簡易檢索 / 詳目顯示

研究生: 王雅淩
Wang, Ya-Ling
論文名稱: 生命設計:探索設計思考結合遊戲化與說故事於台灣初顯成人
Designing Life: Exploring Design Thinking Combining Gamification and Storytelling for Taiwan's Emerging Adults
指導教授: 劉世南
Liou, Shyh-Nan
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: 2023
畢業學年度: 111
語文別: 英文
論文頁數: 128
中文關鍵詞: 生命設計初顯成人設計思維說故事遊戲化
外文關鍵詞: Emerging Adults, Design Thinking, Storytelling, Gamification
相關次數: 點閱:156下載:25
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 隨著社會環境的變化,Arnett(2000) 提出「初顯成人(Emerging Adults)」一詞,描述一群既不是青少年也不是成年人、處於高度探索發展的人群,這時期大約發生在18到 30歲。因社會變遷快速,許多學者指出,舊的職涯規劃方法不再適用(Fouad, 2007; Cascio, 2007; Savickas, 2009) 他們也不再能參考父母那輩的生涯建議。

    在這背景之下,生命設計(Designing Your Life) 應運而生。如今,運用設計思維 (Design Thinking) 於創建生涯的方式逐漸受到重視。然而,不少人發現西方和亞洲 文化之間存在著文化差異(Stanford Life Design Lab, 2018a)。此外,生命設計 (Designing Your Life) 也被鼓勵針對亞洲和臺灣教育環境進行修改。

    透過回顧相關應用及文獻,本研究發現目前相關研究樣本大多為西方大學生。而在現有研究中也發現,現今仍需要一個有效的理論框架。本研究進一步認為,仍有一些現有理論能用來增強實施時的動機與認知。

    因此,這個研究試圖提出一個優化版本,主要採用設計思維進行研究,過程包括:探索台灣初顯成人的需求、重新審思原有的元素(設計思維、故事、遊戲)、最後開發及測試出新的理論框架原型。

    此初步研究結果,可作為後續產品或服務開發策略的參考。

    With the changes in social structure, Arnett (2000) used the phrase "Emerging Adults" to characterize the group of people who are neither youths nor adults but are in a highly adventurous and developmental transitional stage. This period occurs between the ages of 18 and 30. Due to rapid changes in society, many scholars have pointed out that the previous methods of vocational planning are not applicable (Fouad, 2007; Cascio, 2007; Savickas, 2009).

    In addition, they can no longer refer to the life advice of their parents' age.
    In this social setting, Designing Your Life (DYL) was developed, and the use of Design Thinking in life is increasingly being appreciated. However, some people found that there are cultural differences between Western and Asian cultures (Stanford Life Design Lab, 2018a), and DYL may be modified for educational environments in Asia and Taiwan.

    By reviewing the related literature, this study found that the majority of the existing study population were American college students. Besides, there is still a lack of a functioning methodological framework. Additionally, This study further concludes that some current theories that DYL might use to improve motivation and cognition during implementation.

    Therefore, this study attempts to propose an optimized framework. This study uses the Design Thinking method to conduct the research. The process includes exploring the needs of Taiwanese emerging adults and reframing Design Thinking with Storytelling and Gamification. Finally, developing and testing a prototype framework.

    The research results can be considered a design strategy for subsequent product or service development.

    Abstract I Table of Contents VI List of Figures VII List of Tables VIII Chapter One : Introduction 1 1.1 Research Background 1 1.2 Research Motivation 4 1.3 Research Objectives 6 Chapter Two: Literature Review 8 2.1 Basic Concepts and Definitions 8 2.2 Designing Your Life 12 2.3 Existing Literature 23 2.4 Concluding Remarks 27 Chapter Three : Methodology 30 3.1 Research Approach 30 3.2 Research Procedure 32 3.3 Research Ethics 40 Chapter Four : Findings 41 4.1 The Theoretical Framework 41 4.2 The Interview Results 42 4.3 Prototyping and Testing 48 Chapter Five : Conclusion 54 5.1 Discussion 54 5.2 Contribution 55 5.3 Limitations 56 5.4 Suggestions for Future Study 56 References 58 Appendix A : Interview Protocols 68 Appendix B : Coding Table 70 Appendix C : Results 71 Appendix D : Transcripts 80 Appendix E : Web-based Prototype 127

