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研究生:陳淑鈴
研究生(外文):Shu-Ling Chen
論文名稱:以誘導式科技結合群眾外包概念改善飲水習慣之手持裝置應用開發
論文名稱(外文):THE DESIGN AND DEVELOPMENT OF A MOBILE APPLICATION FOR ENGAGING HYDRATION BEHAVIOR
指導教授:鄭穎懋
指導教授(外文):Yun-Maw Cheng
口試委員:鄭穎懋
口試委員(外文):Yun-Maw Cheng
口試日期:2014-07-14
學位類別:碩士
校院名稱:大同大學
系所名稱:資訊工程學系(所)
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2014
畢業學年度:102
語文別:中文
論文頁數:89
中文關鍵詞:誘導式科技社群活動普及運算永續性群眾外包遊戲化行動裝置運算行為改變
外文關鍵詞:sustainabilityubiquitous computingCommunity activismPersuasive Technologygamificationmobile computingcrowdsourcingbehavior change
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在每天日常生活之中,足夠的飲水可以提升體能、心理、情緒的適應力,例如幫助消化、促進代謝、肌肉增強、集中注意力、穩定緩和情緒等好處。然而,即使大部分的人了解飲水的好處,卻仍然存在無法養成良好飲水習慣的問題。近年,許多研究透過誘導式科技幫助人們適時地作出決定,並且改善及維持良好的健康習慣。現今人們已經習慣與社群建立關係,並仰賴社群一同改善日常生活問題。此外,隨著手持裝置的逐漸興盛,利用群眾外包的概念結合手持裝置應用,來協同解決整個社群共同的問題也越來越普遍。因此,本研究嘗試透過手持裝置應用、誘導式科技和群眾外包的概念讓人們共同改善飲水習慣。本研究將匯集過往促進健康生活的相關文獻,並根據其研究結果,來瞭解使用族群對於健康行為的看法與需求,進而歸納出設計要點。針對系統雛型進行使用者實驗,以量化和定性的方式分析、統整使用者的回饋與感受,讓未來相關領域的設計有所依據。
“Do you drink enough water?” This is a typical daily routine that we know what is beneficial to us, but we simply do not make the proper corresponding decision with the knowing. In this research we want to know whether mobile apps can be designed to help people have more control of making informed decisions that accumulate over time and cause the improvements or deteriorations in health. By exploiting and leveraging the materiality of contemporary mobile phones, we present HydroMap, an app that reminds and helps its users decide in real-time and reflect the fact, water of life. The aim is to empower every of its users to take part in monitoring, sharing, and taking collective action based on their own water drinking measurements. We report the results of a study that used both quantitative and qualitative methods to investigate the impact of influential factors, including attractiveness, value, ease-of-use, trust, social support, as well as fun.
誌謝 i
中文摘要 ii
ABSTRACT iii
目錄 iv
表次 vii
圖次 viii
第1章 研究簡介 1
1.1 研究背景與動機 1
1.2 研究目標 3
第2章 文獻探討 5
2.1 誘導式科技 7
2.1.1 行為改變相關探討 7
2.1.2 誘導式裝置設計探討 10
2.1.3 提升使用經驗設計探討 14
2.1.4誘導行為相關案例探討 18
2.2 群眾外包 22
2.3 普及運算 25
2.4 現存健康行為經驗設計探討 28
2.5 小結 32
第3章 設計概念 33
3.1 設計要素 34
3.2 設計步驟 37
3.3 設計架構 42
3.4 小結 45
第4章 系統架構與實作 46
4.1 系統背景 46
4.2 系統架構 48
4.3 系統實作 50
4.4 小結 59
第5章 討論與分析 60
5.1 實驗對象與步驟 60
5.2 實驗結果與分析 62
5.2.1數據圖表結果 62
5.2.2 飲水認知與習慣變化 65
5.2.3體驗與感受性 67
5.3 小結 78
第6章 結論與未來展望 79
參考文獻 81
附錄 87
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