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研究生: 駱豊儒
Li-ju Luo
論文名稱: 應用遊戲化促進腦力激盪會議之研究
HexDeck: Gamification of Tangibles for Brainstorming
指導教授: 梁容輝
Rung-huei Liang
口試委員: 唐玄輝
Hsien-hui Tang
陳建雄
Chien-hsiung Chen
學位類別: 碩士
Master
系所名稱: 設計學院 - 設計系
Department of Design
論文出版年: 2014
畢業學年度: 102
語文別: 中文
論文頁數: 69
中文關鍵詞: 遊戲化腦力激盪卡片
外文關鍵詞: Gamification, Brainstorming, Card
相關次數: 點閱:410下載:13
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在創新思考的過程中,目前所被廣泛使用來發想創新產品的方法就是腦力激盪會議,藉由提供各種新奇或怪異的想法讓討論能夠突破框架,腦力激盪會議使用至今也發展了不少種輔助的方式以及工具來刺激創意。其中牌卡在作為刺激發想的工具中已經被研究出可以帶來許多意想不到的好處。但是實際上仍然有一些問題沒有被探討得很清楚;會議進行中陷入僵局的場面仍然經常性的出現。我們在探索的過程中發現這很有可能與使用者進行腦力激盪會議的動機有關,因此我們從嚴肅遊戲出發去尋找可能讓腦力激盪會議變得有趣的方法。近年來,遊戲化(gamification)的出現引起了遊戲界熱烈的討論,這種趨勢連結了人機互動概念以及遊戲。其定義為使用遊戲設計的元素在非遊戲的環境脈絡(nongame context)中,遊戲化這樣的概念給了我們一個新的想法使用在腦力激盪會議中。本論文探討如何結合遊戲化的概念搭配創意牌卡工具到腦力激盪會議中,我們從 IoT 牌卡出發去進行新牌卡的設計以及探索如何改進其牌卡工具現有的缺陷。過程中我們將實體牌卡數位化來擴大其資訊量,並且透過設計遊戲元素在牌卡本身成為六邊形的形式做改進並且以類似遊戲的方式在數位桌上來進行互動。並且除了數位化版本外,我們也製作了紙牌的版本來比較兩者的差異。我們將設計出來的牌卡投入實驗中,利用遊戲元素可以改變人們行為的性質試著幫助使用者在進行會議的過程中可以享受這個過程,激勵使用者,加強在過程中的動機和積極互動的表現並希望能進一步刺激發想。我們的牌卡在造型上與遊戲化的應用搭配非常成功,但是卡片內容的改進仍需要各方面的專家來協助進行修改,而遊戲化也被發現是一件需要被設計的事情。


Brainstorming has been widely used for creating new products. By providing various kinds of novel or unusual thoughts to think outside the box, brainstorming has developed some auxiliary methods and tools to stimulate creativity. As a tool for stimulative thinking, cards are said to have numerous advantages. In recent years, the appearance of gamification, which connects the concepts of HCI and games, has caused a sensation to the game world. Gamification is to employ game-designing elements in nongame contexts and the concept gives us another idea in brainstorming. We start from IoT deck to conduct a new design of card tool and explore how to improve their existing card tool defects.This essay aims at how to combine gamification with creative cards in brainstorming. We digitalize the physical cards to display its information, improve cards through game-designing elements and interact with game-like methods. With game elements, we can change people's behavior, help users enjoy the meeting and further stimulate deliberations. Furthermore, in addition to the digital card, we have made physical card version to compare the differences between both. Our new card tool with a very successful by the shape and gamification but improved card contents still need experts from various aspects to be modified and gamification also found the things that need to be designed.

口試委員會審定書 ........................... I 目錄 ..................................... IV 圖次 ..................................... VI 表次 ..................................... VIII 1. 緒論 .................................. 1 1.1. 研究背景 ............................. 1 1.2. 研究動機 ..............................2 1.3. 研究目的 ..............................3 1.4. 研究範圍與限制 .........................3 2. 文獻探討 ................................4 2.1. 腦力激盪法 ............................4 2.2. 嚴肅遊戲 ..............................7 2.3. 牌卡 .................................9 2.4. 遊戲化 (Gamification) .................13 3. 研究方法 ................................ 15 3.1. 前期使用者觀察 ......................... 15 3.1.1. 實驗設計 ............................ 17 3.1.2. 實驗結果 ............................ 18 3.2. 牌卡設計 .............................. 19 3.2.1. 目前的問題 .......................... 19 3.2.2. 設計目標 ............................ 20 3.2.3. 設計過程 ............................ 20 3.2.4. Hex Deck ........................... 22 3.2.5. 互動功能 ............................ 29 3.2.6. Hex Deck 紙牌版本 ................... 34 3.3. 後期使用者觀察 ......................... 35 3.3.1. 研究對象 ............................ 35 3.3.2. 實驗設計 ............................ 35 4. 研究成果 ................................ 40 4.1. 傳統的腦力激盪的觀察及訪談質性分析 ......... 40 4.2. 使用工具的觀察及訪談質性分析 .............. 42 4.2.1. 設計系(Hex Deck 紙卡) ............... 42 4.2.2. 工程系(Hex Deck 紙卡) ............... 44 4.2.3. 紙卡組別小結 ........................ 46 4.2.4. 設計系(Hex Deck 互動牌卡) ............ 48 4.2.5. 工程系(Hex Deck 互動牌卡) ............ 50 4.2.6. 互動牌卡組別小結 ...................... 52 4.2.7. Hex Deck 牌卡的使用觀察 ............... 53 5. 結論 .................................... 55 6. 未來發展 ................................ 57 參考文獻................................... 58

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