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研究生: 戴毓哲
Tai, Yu-Che
論文名稱: 校園快閃活動的策劃準則
Planning Guidelines of Flash Activities within Campus
指導教授: 周君瑞
Chou, Chun-Jui
學位類別: 碩士
Master
系所名稱: 規劃與設計學院 - 工業設計學系
Department of Industrial Design
論文出版年: 2020
畢業學年度: 108
語文別: 英文
論文頁數: 74
中文關鍵詞: 快閃活動行為理論感官體驗校園新創使用者體驗
外文關鍵詞: Flash activities, Behavioral theory, Sensory experience, Campus creations, User experience
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  • 近年隨著社會運動的興起,加上學生族群逐漸對議題的重視與參與,使得社會運動的影響力達到前所未見的高峰,藉由網路的便利性,想舉辦一場快閃活動已非難事,但要稱得上是場成功的快閃活動,不僅要讓參與者對活動本身甚至是主辦單位留下深刻的印象,更要讓參與者有「被照顧」的感覺以及互動的體驗。本研究期望在校園內舉辦快閃活動,激發學生新創的潛力,找到適合學生族群且成本較低的活動方式,如何使學生能自主性的前來參與,或操控相關變項達到吸引學生族群的注意,藉由參與產生連結並延續話題性,並建立一套適用於校園快閃的策劃準則。本文將參考集體行動理論的相關文獻,加上同理心與道德感的感受,透過在校園內舉辦五次多重感官體驗的快閃活動,利用不同的主題、人數、時間以及互動方式去控制,並於快閃活動後以現場訪談和事後問卷等方式,從中了解學生族群對多種操控變項的反應及回饋,以了解學生族群在快閃活動中的行為動機與心理感受,透過實驗預測和對照實際情況之間的差異,期望能調查出學生族群對快閃活動的偏好與模式,探討出校園快閃活動的設計原則,以做為未來在校園內應用相關快閃活動的參考依據。

    In recent years, with the rise of social movements, coupled with the students' increasing attention and participation, the influence of social movements has reached unprecedented peaks. With the convenience of the network, it is not difficult to hold a flash activity, but to become a successful flash activity, not only let the participants on the event itself and even the organizers impress, but also let the participants have " be taken care of " feeling and interactive experience. This study looks at flash activities within campus that will inspire students to create new potential and find a less costly way to attract students. How to enable students to participate autonomously, or manipulate related variables to attract students' attention, by participating to generate links and continue the topic, and establish a set of planning guidelines of flash activities within campus. This article will refer to the relevant literature of collective action theory, coupled with empathy and moral feelings, through the campus to organize five flash activities of multiple sensory experiences, using different themes, number, time and interaction to control, and after the flash activities to conduct on-site interviews and post-incident questionnaires, from which to understand the students' response to a variety of manipulation changes and feedback, to understand students in the flash activities of the behavior and psychological. Through the difference between experimental prediction and comparison of actual situation, it is expected that students' preferences and patterns for flash activities can be investigated, and the design principles of flash activities within campus can be explored as a reference basis for the future application of relevant flash activities within campus.

    摘要 ii SUMMARY iii ACKNOWLEDGEMENTS iv TABLE OF CONTENTS v CHAPTER 1 INTRODUCTION 1 1.1 Research Background 1 1.1.1 The Importance of The Student Population to Social Issues 1 1.1.2 The Influence Caused by Social Movements 1 1.1.3 The Potential of Campus Innovation 2 1.2 Research Motivation 2 1.2.1 Large Number of Students on Campus 2 1.2.2 Discuss the Design Principles of Campus Flash Activities 3 1.2.3 Create A New and Innovative Atmosphere on Campus 3 1.3 Research Purposes 4 1.3.1 How to Effectively Attract Students to Participate in Flash Activities 4 1.3.2 Learn About Flash Topics That Are of Interest to Students 4 1.3.3 Investigate Interactive Methods Suitable for Student Groups 4 1.4 Research Limitations and Scope 5 1.4.1 Newly Created Literature Has Limited Help in This Research 5 1.4.2 Hold Generalized Flash Events 5 1.4.3 The Surrounding Environment and The Impact of Other Activities 6 1.4.4 Different Values Will Affect the Interpretation of Results 6 1.4.5 Research Results May not be Applicable to Other Environments or Societies 6 CHAPTER 2 LITERATURE DISCUSSION 7 2.1 Behavior Theory 7 2.1.1 Basis of Behavior Theory 7 2.1.2 Types and Process of Behavioral Theory 7 2.1.3 Summary 8 2.2 Group Mentality 9 2.2.1 Social Movement 9 2.2.2 Empathy 10 2.2.3 Summary 11 2.3 Sensory Experience 11 2.3.1 The Connection and Influence of The Five Senses 11 2.3.2 Application of Multiple Senses 12 2.3.3 Summary 13 2.4 Combination of Flash Events and Business Models 14 2.4.1 Combination of Flash and Marketing 14 2.4.2 Low-cost Marketing 14 2.4.3 Summary 15 2.5 Research Tools and Analysis Methods 16 2.5.1 Questionnaire Survey Method 16 2.5.2 Likert Scale 16 2.5.3 Experiment Research 17 2.5.4 Observational Method 17 CHAPTER 3 RESEARCH METHODS 19 3.1 Research Framework 19 3.2 Research Methods and Procedures 20 3.2.1 Establishing the Theoretical Basis for Flash Activities within Campus 20 3.2.2 Research Hypothesis 21 3.2.3 Develop Questionnaires 21 3.2.4 Experimental Activities 22 3.2.5 Research Verification 23 CHAPTER 4 RESEARCH RESULTS AND ANALYSIS 24 4.1 The Status of The Activities and The Intended Objectives 24 4.2 Field Observations and On-site Interviews 25 4.3 Explore the Relevance of Themes, Number, Time, and Interaction 31 4.3.1 Effect of The Relevant Variable on Themes 33 4.3.2 Effect of The Relevant Variable on The Number of People 34 4.3.3 Effect of The Relevant Variable on Time 35 4.3.4 Effect of The Relevant Variable on Interaction 36 CHAPTER 5 CONCLUSIONS AND RECOMMENDATIONS 38 REFERENCES 40 Appendix A CAMPUS FLASH ACTIVITY SURVEY 42 Appendix B CAMPUS FLASH ACTIVITY RECORD 44 Appendix C CHINESE VERSION 45

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