to Value Constellation: Designing Interactive Strategy. Harvard Business Review July/August, 65-77.
31. Oviatt,S.L.(1997). Multimodal interactive maps: designing for human performance. Human Computer Interaction, 12, 93-129.
32. Penrose, E. T. (1959). The Theory of the Growth of the Firm. Basil Blackwl, London.
33. Prahalad, C. K., Hamel, G.(1990). The Core Competence of the Corporation, Harvard Business Review, May-Jane, 79-91.
34. Preece,J., Rogers,Y., Sharp, H., (2002). Interaction Design : Beyond Human-Computer Interaction, NY: John Wiley & Sons.
35. Porter, Michael E.(1985). Competitive Advantage: Creating and Sustaining Superior Performance. The Free Press.
36. Salz, N. (2001). Engaging The Entire Organization in Delivering Customer Value, Journal for Quality & Participation. Vol. 24, Iss. 1, pp. 52-53.
37. Shedroff , N., (1999). A Unified Field Theory of Design. In R. Jacobson (Ed) , Information interaction design , MA: MIT Press, 267-292.
38. Slater, S. F. (1997). Developing a Customer Value-Based Theory of the Firm, Academy of Marketing Science. Vol. 25, Iss. 2, 162 -167.
39. Steuer, Jonathan, (1992). Defining Virtual Reality: Dimensions Determining Telepresence, Journal of Communication, 42(4), 73-93.
40. Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science 12 (1): 257–285.
41. Tayles, M. (2002). Goodbye ‘Customer Satisfaction’, Hello ‘Customer Success’”, Canadian Electronics. Vol. 17, Iss. 3, 6-7.
42. Tampoe, M.(1994). Exploiting the core competitive of your organization. Long Range Planning, 27 (4), 66-77.
43. Teece, D. J., Pisano, G., Shuen, A.(1997). Dynamic Capabilities and Strategic Management. Strategic Management Journal, 18, No.7, 509-533.
44. Walter, A. (1999). Relationship Promoters: Driving Forces for Successful Customer Relationships, Industrial Marketing Management. Vol. 28, 537-551.
45. Wernerfelt, B. (1984). A Resource-Based View of the Firm. Strategic Management Journal, 5, 171-180.
46. Wildbur, P., & Burke, M. (1998). Information graphics. London:Thames and Hudson.
47. William, J. Mitchell(1995). The Logic of Architecture: Design, Computation, and Cognition, trans. by Yu-Tung Liu, Taipei: Hu Su Book.
48. Woodruff, R. B. (1997). Customer Value: The Next Source for Competitive Advantage, Journal of the Academy of Marketing Science. Vol. 25, Iss. 2, 139-153.
參、網路資料
1. Bolullo, R. (2001). Interaction design: More than interface, from the World Wide Web: http://bolullo.com/roberto/tooics.html
2. International Institute of Information Design (2000). Definitions. Retrieved Feb, 2001, from the World Wide Web: http://www.iiid.net/Definition-e.html.
3. 經濟部展示科技發展聯誼會示範案例輔導計(2011): http://www.exhibit-tech.org/expo_sig/background.php
4. 天工開物股份有限公司官方網站(2011): http://www.techartgroup.com/
5. 爻域互動科技設計股份有限公司官方網站(2011): http://moxie-tw.com.tw/xxtralab/v2c/index.html
描述 碩士
國立政治大學
科技管理研究所
98359005
99
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0098359005
資料類型 thesis
dc.contributor.advisor 溫肇東zh_TW
dc.contributor.author (作者) 劉家齊zh_TW
dc.contributor.author (作者) Liu, Chia Chyien_US
dc.creator (作者) 劉家齊zh_TW
dc.creator (作者) Liu, Chia Chyien_US
dc.date (日期) 2010en_US
dc.date.accessioned 29-九月-2011 16:41:16 (UTC+8)-
dc.date.available 29-九月-2011 16:41:16 (UTC+8)-
dc.date.issued (上傳時間) 29-九月-2011 16:41:16 (UTC+8)-
dc.identifier (其他 識別碼) G0098359005en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/50802-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 科技管理研究所zh_TW
dc.description (描述) 98359005zh_TW
dc.description (描述) 99zh_TW
dc.description.abstract (摘要) 台灣近年來逐漸可以看到互動媒體整合設計的應用,然而此類服務仍屬於發展中的產業,顧客使用互動媒體整合設計產品的需求亦尚未明確。本研究以價值創造的角度,探討在顧客價值尚未明確的情況之下,互動媒體整合設計公司(1)創造何種價值,(2)如何創造價值,以及(3)廠商活動與廠商資源的關係。本研究發現,(1) 互動媒體整合設計公司能同時創造資訊功能、互動功能、情境塑造功能之「整合」價值,(2) 互動媒體整合設計公司以建造模組、經營社群網絡、視顧客為開發團隊的方式創造價值,(3) 互動媒體整合設計公司會應用自身廠商資源進行價值創造,每一次專案所進行的廠商活動,也會影響廠商獲取之資源。zh_TW
dc.description.abstract (摘要) In recent years, the application of interactive design in Taiwan has boarden. Still, the customer value remains implicit, while consumer needs stays unclear. In this situation, this rescearch explains: (1) What value do interactive design companies create? (2) How do interactive design companies create value? (3) When creating value, what is the relationship between firm’s activity and firm’s resourses? The findings of this research demonstrate: (1) Interactive design companies create the intergrated value of information function, interactive function, and sensorial fuction. (2) Interactive design companies use methods in the process of value creation such as module building, network managing, and incorporate customers into develop team to achieve the consensus of customer value. (3) Interactive design companies utilize its’ recourses in the process of value creation, while the process of value creation also influence its’ recourses.en_US
dc.description.abstract (摘要) 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 2
     第三節 研究範圍與限制 2
     
