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研究生: 郭凡夢
Kuo, Fan-Meng
論文名稱: 遊戲化策略對跨領域設計思考團隊溝通障礙之影響探討
Exploring the Impact of Gamification Strategy on Communication Barriers in Interdisciplinary Design Thinking Teams
指導教授: 楊佳翰
Yang, Chia-Han
學位類別: 碩士
Master
系所名稱: 規劃與設計學院 - 創意產業設計研究所
Institute of Creative Industries Design
論文出版年: 2024
畢業學年度: 112
語文別: 英文
論文頁數: 200
中文關鍵詞: 遊戲化跨領域團隊設計思考工作坊溝通障礙
外文關鍵詞: Gamification, Interdisciplinary Team, Design Thinking Workshop, Communication Barrier
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  • 在當今快速變化的環境中,創新已成為企業與組織成功的關鍵因素。設計思考和遊戲化是兩種日益流行的策略,不僅促進創新,還能改善團隊合作,從而提升整體團隊建設的績效。設計思考是一種以用戶為中心的創新過程,強調對問題的深入理解和創意解決方案的迭代開發;而遊戲化則涉及將遊戲設計元素和技術應用於非遊戲情境,顯著提高參與度和動力。當這兩種策略結合使用時,特別是在跨領域團隊中,可以克服文化差異、語言障礙和專業知識差異等溝通障礙,從而促進有效的合作。
    本研究旨在探索遊戲化策略在設計思考工作坊中對跨領域團隊溝通障礙的整體影響和成效。因此,本研究採用混合方法,整合定量與定性數據,全面評估遊戲化策略在設計思考工作坊中對跨領域團隊溝通障礙的影響。數據收集包括前期問卷調查、觀察記錄、後期問卷調查、觀察者訪談及參與者訪談,旨在全面理解遊戲化元素如何減少溝通障礙並增強團隊互動。數據分析使用描述性統計和主題分析方法,整合定量和定性結果,以揭示遊戲化在促進溝通和協作中的有效性和挑戰。
    研究結果顯示,工作坊中的遊戲化元素顯著提升了團隊互動與個人參與程度,改善了團隊溝通質量,並加強了團隊凝聚力。此外,遊戲化活動有助於建立共同目標,增強了團隊信任和支持。然而,這些積極影響的持續性可能受到遊戲間隔時間和遊戲機制設計的限制。研究結果也發現,遊戲化可能會引發一些溝通障礙,例如,技術操作上的困難也可能影響整體互動效果等。因此,為了在未來的工作坊中最大化遊戲化的優勢並減少其潛在的負面影響,提出了以下實施建議:在初期破冰環節便融入遊戲化活動、持續提醒積分進度、簡化遊戲機制、平衡遊戲目標與工作坊目標,並針對不同情境定制遊戲化活動等。通過這些策略,能夠提升溝通與協作效率,以創造更具有效率的跨領域合作。

