研究生: |
陳士敏 Shih-Min Chen |
---|---|
論文名稱: |
線上互動工具應用於顧客共創之研究 A study on customer co-creation through online interactive tool |
指導教授: |
董芳武
Fang-Wu Tung |
口試委員: |
林廷宜
Ting-Ti Lin 許峻誠 Chun-Cheng Hsu |
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: | 2020 |
畢業學年度: | 108 |
語文別: | 中文 |
論文頁數: | 95 |
中文關鍵詞: | 顧客共創 、共創平台 、線上互動工具 |
外文關鍵詞: | Customer co-creation, Co-creation platform, Online interactive tool |
相關次數: | 點閱:294 下載:0 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
網路發展讓企業得以經由線上共創平台接觸大量網路使用者,更有效發揮共創帶來的力量;其中利用互動工具可以引導網路使用者參與、透過網路達成企業擬訂的共創目的,故而成為線上共創活動中值得探究的形式。為此,本研究聚焦於線上互動工具在共創中應如何應用,探討互動工具將如何影響共創者的體驗乃至於未來共創活動的參與,並提出其應用於線上共創之建議。本研究彙整相關文獻歸納線上互動工具應用於共創的設計方法,開發一款線上互動工具,應用於輔助企業與顧客共同設計,並納入兩種共創刺激要素分別營造不同的共創情境,以之實際於網路平台發起共創活動,並透過線上量表調查互動工具的使用者。最終共獲得913個有效樣本,依統計分析結果召募三種不同共創者特質之11名受訪者,經由質性訪談具體了解互動工具對線上共創的影響。研究結果發現,(1) 線上共創的影響因素包含共創者特質與共創體驗,線上互動工具應自共創活動的開始到結束持續為共創者帶來正面的感受;(2) 線上互動工具應輔助共創者特質之不足,藉由產品資訊、互動引導和視覺刺激提升共創體驗,結合品牌態度促成循環的共創參與;以及(3) 線上互動工具應用於顧客共創,應考量整個線上共創活動的發展脈絡,藉由原型和使用者測試獲取有效的回饋。
In the development of the Internet, enterprises through the online co-creation platforms have been able to connect to mass internet users and release the power of co-creation effectively. Meanwhile, the interactive tool can guide the internet users to participate/take part in the co-creation activities and finish the goals designed by the enterprise, therefore becoming an online co-creation form which is worth investigation. Thus, this study focused on how to apply online interactive tool in the co-creation, how the interactive tool affects the co-creaters from their co-creation experience to intention of future participation, and providing the suggestions of applying the interactive tool in the online co-creation. This study collected the related literature and summarized the methods of designing online interactive tool for co-creation, according to which developed an online interactive tool to help the enterprise co-design with customers, and included 2 kinds of stimulations which can create different co-creating scenarios. Afterwards, the online co-creation activity supported by this tool was launched on social media, and the online questionnaire was used to survey the tool users. A total number of 913 valid subjects were recruited, and 11 subjects with different degree of co-creater characteristics were invited to participate the follow-up interview, so as to understand the effects of interactive tool in the online co-creation. The results reveal that (1) The influencing factors in the online co-creation include the co-creater characteristics and co-creation experience. The online interactive tool should bring co-creaters positive experience during the whole co-creation process. (2) Online interactive tool should fill the deficiencies in co-creater characteristics, enhance the co-creation experience through providing product information, interactive guidance and visual stimulation, and encourage the circular co-creation participation with the brand attitude. (3) Applying online interactive tool in customer co-creation needs to consider the context of the whole online co-creation activity. Also, the enterprise can acquire effective feedbacks with prototype and user testing.
英文文獻
1. Abedin, B., Abedin, B., Khoei, T. T., & Ghapanchi, A. R. (2013). A review of critical factors for communicating with customers on social networking sites. The International Technology Management Review, 3(4), 208-218.
2. Acar, O. A., & Puntoni, S. (2016). Customer Empowerment in the Digital Age. Journal of Advertising Research, 56(1), 4-8.
3. Antikainen, M., & Valkokari, K. (2015). Social media in networked innovation between b-to-b companies. Paper presented at the the CINET Conference. Stockholm, Sweden.