     第二章 文獻探討 3
     第一節 價值創造相關研究 4
     壹、價值創造 4
     貳、顧客價值 8
     參、企業資源與能力 12
     第二節 互動設計相關研究 14
     壹、互動設計定義與範疇 14
     貳、互動設計的功能 16
     參、台灣互動設計產業背景 19
     
     第三章 研究架構與方法 25
     第一節 研究架構 25
     第二節 個案選擇 28
     第三節 研究方法 30
     第四節 資料蒐集方法 31
     
     第四章 個案研究 33
     第一節 爻域互動科技設計 33
     壹、公司簡介 33
     貳、moJo iCuisine互動式餐廳專案 37
     參、永慶房屋iOrang互動式簡報牆專案 49
     第二節 天工開物 62
     壹、公司簡介 62
     貳、諾基亞&台灣大哥大聖誔節行銷專案 65
     參、統一超商行銷活動專案 74
     
     第三節 個案分析
     壹、「商品組合-廠商活動」的過程 82
     貳、「廠商活動-顧客」的過程 83
     參、「廠商活動-廠商資源」的過程 85
     第五章 研究發現 89
     第一節 互動設計公司能為顧客創造何種價值? 89
     第二節 台灣互動設計公司如何創造價值 90
     第三節 創造價值的過程中,廠商活動與廠商資源的關係為何? 91
     第六章 研究結論與建議 93
     第一節 研究結論 93
     第二節 產業貢獻 94
     第三節 學術貢獻 95
     第四節 後續研究建議 96
     
     參考文獻 97
-
dc.description.tableofcontents 壹、中文部分
     
     1. 吳思華(1996)。策略九說(第一版)。台北:麥田出版社。
     
     2. 周文祥、詹文通、江政達譯(1999),Peter Drucker原著。管理的實踐(第一版)。台北:中天出版社。
     
     3. 蔡子瑋、何明泉(1997)。資訊時代的設計趨勢。設計,74,46-50。
     
     4. 蔡佳珍譯(2002)。Harvey Thompson原著,企業獲利之顧客觀點(初版)。台北:麥格羅希爾。
     
     5. 游曉貞(1999)。資訊設計於視覺傳達設計之發展。跨世紀視覺設計研討會論文集,崑山技術學院。
     
     6. 鄭泰昇(2011)。互動建築: 空間即媒體、界面與機器人。台北市,田園城市文化事業有限公司
     
     7. 蕭雅貞(2006)。使用者需求之互動設計研究 - 以GameBike 為例。元智大學碩士論文。
     
     貳、英文部分
     
     
     1. Albrecht, K. (1994). Customer value, Executive Excellence, Vol. 11, September, 14-15.
     
     2. Andrews, Philip P. & Hahn, Jerome (1998). Transforming supply chains into value webs. Strategy & Leadership, July / August 1998: 7-1.
     