    In today's rapidly changing environment, innovation has become a key factor for the success of enterprises and organizations. Design thinking and gamification are two increasingly popular strategies that not only promote innovation but also improve team collaboration, thereby enhancing the overall performance of team building. Design thinking is a user-centered innovation process that emphasizes deep insights into problems and the iterative development of creative solutions. Gamification, on the other hand, involves applying game design elements and techniques to non-game contexts, significantly enhancing engagement and motivation. When these two strategies are combined, particularly in interdisciplinary teams, they can overcome communication barriers such as cultural differences, language barriers, and disparities in professional knowledge, thereby fostering effective collaboration.
    This study aims to explore the overall impact and effectiveness of gamification strategies on communication barriers within interdisciplinary teams in workshop settings. Therefore, this research adopts a mixed-methods approach, integrating both quantitative and qualitative data to comprehensively assess the impact of gamification strategies on communication barriers in interdisciplinary team collaborations during design thinking workshops. Data collection includes pre-workshop questionnaires, observational records, post-workshop questionnaires, interviews with observers, and interviews with participants, aiming to understand how gamification elements reduce communication barriers and enhance team interaction. Data analysis employs descriptive statistics and thematic analysis methods, integrating quantitative and qualitative results to reveal the effectiveness and challenges of gamification in promoting communication and collaboration.
    The research results indicate that gamified elements in workshops significantly enhance team interaction and engagement, improve the quality of team communication, and strengthen team cohesion. Additionally, gamification activities help establish common goals, enhancing team trust and support. However, the sustainability of these positive effects may be limited by the intervals between games and the design of game mechanisms. The study also found that gamification may introduce some communication barriers, such as technical operational difficulties that could affect overall interaction effectiveness. Therefore, to maximize the benefits of gamification and minimize its potential negative impacts in future workshops, the following practical recommendations are proposed: incorporating gamified activities during the initial ice-breaking sessions, continuously reminding participants of their point progress, simplifying game mechanisms, balancing game objectives with workshop goals, and customizing gamification activities for different contexts. These strategies can enhance communication and collaboration efficiency, thereby creating more effective interdisciplinary cooperation.

    中文摘要 I ABSTRACT II TABLE OF CONTENTS IV LIST OF FIGURES VII LIST OF TABLE IX Chapter 1 Introduction 1 1.1 Research Background 1 1.2 Research Motivation 4 1.2.1 Academic Motivation 4 1.2.2 Personal Motivation 4 1.3 Research Objective 6 1.4 Research Questions 6 1.5 Research Flow 7 Chapter 2 Literature Review 8 2.1 Design Thinking 8 2.1.1 Concept and Development of Design Thinking 8 2.1.2 Models and Phases of Design Thinking 10 2.1.3 The Role and Challenges of Design Thinking Workshops 15 2.2 Team Building and Communication Barriers 17 2.2.1 The Team Building Concepts and Objectives 17 2.2.2 Communication in Teams 18 2.2.3 Communication Barriers in Teams 22 2.3 Gamification 29 2.3.1 the Concepts and the Definition of Gamification 29 2.3.2 Classification of Gamification Elements and Mechanics 30 2.3.3 Applications of Gamification in Education Fields 38 Chapter 3 Research Design and Methods 40 3.1 Research Design 40 3.2 Research Methods 41 3.2.1 Contextual Review 41 3.2.2 Questionnaire 42 3.2.3 Participant Observation 42 3.2.4 Semi-Structured Interview 43 3.3 Data Collection and Analysis 45 3.3.1 Data Source 45 3.3.2 Data Analysis 46 Chapter 4 Research Results 48 4.1 Data Source 48 4.2 Pre-Questionnaire 52 4.2.1 Questionnaire Design and Questions 52 4.2.2 Questionnaire Results 55 4.3 Workshop Design and Implementation 60 4.3.1 Participants Background and Selection Criteria 62 4.3.2 Workshop Rundown and Detail Contents 64 4.3.3 Implemented Game Elements in Workshop Activities 80 4.4 Exploring Communication Barriers in Design Thinking Workshop 87 4.4.1 Results in Observations and Notes 87 4.4.2 In-depth Analysis from Observer Interviews 93 4.4.3 Results of Post-Questionnaire 117 4.4.4 In-depth Analysis from Participants Interviews 125 Chapter 5 Research Findings and Discussion 138 5.1 The Role of Gamification in Design Thinking Workshop 138 5.2 The Impact and Effectiveness of Gamification Elements on Communication Barriers 141 5.3 Strategies for Applying Gamification in Design Thinking Workshops 144 5.4 Research Limitations 147 5.5 Recommendation for Future Study 148 5.6 Conclusion 149 Reference 150 Appendix 157 Appendix A Pre-Questionnaire 157 Appendix B Basic Pre-workshop Questionnaire Results of Participants 164 Appendix C Slides and Materials Used in Workshop 166 Appendix D Observation Record Sheet 178 Appendix E Post-Questionnaire 179

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