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研究生: 郭士綸
Guo, Shih-Lun
論文名稱: 整合讀者自創角色與非線性故事結構的影響探究:數位繪本之創作
The Impact of Developing a Digital Picturebook through Integrating Reader-co-created Characters and Non-linear Story Structures
指導教授: 卓彥廷
Cho, Yen-Ting
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: 2021
畢業學年度: 109
語文別: 英文
論文頁數: 181
中文關鍵詞: 電子繪本故事結構Processing讀者自主性故事創造
外文關鍵詞: digital picturebook, story structure, processing, reader autonomy, story-making
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  • 數位科技的發展已經改變了繪本的形式,特別是平板與智慧型手機的使用。讀者與數位敘事的互動已成為出版界相當重要的議題。尤其是電子繪本,藉由讀者自行創造故事的歷程,對增進讀者閱讀經驗有很大的潛力。
    許多應用程式利用改變故事、加入繪圖、錄音等嘗試將讀者提升成為創造者。但這些特點常因為設定和既定的功能而包含居多限制。如何邏輯性的讓讀者的創作進入故事中並同時保持讀者的參與性是關鍵。本研究利用自創的電子繪本樣版來探討結合讀者自創角色與非線性故事結構對於讀者閱讀經驗的影響。
    為了探討此影響,研究者完成三項計畫並使用質性研究方法來進行參與式實驗、觀察、半結構性訪談、訪問調查、與反思。研究的發現顯示讀者閱讀經驗如何在自創角色加入非線性故事結構中改變;此互動元素對故事閱讀有那些影響與啟發。本研究提供一套數位繪本的樣板整合自創角色與非線性故事結構,並且呈現創作過程所包含的概念圖、前導測試、個案研究。數位與紙本繪本互相的格式轉換策略也一併指出。本研究對讀者互動、讀者經驗、電子繪本設計應用、與未來學術研究提供一個範例。

    The rise of technology development of digital devices has changed the format of picturebooks, especially with the introduction of tablets and smart phones. The interaction between readers and digital narratives has become a relevant topic in the field of publication markets. Specifically, digital picturebooks have the potential to enhance readers’ experience of the story by making readers become co-creators in the story-making process.
    A growing number of applications (apps) have attempted to elevate readers into co-creators by providing options to change story-lines, and incorporating finger painting or voice recording. However, these features are often limited with regard to the setting and fixed roles in the story. How to logically apply readers’ creation to picturebooks while maintaining readers’ engagement is crucial. This research aimed to develop a prototype of a digital picturebook and to discuss the impact of integrating reader-co-created characters and non-linear story structure on readers’ experience.
    Three projects were conducted, and a qualitative participatory experiment, observation, semi-structured interview, and reflection were used as the research methods. The findings demonstrated readers’ experience changes after the input of their creations in the story in a non-linear structure. The effects of these interactive features on reading comprehension and inspiration are also documented. The significance of the present study is to provide a prototype of the digital picturebook using elements integrating co-creation and non-linear structure. The study also presented a process of developing through concept map, pilot testing, and case studies. The adaptation between physical and digital picturebooks is also showcased to demonstrate some strategies for transforming from one format to another. These projects can serve as a good example of richer reader interactivity and experience for digital book application design and future academic research. Also, the research can provide holistic design insights useful for digitalizing books to content creators, app developers, and book publishers. The results of this research can contribute in the area of interactive design, digital design, story design, and picturebook design.

    摘要 I Abstract II Table of Contents VI List of Tables X List of Figures XI 1. Introduction 1 1.1 Research motivation 1 1.2 Research question 2 2. Contextual Review 4 2.1 Picturebooks 5 2.2 Analog to digital 6 2.2.1 Introduction. 6 2.2.2 Picturebook apps. 7 2.2.3 Interactive approaches. 8 2.3 Reader participation and experience 9 2.4 Story structure 10 2.4.1 Linear structure. 11 2.4.2 Branching structure. 11 2.4.3 Concentric structure. 12 2.4.4 Fishbone structure. 13 2.4.5 Parallel structure. 14 2.4.6 Threaded structure. 14 2.5 Digital tool 15 2.6 Case Study 16 2.6.1 Interactive fiction. 16 2.6.2 e-books. 17 2.6.3 Drawing in digital interactive games. 17 2.6.4 Drawing in digital installation. 18 2.6.5 Digital picturebooks. 19 2.6.6 Suggestions for digital picturebooks. 22 3. Methodology 22 3.1 Introduction 22 3.2 The choice of methodology 23 3.2.1 Literature review. 23 3.2.2 Case study. 24 3.2.3 Experimenting through projects. 24 3.3 Data collection method 25 3.3.1 Participatory experiment. 25 3.3.2 Crossover Design. 26 3.3.3 Observation. 26 3.3.4 Semi-structured interview. 27 3.3.5 Scale question. 27 3.4 Reflection and evaluation method 28 3.4.1 Reflection. 28 3.4.2 Sorting. 29 3.4.3 Thematic network. 29 3.4.4 Triangulation 29 4. Projects 30 4.1 Project 1 30 4.1.1 Concept and development. 30 4.1.2 Participatory experimenting and data analysis. 34 4.1.3 Reflection and Evaluation. 36 4.2 Project 2 38 4.2.1 Concept and development. 38 4.2.2 Participatory experimenting and data analysis. 40 4.2.3 Reflection and evaluation. 41 4.3 Project 3 41 4.3.1 Concept and development. 42 5. Evaluation 52 5.1 Physical picturebook of Project 3 52 5.2 Digital picturebook of Project 3 54 5.2.1 Co-created characters. 54 5.2.2 Non-linear structure. 57 5.3 Discussion of Project 3 60 5.4 General reflection 67 6. Conclusion 71 6.1 Findings and discussion 71 6.2 Limitation 73 6.3 Contributions 74 6.4 Future 74 References 76 Appendix 82 A1. Digital picturebook breakdown 82 A2. Interview transcripts 88 Reader 1 Interview 88 Reader 2 Interview 94 Reader 3 Interview 98 Reader 4 Interview 110 Reader 5 Interview 117 Reader 6 Interview 124 Reader 7 Interview 134 Reader 8 Interview 152 Reader 9 Interview 156 Reader 10 Interview 163

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