     3. Barfield,W., Hendrix, C. (1995). Presence within virtual environments as a function of visual display parameters, Presence, 5 (3), 274-89.
     
     4. Barney, J. B. (1986). Type of Competition and the Theory of Strategy: Toward an Integrative Framework. Academy of Management Review, 11, No.4, 791-800.
     
     5. Barney, J. B. (1991). Firm resources and sustained competitive advantage. Journal of Management, 17, 99-120.
     
     6. Bowman, C., Ambrosini, V. (2000). Value creation versus value capture: Towards a coherent definition of value in strategy. British Journal of Management, 11: 1–15.
     
     7. Baldwin, C. Y., Clark, K. B. (2000). Design Rules. MIT Press, Cambridge, MA.
     
     8. Collis, D.J., C.A. Montgomery (1995). Competing on Resources:Strategy in the 1990’s, Harvard Business Review, 73(4),118-128.
     
     9. Collis, David J., & Cynthia A. Montgomery(1997). Corporate Strategy: Resources and the Scope of the Firm. Chicago: Irwin.
     
     10. D` Aveni, R. A. (1994). Hypercompetition: Managing the Dynamics of Strategic Maneuvering. New York: Free Press.
     
     11. Dierickx, I., K. Cool (1989). Assets Stock Accumulation and Sustainability of Competitive Advantage. Management Science, 35, No.12, 1504-1511.
     
     12. Dix, A., Finlay J., Abowd,G. & Beale, R. (1998). Human-Computer Interaction, second edition. New York: Prentice Hall.
     
     13. Donald, A. N.(2002). The Design of Everyday Things. New York: Basic Books ISBN: 0-465-06710-7.
     
     14. Drucker, P. F. (1973). Management. New York: Harper & Row.
     
     15. Edvinsson, L. & M. S. Malone (1997). Intellectual Capital-Realizing Your Company’s True Value by Finding It’s Hidden Roots. New York: Harper Business.
     16. Gale, B. T. (1994). Managing Customer Value. New York: Free Press.
     
     17. Goodstein, L. D., H. E. Butz (1998). Customer Value: The linchpin of organizational Change, Organizational Dynamics. Vol. 27, Iss. 1, 21-34.
     
     18. Grant, R.M.(1991). The Resource-Based Theory of Competitive Advantage:Implication for Strategy Formulation, California Management Review, 114-133.
     
     19. Hassenzahl, M. (2003). The thing and I: Understanding the relationship between user and product. In Blythe, Monk, Overbeeke and Wright (Eds.) Funology: From usability to enjoyment. Dordrecht, The Netherlands ; Boston, Mass. : Kluwer Academic Publishers, c2003.
     
     20. Hamel, Gary, Prahalad, C.K.(1994). Competing for the Future:Breakthrough Strategies for Seizing Control of Your Industry and Creating of Tomorrow, Cambridge, MA:Harvard Business School Press.
     
     21. Jeng , Taysheng, Lee, Chia-Hsun Lee, Chen, Chi, Ma ,Yu-Pin Ma (2002). Social and Interaction Issues in a Human-Centered Reactive Environment, Proceedings of CAADRIA2002, Malaysia.
     
     22. Keiichi, Sato N., Schapira, E., Kettebekov, S., Sharma,R. (2002). Multi-modal Human Computer Interaction for Crisis Management Systems. IEEE Workshop on Applications of Computer Vision, 203-207.
     
     23. Keiichi, S., Youn-kyung, L.(2000) .Physical Interaction and Multi-Aspect Representation for Information Intensive Environments. Proceedings of the 2000 IEEE International Workshop on Robot and Human Interactive Communication, 436–443.
     
     24. Krahnstoever, N., Schapira, E., Kettebekov,S., Sharma, R. (2002). Multimodal HumanComputer Interaction for Crisis Management Systems.IEEE Workshop on Aplications of Computer Vision,203-207.
     