    Arnett, J. J. (2000). Emerging adulthood: A theory of development from the late teens through the twenties. American Psychologist, 55(5), 469-480.
    Arnett, J. J. (2004). Emerging adulthood: The winding road from the late teens through the twenties. Oxford University Press.
    Arnett, J. J., & Tanner, J. L. (Eds.). (2006). Emerging adults in America: Coming of age in the 21st century. American Psychological Association. https://doi.org/10.1037/11381-000
    Auernhammer, J., & Roth, B. (2021). The Origin and Evolution of Stanford University’s Design Thinking: From Product Design to Design Thinking in Innovation Management. Journal of Product Innovation Management, 38(6), 623–644. https://doi.org/10.1111/jpim.12594
    Bauer, R. and Eagen, W. (2008). Design thinking: Epistemic plurality in management and organization. Aesthesis, Vol. 2, No. 3, pp. 64-74.
    Beck, U. (1992). Risk society: towards a new modernity. Sage Publications.
    Beckman, S. L., & Barry, M. J. (2012). Teaching Students Problem Framing Skills with a Storytelling Metaphor. International Journal of Engineering Education, 28(2), 364–373.
    Beckman, S., & Barry, M. (2009). Design and Innovation through Storytelling. International Journal of Innovation Science, 1(4), 151–160. https://doi.org/10.1260/1757-2223.1.4.151
    Brilman, B. (2022). Persona canvas. Business Models Inc. https://www.businessmodelsinc.com/en/inspiration/tools/persona-canvas
    Brooks, D. (2012). The social animal. Short Books.
    Brown, T. (2008). Tim Brown at Serious Play 2008. Ideo.com. https://www.ideo.com/news/tim-brown-at-serious-play-2008
    Brown, T. (2009). CHANGE BY DESIGN : how design thinking transforms organizations and inspires innovation. Harper Business.
    Buchanan, R. (1992). Wicked Problems in Design Thinking. Design Issues, 8(2), 5. https://doi.org/10.2307/1511637
    Burnett, B. (2016). Stanford Webinar - Design Thinking = Method, Not Magic, Bill Burnnett [YouTube Video]. In YouTube. https://www.youtube.com/watch?v=vSuK2C89yjA&t=2359s
    Burnett, B. (2017). Stanford Webinar: Designing Your Life - How to Build a Well-Lived, Joyful Life [YouTube Video]. In YouTube. https://www.youtube.com/watch?v=CTA7ax-4fnc
    Burnett, B. (2021, February 23). How to use design thinking to create a happier life for yourself. Ideas.ted.com. https://ideas.ted.com/how-to-use-design-thinking-to-create-a-happier-life-for-yourself/
    Burnett, B., & Evans, D. (2016). Designing Your Life: How to Build a Well-Lived, Joyful Life. Knopf Doubleday Publishing Group .
    Burnett, B., & Evans, D. (2017, January 25). A Conversation with Bill Burnett and Dave Evans Authors of DESIGNING YOUR LIFE. News@Metro; News@Metro. https://metrocatalyst.files.wordpress.com/2017/01/dyl-author-qa.pdf
    Burnett, W., & Evans, D. J. (2020). Designing your work life : how to thrive and change and find happiness at work. Alfred A. Knopf.
    Burnett, W., Evans, D. J., & Tianning Xu. (2016). 做自己的生命設計師 : 史丹佛最夯的生涯規畫課, 用「設計思考」重擬問題, 打造全新生命藍圖 . 大塊文化出版股份有限公司,.
    Camacho, M. (2016). David Kelley: From Design to Design Thinking at Stanford and IDEO. The Journal of Design, Economics, and Innovation, 2(1), 88–101. https://doi.org/10.1016/j.sheji.2016.01.009
    Campbell, J. (1949). The hero with a thousand faces : a brilliant examination, through ancient hero myths, of man’s eternal struggle for identity. Fontana Press.
    Cascio, W. (2007). Trends, Paradoxes, and Some Directions for Research in Career Studies. In Gunz, H. & Peiperl,M(eds). Career Studies (pp.549-557). CA: Sage.
