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Title: | 以設計思維釋放運動熱情:以團體球類運動為例 Unleash team ball games enthusiasm: a Design Thinking approach |
Authors: | 蘇冠緯 |
Contributors: | 苑守慈 蘇冠緯 |
Keywords: | 運動產業 團體球類運動 系統與服務設計思維 顧客價值共創 深入觀點 商業模式 生態系統 Sports Industry Team Ballgame Sports System and Service Design Thinking Empathy Map Customer Value Co-Creative Business Model |
Date: | 2015 |
Issue Date: | 2015-08-24 10:20:11 (UTC+8) |
Abstract: | 環顧國內,整體運動產業之發展,雖有稱作是運動休閒服務之產業,但大多都是傳統的商品販售模式,而非以價值交換為主的服務模式;而近年來在國內各項個人運動隨著穿戴式裝置開始風行之後,無論是慢跑、單車、三鐵等都非常盛行,也連帶著促進了整個運動產業的蓬勃發展。此外,團體球類運動一直以來都相當的風行,而且特別是當國家代表隊於國際賽事上有重大表現時,就會成為全民熱烈討論之話題,也往往會帶起一陣運動消費風氣;由此可見運動實為一個國家展現其國力的重要指標之一,但我國運動產業之發展卻不如歐美興盛。 本論文研究將專注在團體球類運動的服務設計,透過解決「如何讓團體球類運動者與其利害關係人,能夠更有效且便利的保存屬於他們的回憶。」這樣的設計問題,以達成顧客價值共創的系統與服務設計思維,分析其利害關係人、探索利害關係人可能之洞見、辨識系統中之可操作性資源、觀察其互動模式,藉此得出利害關係人之深入觀點,並進行解決方案之設計。 最終得到一個可營運的商業模式,並且可以在未來發展成為一個完整的運動產業生態系統,促進全民健康、提升運動技能、掀起全民運動之風潮;並且讓我國運動產業之發展,能夠追上世界各個已開發國家之運動產業水準。 In Taiwan, although government defines “what is leisure sports service industry”, but these companies are all with traditional goods-dominate logic business models, not value-exchange service busiess models. These years, personal sport like Jogging, Marathon, Cycling, and Triathlon become very popular in Taiwan because of some modern wearable technology, also improving sports industry development. Team ballgame sports are always a hot topic and bring a shopping rise when our national teams play at international games. This implies that sport can be regarded as a key performance indicator for a country, but our sports industry development is not good as that of United States and Europe. This thesis focuses on team ballgame sports service design, trying to resolve the design challenge of “how to retain the memories of team ballgame players and their stakeholder’s with a more efficient and more convenient way”, in order to achieve customer value co-creative goal through system and service design thinking. Analyze stakeholders, explore stakeholders’ possible insights, identify system operant resources, and oberserve interactions to find out stakeholders’ Point-of-View, and then create the design solution. Throuth these processes, we will build up a feasible business model, and create a sports industry ecosystem in the future. This will improve people’s health, sport skills, and raise sport excerise trend to improve Taiwan’s sports industry development catching up world’s developed country. |
Reference: | 中文部份 1. 馬凱(2006)。運動與產業。行政院體育委員會 2. 張少熙(2014)。102年度我國民眾運動消費支出調查。教育部體育署 3. 教育部體育署(2010)。改善國民運動環境與打造運動島計畫。教育部體育署全球資訊網,取自http://www.sa.gov.tw/wSite/public/Data/f1426503412192.pdf 4. 教育部體育署(2014)。中華民國103年運動城市調查。教育部體育署台灣i運動資訊平台全球資訊網,取自http://isports.sa.gov.tw/index.php?option=com_phocadownload&view=category&download=9:%E4%B8%AD%E8%8F%AF%E6%B0%91%E5%9C%8B103%E5%B9%B4-%E9%81%8B%E5%8B%95%E5%9F%8E%E5%B8%82%E8%AA%BF%E6%9F%A5&id=1:%E6%AD%B7%E5%B9%B4%E9%81%8B%E5%8B%95%E5%9F%8E%E5%B8%82%E8%AA%BF%E6%9F%A5&Itemid=221 5. 國家發展委員會(2004)。觀光及運動休閒服務業發展綱領及行動方案。國家發展委員會全球資訊網,取自http://www.ndc.gov.tw/dn.aspx?uid=8099 6. 教育部體育署(2013)。體育運動政策白皮書。教育部體育署全球資訊網,取自http://www.sa.gov.tw/saAdmin/gipadmin/site/public/Data/f1392626664065.pdf?ctNode=429&idPath= 7. 財政部(2012)。中華民國稅務行業標準分類(第七次修訂)。財政部全球資訊網,取自http://www.mof.gov.tw/public/Attachment/5151358680.pdf 8. 教育部體育署(2012)。運動產業內容及範圍。教育部體育署運動產業諮詢輔導網全球資訊網,取自http://sports.bestmotion.com/document/final-%E6%9C%89%E6%96%87%E8%99%9F-%E9%81%8B%E5%8B%95%E7%94%A2%E6%A5%AD%E5%85%A7%E5%AE%B9%E5%8F%8A%E7%AF%84%E5%9C%8D.pdf 9. 教育部體育署(2011)。運動產業發展條例。全國法規資料庫全球資訊網,取自http://law.moj.gov.tw/News/news_detail.aspx?id=73722 10. 許秉翔 & 吳仁泰(2009)。臺灣運動服務業的產業關聯分析。體育學報,42(3), 131-148。
英文部分 1. Plunkett, J. W. (2014). Plunkett``s Sports Industry Almanac 2015: Sports Industry Market Research, Statistics, Trends & Leading Companies. Plunkett Research, Limited. 2. Spohrer, J., & Maglio, P. P. (2010). Service science: Toward a smarter planet. Introduction to service engineering, 3-30. 3. Kwan, S. K., & Yuan, S. T. (2011). Customer-driven value co-creation in service networks. In The Science of Service Systems (pp. 189-206). Springer US. 4. Sawy, O., & Pereira, F. (2013). Business Modelling in the Dynamic Digital Space. An ecosystem Approach. 5. Abrahamsen, M. H., Henneberg, S. C., & Naudé, P. (2012). Using actors` perceptions of network roles and positions to understand network dynamics. Industrial Marketing Management, 41(2), 259-269. 6. Brown, T. (2008). Design thinking. Harvard business review, 86(6), 84. 7. PRTM and ECCP (2011). The story of Nike+. from http://www.slideshare.net/EnterpriseCoCreation/nike-8829199 |
Description: | 碩士 國立政治大學 經營管理碩士學程(EMBA) 102932123 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0102932123 |
Data Type: | thesis |
Appears in Collections: | [經營管理碩士學程EMBA] 學位論文
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