     25. Kristof.R, Satran, A.(1995). Interactivity by design , CA: Adobe Press. Computer Interaction, 12, 93-129.
     26. Leonard, Barton, D. (1992). Core Capabilities and Core Rigidities: A Paradox in Managing New Product Development. Strategic Management Journal, 13, 111-125.
     
     27. Lepak, D.P., Smith, K.G. (2007). Value creation & value capture: A multilevel perspective. Academy of Management Review, 32(1), 180-194.
     
     28. Lessiter, J., Freeman, J., Keogh, E., Davidoff, J.,(2000). Development of a New Cross-Media Presence Questionnaire : The ITC-Sense of 90 PresenceInventory , Paper presented at Presence 2000–3rd International Workshop on Presence (2000). Techniek Museum, Delft, The Netherlands. 27-28 March.
     
     29. Norman, Draper (1986). User-centered system design: New perspectives on humancomputer interaction, NJ: Lawrence Erlbaum Associates.
     
     30. Normann, R., R. Ramirez. (1993). From Value Chain to Value Constellation: Designing Interactive Strategy. Harvard Business Review July/August, 65-77.
     
     31. Oviatt,S.L.(1997). Multimodal interactive maps: designing for human performance. Human Computer Interaction, 12, 93-129.
     
     32. Penrose, E. T. (1959). The Theory of the Growth of the Firm. Basil Blackwl, London.
     
     33. Prahalad, C. K., Hamel, G.(1990). The Core Competence of the Corporation, Harvard Business Review, May-Jane, 79-91.
     
     34. Preece,J., Rogers,Y., Sharp, H., (2002). Interaction Design : Beyond Human-Computer Interaction, NY: John Wiley & Sons.
     
     
     35. Porter, Michael E.(1985). Competitive Advantage: Creating and Sustaining Superior Performance. The Free Press.
     
     
     36. Salz, N. (2001). Engaging The Entire Organization in Delivering Customer Value, Journal for Quality & Participation. Vol. 24, Iss. 1, pp. 52-53.
     
     37. Shedroff , N., (1999). A Unified Field Theory of Design. In R. Jacobson (Ed) , Information interaction design , MA: MIT Press, 267-292.
     
     38. Slater, S. F. (1997). Developing a Customer Value-Based Theory of the Firm, Academy of Marketing Science. Vol. 25, Iss. 2, 162 -167.
     
     39. Steuer, Jonathan, (1992). Defining Virtual Reality: Dimensions Determining Telepresence, Journal of Communication, 42(4), 73-93.
     
     40. Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science 12 (1): 257–285.
     
     41. Tayles, M. (2002). Goodbye ‘Customer Satisfaction’, Hello ‘Customer Success’”, Canadian Electronics. Vol. 17, Iss. 3, 6-7.
     
     42. Tampoe, M.(1994). Exploiting the core competitive of your organization. Long Range Planning, 27 (4), 66-77.
     
     43. Teece, D. J., Pisano, G., Shuen, A.(1997). Dynamic Capabilities and Strategic Management. Strategic Management Journal, 18, No.7, 509-533.
     
     44. Walter, A. (1999). Relationship Promoters: Driving Forces for Successful Customer Relationships, Industrial Marketing Management. Vol. 28, 537-551.
     
     45. Wernerfelt, B. (1984). A Resource-Based View of the Firm. Strategic Management Journal, 5, 171-180.
     
     46. Wildbur, P., & Burke, M. (1998). Information graphics. London:Thames and Hudson.
     
     47. William, J. Mitchell(1995). The Logic of Architecture: Design, Computation, and Cognition, trans. by Yu-Tung Liu, Taipei: Hu Su Book.
     
     48. Woodruff, R. B. (1997). Customer Value: The Next Source for Competitive Advantage, Journal of the Academy of Marketing Science. Vol. 25, Iss. 2, 139-153.
     
     參、網路資料
     
     1. Bolullo, R. (2001). Interaction design: More than interface, from the World Wide Web: http://bolullo.com/roberto/tooics.html
     
     2. International Institute of Information Design (2000). Definitions. Retrieved Feb, 2001, from the World Wide Web: http://www.iiid.net/Definition-e.html.
     
