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研究生: 張正杰
Chang, Jeng-Jie
論文名稱: 考慮使用者類型之活動樂活產品說服設計策略與遊戲技巧應用
Persuasive Strategies and Gamification Techniques for LOHAS Product Design Considering Users Types
指導教授: 施勵行
Shih, Li-Hsing
學位類別: 碩士
Master
系所名稱: 工學院 - 資源工程學系
Department of Resources Engineering
論文出版年: 2017
畢業學年度: 105
語文別: 中文
論文頁數: 114
中文關鍵詞: 說服設計遊戲設計技巧活動樂活產品使用者類型
外文關鍵詞: Persuasion design, game design elements, LOHAS products, users types
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  • 樂活生活(LOHAS)兼具健康與永續理念,是許多人所追求的生活型態而 活動樂產品是屬於一種結合健康與環境永續類型的,其目為鼓勵民眾多從事肢體活動,也試圖喚醒民對環境保護與永續發展的意識提升身心健康與環境友善的重視程度。本研究目在於透過說服策略 與遊戲化的設計技 巧幫助活動樂產品設計者考慮使用為主的,藉由設計發放說服策 略與使用者的問卷,對於使用者類型考慮除了先前研究的心理變數 (態度、動機與能力 )外,加入使用者人格特質作為衡量的項目之一問卷回收結果以ANOVA統計分析說服策略對使用者人口變數 與心理統計分析說服策略對使用者人口變數 與心理的說服程度,在人格特質部 分則運用因素析找出使者確切的人格特質群,在相關性與 線性迴歸方法尋找人格特質是否對說服策略的使用有影響,上述分析 結果將能提供予活動樂產品設計者做為一設計參考。接著引用過去研究的方法,應用案例式推理法將蒐集的活動樂產品建立資料庫,將遊戲設計技巧的文獻回顧後 選出適用的遊戲技巧加以篩整合,使方法為透過描述目標 問題並從關鍵索引查詢與計算得出案例資料庫中目標敘述最為近似的例,得到來源案中所有使用的說服策略、遊戲設計技巧與應科種類,找出個別索引中現頻率最高的前3~5項作案例應用的解釋,並嘗試加入使用者類型探討輔助說明產品設計的可能性。希望幫藉由服設計與遊戲化的結合,加入使用者心理因素作考慮得到更為多元產品計發想。

    LOHAS is a lifestyle that many people pursue, and LOHAS is a sustainable product that encourages the movement of the people. The aim of this study is to help product designers develop product-based products through persuasive strategies and game design elements. We issue a questionnaire that contains the user's psychological variables and personality traits as a measure of the item. Using ANOVA to analyze the persuasion of persuasive strategies for user Demographic variables and psychological variables, the factor analysis and regression method to find the influence of personality trait on persuasive strategy.
    The other side, we use the case-based reasoning method to collect the product to build a case database, review the literature of gamification and integrate the appropriate game design elements. Finally, we do case demonstration, according to the description of the target problem we find out the key index, calculate the similarity of all cases in the database, and get the most similar case with the problem. Explaining all the persuasive strategies, game design elements and the types of technology used in these cases. Further, we combine the users’ types to explore the possibility of supporting the product design.

    中文摘要...........Ⅰ Extended Abstract............Ⅱ 誌謝...................Ⅴ 目錄...........Ⅵ 表目錄............Ⅷ 圖目錄............Ⅸ 第一章、緒論 1-1 研究背景與動機.......1 1-2 研究目的........3 1-3 研究流程........4 第二章、文獻回顧 2-1 活動樂活........6 2-2 說服科技........7 2-2-1 為永續行為而設計.......7 2-2-2 說服要素與行為模型......8 2-2-3 說服系統設計........10 2-2-4 說服策略與使用者族群......13 2-3 遊戲化設計........16 2-3-1 遊戲設計技巧........17 2-3-2 說服科技與遊戲化........18 2-4 案例式推理.........20 第三章、說服策略與使用者類型之研究方法 3-1 研究架構..........22 3-2 說服策略與活動樂活產品.......24 3-3 影響說服的心理因素.......27 3-4 影響說服的人格特質.......31 3-5 問卷設計..........34 第四章、說服策略與使用者類型結果分析 4-1 說服策略問卷回收結果........40 4-2 使用者類型分析(人口變數部份)......43 4-3 使用者類型分析(心理變數與人格特質部份)...47 4-3-1 心理變數分析........47 4-3-2 人格特質分析........47 4-4 小結.........51 第五章、遊戲設計技巧與案例式推理應用 5-1 案例選定與索引敘述.......52 5-2 遊戲設計技巧與科技應用.......53 5-2-1 遊戲設計技巧整合........53 5-2-2 應用的科技種類........59 5-3 案例庫建置........61 5-3-1 案例篩選與增修.......61 5-3-2 案例索引訂定........64 5-3-3 案例索引値量化與權重分配......66 5-4 案例示範.........70 第六章、結論與建議..........77 參考文獻...........79 附錄...........84 附錄1.活動樂活產品說服策略與使用者問卷......84 附錄2.人口變數(性別)與說服策略交互作用統計結果...100 附錄3.人口變數(年齡)與說服策略交互作用統計結果...101 附錄4.所有案例細項資料.........102

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