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研究生: 黃聆寧
Huang, Ling-ning
論文名稱: 以網絡為中心建構群眾智慧創新模式
Network-Centric Innovation Model for Collective intelligence
指導教授: 謝孟達
Shieh, Meng-Dar
陳國祥
Chen, Kuohsiang
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: 2009
畢業學年度: 97
語文別: 英文
論文頁數: 75
中文關鍵詞: 以網絡為中心群眾智慧群眾外包創新模式
外文關鍵詞: crowdsourcing, Web2.0, innovation model, Collective intelligence, Network-Centric
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  • 資訊時代的來臨,隨著網路環境漸趨成熟,科技進步,上網人數遽增,網路已經變成一個強調使用者共同參與以及建構網路內容的新世代— Web2.0,如果Web1.0著重的是資訊,Web2.0強調的就是合作與社群等集體協作的概念。
    開放原始碼計畫、線上社群等新勢力的崛起,廣泛結合了企業外部的創意與人才,透過網路架構促成超越疆界的合作,使得以網絡為中心的創新模式成為時勢所趨,面對進入新的網路世代,各種群眾智慧、協同合作相關網站紛紛興起,大家都還處於摸索及尋找適宜創新及經營模式的時期。因此,藉由案例研究,推論出以網路為中心之群眾智慧創新模式,將有助於未來產業的發展,同時有益於理論分析架構的建立。
    本研究根據群眾智慧的兩大要素:網絡互動、創新內容輸出,以此為兩大構面,建構出由「以網絡為中心之群眾智慧創新模式」。本研究認為群眾智慧創新網站之創新可分為這四種類型,進而能透過此模型來分析群眾外包、群眾智慧創新網站的經營模式,並試圖找出不同群眾智慧應用服務所重視的要素之差異與獲利方式。
    本研究發現「群眾智慧創新模式」能有效詮釋群眾智慧網站之經營模式,透過群眾智慧創新模式對研究個案進行個別分析與跨個案比較後,發現群眾智慧網站的經營模式具有以下特性:(一)使用者的角色是生產者也是消費者,透過群眾合作能找出新的利基點、(二)在創新過程中,大公司經常扮演仲介者角色,讓使用者進行創新內容產出、(三)本研究根據社群互動關係、創新產出內容、獲利基礎建構一創新模式,模式中可分為有獎徵答型、創意市集型、故事接龍型、拼圖遊戲型等四類。

    Since the Internet environment has grown mature, technology has progressed, and the amount of people surfing the Internet has increased, the info-generation is coming. Nowadays the info-generation has already become a new age, emphasizing the participation of users, and constructing the content of the Internet — Web2.0. If the main spirit of Web1.0 is information, then Web2.0 emphasizes the concept of collaboration, such as cooperation and communities.
    The new rising trends such as open source plans and online communities are extensively integrated with creativities and outside professionals in specific industries.
    The cross-field cooperation by the Internet brings forth the network-centric innovation model as an emerging trend. Facing the coming of a new e-generation, different kinds of websites, which relate to collective intelligence and collaborative cooperation, emerge where everyone is accommodating to begin a search for a new innovation and management model. To bring this innovation, a research was conducted by using case studies to infer the network-centric innovation model for collective intelligence, and how it will benefit the development of future industry by analyzing its relative structure.
    According to collective intelligence’s two main elements - Network interactions and innovation output content, this study builds Network-Centric innovation model for collective intelligence with these two dimensions. This comprises four models of collective intelligence innovation. This study further indicates that we could analyze the business model of crowdsoucing websites through the Network-Centric innovation model for collective intelligence; even, we could try to figure out what different crowdsoucing websites look upon greatly.
    This study found that Network-Centric innovation model for collective intelligence could effectively narrate the business model of collective intelligence sites. Through the comparison among cases by case studying with Network-Centric innovation model, these studies found the business model of collective intelligence sites have the following attributes.
    First, users play the role of the producer and also the consumer. Second, a company could find new niche by crowdsoucing. Third, Company just plays a role as agency in the innovation process of collective intelligence cases. Fourth, this research bases on network interaction, innovation output content and profits origin to build the innovation model,and it could divide in four types – The Trivia game mode, The Creative Market mode, The Story Solitaire mode, the Puzzles mode.

    1. Introduction 1 1.1 Background and Motivation 1 1.2 Objectives 2 1.3 Research Questions 3 1.4 Research Procedure 4 2. Literature review 6 2.1 Innovation 6 2.2 WEB 2.0 7 2.2.1 The Origin of Web2.0 7 2.2.2 The motive power of Web2.0 7 2.3 Collective Intelligence 14 2.3.1 Definition and Classification 14 2.3.2 The key factors 16 2.4 Related concepts with collective intelligence 19 2.4.1 Online Community 19 2.4.2 Open Source 21 2.4.3 Crowdsourcing 24 3. Study Procedure and Study Method 27 3.1 Study Method 27 3.2 Collecting the relative cases 29 3.3 Classification of collective intelligence websites 33 3.4 The Innovation Model Design of collective intelligence 34 3.4.1 Framing the Landscape of Innovation for collective intelligence 34 3.4.2 The Dimensions of Innovation for collective intelligence 35 3.5 Case Selection 37 3.5.1 Case Selection Principles 37 3.5.2 Target Cases 37 3.6 Study restriction 38 4. Case Study 39 4.1 InnoCentive 39 4.1.1 Introduction 39 4.1.2 Application services illustration 40 4.1.3 Strategic position / business model 40 4.1.4 Developing Process 41 4.1.5 Profit origin 42 4.1.6 Summary 43 4.2 Threadless 44 4.2.1 Introduction 44 4.2.2 Application services illustration 44 4.2.3 Strategic position / business model 45 4.2.4 Developing Process 47 4.2.5 Profit origin 48 4.2.6 Summary 49 4.3 Cambrian House 50 4.3.1 Introduction 50 4.3.2 Application services illustration 50 4.3.3 Strategic position / business model 51 4.3.4 Developing Process 52 4.3.5 Profit origin 53 4.3.6 Summary 54 4.4 Second Life 55 4.4.1 Introduction 55 4.4.2 Application services illustration 56 4.4.3 Strategic position / business model 56 4.4.4 Developing Process 58 4.4.5 Profit origin 58 4.4.6 Summary 59 4.5 The Comparison of four cases 60 4.6 The Four Modes of Network-Centric Innovation for collective intelligence 62 4.6.1 The Trivia game mode 63 4.6.2 The Creative Market mode 64 4.6.3 The Story Solitaire mode 65 4.6.4 The Puzzles mode 66 4.6.5 The advices in choosing the mode of collective intelligence 67 5. Conclusions and suggestions 69 5.1 Conclusions 69 5.2 Key successful factors 70 5.3 Follow-up study suggestion 70

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