     3. 經濟部展示科技發展聯誼會示範案例輔導計(2011): http://www.exhibit-tech.org/expo_sig/background.php
     
     4. 天工開物股份有限公司官方網站(2011): http://www.techartgroup.com/
     
     5. 爻域互動科技設計股份有限公司官方網站(2011): http://moxie-tw.com.tw/xxtralab/v2c/index.html
zh_TW
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0098359005en_US
dc.subject (關鍵詞) 價值創造zh_TW
dc.subject (關鍵詞) 顧客價值zh_TW
dc.subject (關鍵詞) 互動設計zh_TW
dc.subject (關鍵詞) 互動媒體整合設計zh_TW
dc.subject (關鍵詞) 廠商資源zh_TW
dc.subject (關鍵詞) Value Creationen_US
dc.subject (關鍵詞) Customer Valueen_US
dc.subject (關鍵詞) Interactive Designen_US
dc.subject (關鍵詞) Media Intergration Designen_US
dc.subject (關鍵詞) Firm Resourceen_US
dc.title (題名) 顧客價值創造: 以台灣互動媒體整合服務為例zh_TW
dc.title (題名) Customer value creation: case study of Taiwan`s Interactive Design Companyen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) 壹、中文部分zh_TW
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dc.relation.reference (參考文獻) 4. 蔡佳珍譯(2002)。Harvey Thompson原著,企業獲利之顧客觀點(初版)。台北:麥格羅希爾。zh_TW
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dc.relation.reference (參考文獻) 貳、英文部分zh_TW
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dc.relation.reference (參考文獻) 22. Keiichi, Sato N., Schapira, E., Kettebekov, S., Sharma,R. (2002). Multi-modal Human Computer Interaction for Crisis Management Systems. IEEE Workshop on Applications of Computer Vision, 203-207.zh_TW
dc.relation.reference (參考文獻) 23. Keiichi, S., Youn-kyung, L.(2000) .Physical Interaction and Multi-Aspect Representation for Information Intensive Environments. Proceedings of the 2000 IEEE International Workshop on Robot and Human Interactive Communication, 436–443.zh_TW
dc.relation.reference (參考文獻) 24. Krahnstoever, N., Schapira, E., Kettebekov,S., Sharma, R. (2002). Multimodal HumanComputer Interaction for Crisis Management Systems.IEEE Workshop on Aplications of Computer Vision,203-207.zh_TW
dc.relation.reference (參考文獻) 25. Kristof.R, Satran, A.(1995). Interactivity by design , CA: Adobe Press. Computer Interaction, 12, 93-129.zh_TW
dc.relation.reference (參考文獻) 26. Leonard, Barton, D. (1992). Core Capabilities and Core Rigidities: A Paradox in Managing New Product Development. Strategic Management Journal, 13, 111-125.zh_TW
dc.relation.reference (參考文獻) 27. Lepak, D.P., Smith, K.G. (2007). Value creation & value capture: A multilevel perspective. Academy of Management Review, 32(1), 180-194.zh_TW
dc.relation.reference (參考文獻) 28. Lessiter, J., Freeman, J., Keogh, E., Davidoff, J.,(2000). Development of a New Cross-Media Presence Questionnaire : The ITC-Sense of 90 PresenceInventory , Paper presented at Presence 2000–3rd International Workshop on Presence (2000). Techniek Museum, Delft, The Netherlands. 27-28 March.zh_TW
dc.relation.reference (參考文獻) 29. Norman, Draper (1986). User-centered system design: New perspectives on humancomputer interaction, NJ: Lawrence Erlbaum Associates.zh_TW
dc.relation.reference (參考文獻) 30. Normann, R., R. Ramirez. (1993). From Value Chain to Value Constellation: Designing Interactive Strategy. Harvard Business Review July/August, 65-77.zh_TW
dc.relation.reference (參考文獻) 31. Oviatt,S.L.(1997). Multimodal interactive maps: designing for human performance. Human Computer Interaction, 12, 93-129.zh_TW
dc.relation.reference (參考文獻) 32. Penrose, E. T. (1959). The Theory of the Growth of the Firm. Basil Blackwl, London.zh_TW