    Clancey, W. J. (2016). Creative Engineering: Promoting Innovation by Thinking Differently— Background. In J. E. Arnold & W. J. Clancey, Creative Engineering: Promoting Innovation by Thinking Differently (pp. 4–58). Stanford Digital Repository. https://purl.stanford.edu/jb100vs5745
    Faste, R. (1994). Ambidextrous thinking. In Innovations in mechanical engineering curricula for the 1990s. New York: American Society of Mechanical Engineers. Accessed February 2022, from http://www.fastefoundation.org/publications/ambidextrous_thinking.pdf
    Fouad, N. A. (2007). Work and Vocational Psychology: Theory, Research, and Applications. Annual Review of Psychology, 58, 543-564.
    Ginzberg, E. ,Ginsburg, S. W. ,Axelrad, S. ,& Herma, J.(1951). Occupational choice: An approach to a general theory. New York, NY: Columbia University Press.
    Isaksen, S. G., & Treffinger, D. J. (1985). Creative problem solving: the basic course. Buffalo, NY: Bearly, Ltd.
    Kunac, S. F., Krecar, I. M., & Kolega, M. (2019). Design Thinking Methodology In The Career Development Programme For University Students. In P. Besedová, N. Heinrichová, & J. Ondráková (Eds.), ICEEPSY 2019: Education and Educational Psychology, vol 72. European Proceedings of Social and Behavioural Sciences (pp. 213-223). Future Academy. https://doi.org/10.15405/epsbs.2019.11.19
    McKim, R. H. (1972). Experiences in visual thinking. Belmont, CA: Wadsworth Publishing.
    Rottinghaus, P. J., Jenkins, N., & Jantzer, A. M. (2009). Relation of depression and affectivity to career decision status and self-efficacy in college students. Journal of Career Assessment, 17(3), 271-285. Royalty,
    Shaputis, Kathleen(2003). The Crowded Nest Syndrome : Surviving the Return of Adult Children. Olympia: Clutter Fairy. 2003. ISBN 0972672702.
    Simon, H. A. (1969). The sciences of the artificial. The MIT Press.
    Simon, H. A. (1995). Problem forming, problem finding and problem solving in design. In Design and Systems, pp. 245–257. 41/42
    Stanford d.school. (2018). Bootcamp Bootleg. Stanford d.School. Retrieved from http://dschool.stanford.edu/wp-content/uploads/2011/03/BootcampBootleg2010v2SLIM.pdf
    Su, R., Murdock, C., and Rounds, J. (2015). “Person-environment fit,” in APA Handbook of Career Intervention, Volume 1: Foundations, eds P. J. Hartung, M. L. Savickas, and W. B. Walsh (Washington, DC: American Psychological Association), 81–98. doi: 10.1037/14438-005
    Treffinger, D. J. (1995). Creative problem solving: Overview and educational implications. Educational Psychology Review, 7(3), 301.
    von Thienen, J. P. A., Clancey, W. J., Corazza, G. E., & Meinel, C. (2018). Theoretical Foundations of Design Thinking, Part I: John E. Arnold’s Creative Thinking Theories. Springer International Publishing AG, (January), 13–40. https://doi.org/10.1007/978-3-319-60967-6
    Weber, H. M. (2021). Cognitive processes in Design Thinking: Optimization of perception, processing and reasoning. Retrieved from https://comum.rcaap.pt/handle/10400.26/36609
    陳琬蓉. (2017). 【校園雜誌】我的人生就是一個遊戲:遊戲化大師周郁凱. Campus.org.tw. https://shop.campus.org.tw/cm/ebooks/EVAL/20210102/202102Eval2.htm
    Chou, Y.-K. (2014). Actionable gamification : beyond points, badges, and leaderboards. Octalysis Group.
    Choy, E. (2021, October 12). How To Find Your Work’s Purpose Through Storytelling. Forbes. https://www.forbes.com/sites/estherchoy/2021/10/17/how-to-find-your-works-purpose-through-storytelling/?sh=ea7e8c050097
    Cross, N. (1982). Designerly ways of knowing. Design Studies, 3(4), 221–227. https://doi.org/10.1016/0142-694x(82)90040-0
    Csikszentmihalyi, M. (1990). Flow: the Psychology of Optimal Experience. Harper and Row.
