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研究生:馬睿平
研究生(外文):MA, JUI-PING
論文名稱:整合服務導向概念與雲端運算的創意應用系統設計
論文名稱(外文):A Design of Creativity Application System Through Integrating Service-Oriented Concept and Cloud Computing
指導教授:林榮泰林榮泰引用關係林伯賢林伯賢引用關係
指導教授(外文):Lin, Rung-taiLin, Po-Hsien
口試委員:莊明振蕭顯勝林榮泰林伯賢陳郁佳
口試委員(外文):Chuang, Ming-ChuenHsiao, Hsien-ShengLin, Rung-taiLin, Po-HsienChen, Yu-Chia
口試日期:2015-05-30
學位類別:博士
校院名稱:國立臺灣藝術大學
系所名稱:創意產業設計研究所
學門:設計學門
學類:綜合設計學類
論文種類:學術論文
論文出版年:2015
畢業學年度:103
語文別:中文
論文頁數:180
中文關鍵詞:服務導向服務設計雲端運算創意應用
外文關鍵詞:service-orientedservice designcloud computingcreative application
相關次數:
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在雲端運算技術日益成熟、普及的資訊環境下,各類資訊服務提供者也越來越多思考關於雲端系統究竟能夠提供使用者何種的服務,方能貼近服務需求者的需要,而雲端技術的發展,對於創意設計工作者來說,無庸置疑的,將會是協助他們激發靈感、提供溝通、發展設計等創意應用活動的重要管道。緣此,本研究目的在運用服務導向相關概念,結合雲端運算環境、創意思考與設計法則,開發一套"服務導向雲端創意應用系統",結合系統平台及專屬行動裝置APP,以滿足創意設計使用者藉此進行即時性的創意應用活動,並了解專業設計背景的使用者運用雲端運算技術輔助創意應用的成效、應用類型。研究方法則結合理論文獻探討、原案分析、並以物件導向系統分析設計等方式實作完成創意應用之雛形系統,進行使用者系統可用性驗證、成效評估。研究結果如下:
1.以行動裝置結合系統平台的系統運用能充分滿足設計專業工作者隨時隨地紀錄靈感與存取創意應用資料的需求。
2.結合服務導向概念建構的雲端創意應用系統,能夠充分統合多樣化的服務,讓使用者擁有高度個人化彈性度的使用者經驗。
3.不同專業設計領域使用者對於創意應用需求不同,但透過服務導向概念的運作機制,能縮小、降低創意應用預期結果的落差。
4.在雲端運算環境下,以服務導向概念整合服務設計的流程自動化機制,可有效提升使用者在創意應用過程的效率與順暢度。

Since the cloud computing technology is mature increasingly, the popularity of the information environment, all kinds of information service providers are also more and more thinking regarding cloud systems how to provide users what kind of services, in order to close the service demand of, and cloud technology development, regarding the creative design workers it, no doubt will be assisting them inspiration, providing an important channel for communication, development of design, the creative application of activities. Therefore, this study aims at the application of the concept of service-oriented, combined with cloud computing technology and constructs several creative applications to construct a set of system tool named "service-oriented cloud-creative applied system (SOCCAS)", including the system softwares and mobile phone apps. To explore the effects of creative design through the cloud computing designed to assist users implementing instant creative application activities. By introducing this new approach of perceiving through SOCCAS to users' actual operation, the industry will be able to evaluate the effects of the theoretical application and furthermore provide a new model for future research and applications on cultural creativity and creative culture. The key issues of the study are listed as follows:
1.It will satisfy the demand of designer fully on recording idea and accessing to creative application database everwhere and anywhere through mobile devices combined with the system platform;2.By combining service-oriented concept with cloud computing, the system can integrate diverse creative service application to offer users with highly personalized user experience;3.The users with different professional design domain have different requirements for the application, but the operation mechanism of the service oriented concept can reduce and reduce the discrepancy of the expected results of the application;4.In the cloud computing environment, the automatic process nature based on Service - oriented concept integrated service design can effectively improve the efficiency and propitious usage in the creative application process.
謝 誌 ..........................................................i
摘 要 ........................................................iii
Abstract ........................................................iv
目 次..........................................................v
表目錄...........................................................ix
圖目錄...........................................................xi