dc.relation.reference (參考文獻) 33. Prahalad, C. K., Hamel, G.(1990). The Core Competence of the Corporation, Harvard Business Review, May-Jane, 79-91.zh_TW
dc.relation.reference (參考文獻) 34. Preece,J., Rogers,Y., Sharp, H., (2002). Interaction Design : Beyond Human-Computer Interaction, NY: John Wiley & Sons.zh_TW
dc.relation.reference (參考文獻) 35. Porter, Michael E.(1985). Competitive Advantage: Creating and Sustaining Superior Performance. The Free Press.zh_TW
dc.relation.reference (參考文獻) 36. Salz, N. (2001). Engaging The Entire Organization in Delivering Customer Value, Journal for Quality & Participation. Vol. 24, Iss. 1, pp. 52-53.zh_TW
dc.relation.reference (參考文獻) 37. Shedroff , N., (1999). A Unified Field Theory of Design. In R. Jacobson (Ed) , Information interaction design , MA: MIT Press, 267-292.zh_TW
dc.relation.reference (參考文獻) 38. Slater, S. F. (1997). Developing a Customer Value-Based Theory of the Firm, Academy of Marketing Science. Vol. 25, Iss. 2, 162 -167.zh_TW
dc.relation.reference (參考文獻) 39. Steuer, Jonathan, (1992). Defining Virtual Reality: Dimensions Determining Telepresence, Journal of Communication, 42(4), 73-93.zh_TW
dc.relation.reference (參考文獻) 40. Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science 12 (1): 257–285.zh_TW
dc.relation.reference (參考文獻) 41. Tayles, M. (2002). Goodbye ‘Customer Satisfaction’, Hello ‘Customer Success’”, Canadian Electronics. Vol. 17, Iss. 3, 6-7.zh_TW
dc.relation.reference (參考文獻) 42. Tampoe, M.(1994). Exploiting the core competitive of your organization. Long Range Planning, 27 (4), 66-77.zh_TW
dc.relation.reference (參考文獻) 43. Teece, D. J., Pisano, G., Shuen, A.(1997). Dynamic Capabilities and Strategic Management. Strategic Management Journal, 18, No.7, 509-533.zh_TW
dc.relation.reference (參考文獻) 44. Walter, A. (1999). Relationship Promoters: Driving Forces for Successful Customer Relationships, Industrial Marketing Management. Vol. 28, 537-551.zh_TW
dc.relation.reference (參考文獻) 45. Wernerfelt, B. (1984). A Resource-Based View of the Firm. Strategic Management Journal, 5, 171-180.zh_TW
dc.relation.reference (參考文獻) 46. Wildbur, P., & Burke, M. (1998). Information graphics. London:Thames and Hudson.zh_TW
dc.relation.reference (參考文獻) 47. William, J. Mitchell(1995). The Logic of Architecture: Design, Computation, and Cognition, trans. by Yu-Tung Liu, Taipei: Hu Su Book.zh_TW
dc.relation.reference (參考文獻) 48. Woodruff, R. B. (1997). Customer Value: The Next Source for Competitive Advantage, Journal of the Academy of Marketing Science. Vol. 25, Iss. 2, 139-153.zh_TW
dc.relation.reference (參考文獻) 參、網路資料zh_TW
dc.relation.reference (參考文獻) 1. Bolullo, R. (2001). Interaction design: More than interface, from the World Wide Web: http://bolullo.com/roberto/tooics.htmlzh_TW
dc.relation.reference (參考文獻) 2. International Institute of Information Design (2000). Definitions. Retrieved Feb, 2001, from the World Wide Web: http://www.iiid.net/Definition-e.html.zh_TW
dc.relation.reference (參考文獻) 3. 經濟部展示科技發展聯誼會示範案例輔導計(2011): http://www.exhibit-tech.org/expo_sig/background.phpzh_TW
dc.relation.reference (參考文獻) 4. 天工開物股份有限公司官方網站(2011): http://www.techartgroup.com/zh_TW
dc.relation.reference (參考文獻) 5. 爻域互動科技設計股份有限公司官方網站(2011): http://moxie-tw.com.tw/xxtralab/v2c/index.htmlzh_TW