    Dweck, C. S. (2006). Mindset : The new psychology of success. Ballantine Books.
    Elsa. (2015, August 11). 質化用戶研究101:樣本數到底多少才夠? - Conversion Lab. Conversion Lab. https://conversionlab.co/2015/08/11/number_of_research_samples/
    Fusco, L., Parola, A., & Sica, L. S. (2021). Life Design for Youth as a Creativity-Based Intervention for Transforming a Challenging World. Frontiers in Psychology, 12(May), 10–13. https://doi.org/10.3389/fpsyg.2021.662072
    洪震宇. (2016). 走自己的路,做有故事的人. 時報文化出版.
    IDEO Design Thinking. (2018). IDEO | Design Thinking. https://designthinking.ideo.com/
    Iskander, N. (2018, September 5). Design Thinking Is Fundamentally Conservative and Preserves the Status Quo. Harvard Business Review. https://hbr.org/2018/09/design-thinking-is-fundamentally-conservative-and-preserves-the-status-quo
    Jen, N. (2017, August 11). Design Thinking Is Bullsh*t. Adobe 99U. https://99u.adobe.com/videos/55967/natasha-jen-design-thinking-is-bullshit
    Jupiter, A. (2017, December 29). Jobs To Be Done Framework - Make Us Proud - Medium. Medium; Make Us Proud. https://medium.com/make-us-proud/jobs-to-be-done-framework-748c761797a8
    Kelley, T., & Kelley, D. (2013). Creative confidence : unleashing the creative potential within us all / Tom Kelley & David Kelley. William Collins.
    Kiley, D. (1983). The Peter Pan Syndrome. Dodd Mead.
    Kolmodin, M. (2021, April 10). Usability Testing Canvas for Agile Teams - Remote and IRL Testing - Download | Dandy People. Dandy People. https://dandypeople.com/blog/usability-testing-template-for-agile-teams-remote-and-irl-testing-download/
    Kooij, D. T. A. M., Kanfer, R., Betts, M., & Rudolph, C. W. (2018). Future time perspective: A systematic review and meta-analysis. Journal of Applied Psychology, 103(8), 867–893. https://doi.org/10.1037/apl0000306
    Lent, R. W., Brown, S. D., & Hackett, G. (1994). Toward a Unifying Social Cognitive Theory of Career and Academic Interest, Choice, and Performance. Journal of Vocational Behavior, 45(1), 79–122. https://doi.org/10.1006/jvbe.1994.1027
    Leopold , T., Ratcheva, V., & Zahidi, S. (2016). Chapter 1: The Future of Jobs and Skills. The Future of Jobs. https://reports.weforum.org/future-of-jobs-2016/chapter-1-the-future-of-jobs-and-skills/#view/fn-1
    Lewrick, M. (2020). Design Thinking Life Playbook. John Wiley.
    Lin, M. (2020, April 24). 史丹佛「人生設計課」大師專訪:讓孩子設計「對他而言有意義」的人生. 親子天下; 親子天下媒體中心. https://www.parenting.com.tw/article/5085961
    Liou, S., & Yang, C.-H. (2021). Creativity in Design Thinking: Inspiring Sense Making and Thing Making. Chinese Journal of Psychology, 63(2), 121–141. https://doi.org/0.6129/CJP.202106_63(2).0002
    劉世南. (2021). 設計思考課程教材 Design thinking toolkit. 衛生福利部國民健康署.
    劉世南, & 楊佳翰. (2021). 設計思考中的創意:釋義與造物的啟發. 中華心理學刊, 63(2), 121–141.
    Lupton, E. (2017). Design is storytelling. Cooper Hewitt, Smithsonian Design Museum.
    Mcgonigal, J. (2012). Reality is broken : why games make us better and how they can change the world. Vintage.
    Mcgonigal, J. (2016). Superbetter : how a gameful life can make you stronger, happier, braver and more resilient. Harperthorsons.
    Mcgonigal, J., Yixin Xue, & Huiru Chen. (2016). 超級好!用遊戲打倒生命裡的壞東西 : 50萬人親身見證的心理奇蹟. 叩應經銷, Tai Bei Shi.
    Millar, C. C. J. M., Groth, O., & Mahon, J. F. (2018). Management Innovation in a VUCA World: Challenges and Recommendations. California Management Review, 61(1), 5–14. https://doi.org/10.1177/0008125618805111
    Munsey, C. (2022). Emerging adults: The in-between age. Https://Www.apa.org. https://www.apa.org/monitor/jun06/emerging