第一章、緒論 1
1-1研究背景與動機 .................................................1
1-2研究目的 ......................................................7
1-3名詞釋義 ......................................................8
1-4研究架構 .....................................................12
1-5研究流程 .....................................................13
1-6研究途徑 .....................................................15
1-7研究範圍與限制 ................................................16
1-8本論文規劃編排 ................................................17

第二章、文獻探討 19
2-1 服務導向相關研究..............................................19
2-1.1 服務與服務概念..............................................19
2-1.2 服務接觸、場域與證據.........................................20
2-1.3 服務設計....................................................22
2-1.4 服務系統....................................................25
2-1.5 服務導向架構研究.............................................25
2-2 創意相關研究...................................................29
2-2.1 匯聚取向的創意研究............................................29
2-2.2想法產生......................................................30
2-2.3創意與創意問題解決.............................................31
2-2.4 創意思考.....................................................32
2-2.5 創意程序.....................................................33
2-2.6 創意法則工具.................................................35
2-3 群體創意與資通訊技術............................................36
2-3.1 電子腦力激盪與創意............................................36
2-3.2 群體創意與決策支援系統........................................38
2-4 設計問題、程序與活動研究.........................................41
2-4.1 設計問題.....................................................41
2-4.2 設計程序與活動................................................44
2-5 雲端技術與服務..................................................47
2-6 原案分析........................................................51
2-7 後設認知研究.....................................................53
2-7.1後設認知理論....................................................53
2-7.2後設認知與學習研究...............................................56
2-7.3後設認知與創意研究...............................................58
2-8 使用者需求研究....................................................59
2-8.1需求工程........................................................59
2-8.2使用者需求......................................................60
2-8.3紙上原型模擬.....................................................60
2-9 本章小結..........................................................62

第三章、研究設計 65
3-1 研究對象與問題.....................................................65
3-1.1 研究對象.........................................................65
3-1.2 研究問題.........................................................66
3-2研究設計............................................................67
3-2.1 研究方法與步驟....................................................67
3-2.2 創意應用─後設認知歷程分析架構.......................................68
3-3使用者需求分析........................................................73
3-3.1 事後回溯─後設認知訪談成果...........................................73
3-3.2 放聲思考─紙上原型模擬成果...........................................80
3-3.3 使用者行為決策.....................................................85
3-4 系統規劃設計.........................................................88
3-4.1 系統開發與分析方法..................................................88
3-4.2 系統概念............................................................91
3-4.3 系統部署組織........................................................95
3-5 本章小結..............................................................97

第四章、系統開發與實作 99
4-1 瀚取雲端創意應用系統....................................................99
4-2 系統環境..............................................................102
4-2.1 系統需求............................................................105
4-2.2 運作機制............................................................106
4-3 系統分析與塑模.........................................................107
4-4 系統雛型開發...........................................................114
4-4.1 系統元件與運作.......................................................114
4-4.2 介面規劃.............................................................115
4-5 本章小結...............................................................132

第五章、系統驗證與總結133
5-1 創意應用驗證............................................................133
5-1.1 驗證執行..............................................................133
5-1.2 可行性評估............................................................134
5-2 研究總結................................................................139
5-2.1 系統與使用者構面.......................................................140
5-2.2 服務導向構面...........................................................141
5-2.3 創意應用構面...........................................................143
5-3 後續研究與建議...........................................................144

參考文獻
英文.........................................................................145
中文.........................................................................160

附錄
一、受測者紙上原型系統模擬圖....................................................161
二、系統介面手繪草圖...........................................................171
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