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Title: | 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 |
Authors: | 余君濤 Yee, Kuan-Tho |
Contributors: | 陳聖智 廖峻鋒 Chen, Sheng-Chih Liao, Chun-Feng 余君濤 Yee, Kuan-Tho |
Keywords: | 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) |
Date: | 2019 |
Issue Date: | 2019-09-05 17:26:37 (UTC+8) |
Abstract: | 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 badminton The 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. |
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Description: | 碩士 國立政治大學 數位內容碩士學位學程 104462014 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0104462014 |
Data Type: | thesis |
DOI: | 10.6814/NCCU201900981 |
Appears in Collections: | [數位內容碩士學位學程] 學位論文
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