    內政部. (2023, June 12). 重要性別統計資料庫. Www.gender.ey.gov.tw. https://www.gender.ey.gov.tw/gecdb/Stat_Statistics_DetailData.aspx?sn=aeFG0R2tHwmrDtITC%24JSaA%40%40
    Norman, D. A. (2013). The Design of Everyday Things. Mit Press. (Original work published 1988)
    Oishi, L. N. (2012). Enhancing career development agency in emerging adulthood: an intervention using design thinking. http://purl.stanford.edu/tt351qn0806
    Reilly, T. (2013). DESIGNING LIFE: STUDIES OF EMERGING ADULT DEVELOPMENT. : http://purl.stanford.edu/xt225kd5463
    Rillo, M. (2015, June 2). FACILITATOR TRAINING IN THE LEGO® SERIOUS PLAY® METHOD, DUBAI, UAE. Serious Play Pro. https://seriousplaypro.com/2015/06/02/using-lego-serious-play-as-a-design-thinking-tool/
    Rittel, H. W. J., & Webber, M. M. (1973). Dilemmas in a general theory of planning. Policy Sciences, 4(2), 155–169. https://doi.org/10.1007/bf01405730
    Rowe, P. G. (1987). Design thinking. Cambridge, Mass. Mit Press.
    Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://selfdeterminationtheory.org/SDT/documents/2000_RyanDeci_SDT.pdf
    Savickas, M. L. (2012). Life Design: A Paradigm for Career Intervention in the 21st Century. Journal of Counseling & Development, 90(1), 13–19. https://doi.org/10.1111/j.1556-6676.2012.00002.x
    Savickas, M. L., Nota, L., Rossier, J., Dauwalder, J.-P., Duarte, M. E., Guichard, J., Soresi, S., Van Esbroeck, R., & van Vianen, A. E. M. (2009). Life designing: A paradigm for career construction in the 21st century. Journal of Vocational Behavior, 75(3), 239–250. https://doi.org/10.1016/j.jvb.2009.04.004
    Schofield, E. (2017). The Effects of Life Design Career Counseling on Public Relations Students’ Self-Efficacy and Career Indecision. Undefined; https://www.semanticscholar.org/paper/The-Effects-of-Life-Design-Career-Counseling-on-and-Schofield/47f660101b35c3c51a384e45d30345cbd8a174fc
    Seligman, M. (2012). Flourish: A Visionary New Understanding of Happiness and Well-Being,. Atria Books.
    Seshadri, P., Joslyn, C. H., Hynes, M. M., & Reid, T. (2019). Compassionate design: considerations that impact the users’ dignity, empowerment and sense of security. Design Science, 5. https://doi.org/10.1017/dsj.2019.18
    Stanford d.school . (2014). Stanford d.school. Stanford D.school. https://dschool.stanford.edu/about
    Stanford Life Design Lab. (2011). Designing your life. Stanford University Explore Courses. https://explorecourses.stanford.edu/
    Stanford Life Design Lab. (2018a). Designing Your Life at National Taiwan University. Stanford Life Design Lab. http://lifedesignlab.stanford.edu/ntu
    Stanford Life Design Lab. (2018b). Stanford Life Design Lab. Stanford Life Design Lab. http://lifedesignlab.stanford.edu/
    THE MILLENNIAL GENERATION . (2015). Slideplayer; slideplayer. https://slideplayer.com/slide/4963054/
    Van, P., Lokitz, J., & Lisa Kay Salomon. (2016). Design a better business : new tools, skills, and mindset for strategy and innovation. Wiley.
    Vinsel, L. (2018, June 14). There’s So Little There There: A Response to the Stanford d.school’s Defense of Design Thinking. Medium; Medium. https://sts-news.medium.com/theres-so-little-there-there-a-response-to-the-stanford-d-school-s-defense-of-design-thinking-3cac35a1a365
    Wen, Y., Chen, H., Li, K., & Gu, X. (2020). The Challenges of Life Design Counseling in the Times of the Coronavirus Pandemic (COVID-19). Frontiers in Psychology, 11(July), 1–5. https://doi.org/10.3389/fpsyg.2020.01235
    Young, S. (2019, February 25). Life’s Wicked Problems (and How to Get Past Them) . Scott H Young. https://www.scotthyoung.com/blog/2019/02/25/wicked-problems/

    下載圖示 校內:立即公開
    校外:立即公開
    QR CODE