4. Bartl, M., Jawecki, G., & Wiegandt, P. (2010). Co-creation in new product development: conceptual framework and application in the automotive industry. Paper presented at the Conference Proceedings R&D Management Conference–Information, Imagination and Intelligence, Manchester.
5. Chaudhuri, A., & Holbrook, M. B. (2001). The chain of effects from brand trust and brand affect to brand performance: The role of brand loyalty. Journal of Marketing, 65(2), 81-93.
6. Cross, N. J. D. s. (1999). Natural intelligence in design. 20(1), 25-39.
7. Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 319-340.
8. Ernst, H., Hoyer, W., Krafft, M., & Soll, J.-H. (2017). Virtual Co-Creation with Customers in the Early Stages of New Product Development. SSRN Electronic Journal.
9. Füller, J., & Matzler, K. (2007). Virtual product experience and customer participation—A chance for customer-centred, really new products. Technovation, 27(6-7), 378-387.
10. Füller, J., Mühlbacher, H., Matzler, K., & Jawecki, G. (2009). Consumer Empowerment Through Internet-Based Co-creation. Journal of Management Information Systems, 26(3), 71-102.
11. Ferguson, C. J. (2009). An effect size primer: a guide for clinicians and researchers. Professional Psychology: Research and Practice, 40(5), 532-538.
12. Frow, P., Nenonen, S., Payne, A., & Storbacka, K. (2015). Managing Co-creation Design: A Strategic Approach to Innovation. British Journal of Management, 26(3), 463-483.
13. Fuchs, C., Prandelli, E., & Schreier, M. (2010). The psychological effects of empowerment strategies on consumers’ product demand. Journal of Marketing, 74(1), 65-79.
14. Fuchs, C., & Schreier, M. (2011). Customer Empowerment in New Product Development. Journal of Product Innovation Management, 28(1), 17-32.
15. Ghapanchi, A. R., Khoei, T. T., Abedin, B., & Abedin, B. (2013). A Review of Critical Factors for Communicating With Customers on Social Networking Sites. The International Technology Management Review, 3(4), 208-218.
16. Hair, J. F., Barth, K., Neubert, D., & Sarstedt, M. (2016). Examining the Role of Psychological Ownership and Feedback in Customer Empowerment Strategies. Journal of Creating Value, 2(2), 194-210.
17. Hoyer, W. D., Chandy, R., Dorotic, M., Krafft, M., & Singh, S. S. (2010). Consumer Cocreation in New Product Development. Journal of Service Research, 13(3), 283-296.
18. Jun, M., Yang, Z., & Kim, D. (2004). Customers' perceptions of online retailing service quality and their satisfaction. International Journal of Quality & Reliability Management, 21(8), 817-840.
19. Kapferer, J.-N., & Laurent, G. (1985). Consumers' involvement profile: New empirical results. ACR North American Advances.
20. Kavaliova, M., Virjee, F., Maehle, N., Kleppe, I. A., & Nisar, T. (2016). Crowdsourcing innovation and product development: Gamification as a motivational driver. Cogent Business & Management, 3(1).
21. Liang, T.-P., Chen, H.-Y., Du, T., Turban, E., & Li, Y. (2012). Effect of personalization on the perceived usefulness of online customer services: a dual-core theory. Journal of Electronic Commerce Research, 13(4).
22. Nambisan, S., & Baron, R. A. (2009). Virtual customer environments: testing a model of voluntary participation in value co‐creation activities. Journal of Product Innovation Management, 26(4), 388-406.
23. Narsalay, R., Brunswicker, S., & Bagherzadeh, M. (2016). The smart way to open your innovation process. Outlook: The journal of Accenture high-performance business .
24. Park, J., & Feinberg, R. (2010). E‐formity: consumer conformity behaviour in virtual communities. Journal of Research in Interactive Marketing, 4(3), 197-213.
25. Ramaswamy, V., & Gouillart, F. (2010). The power of co-creation: Build it with them to boost growth, productivity, and profits: Simon and Schuster.
26. Ramaswamy, V., & Ozcan, K. (2014). The co-creation paradigm: Stanford University Press.
27. Ramaswamy, V., & Ozcan, K. (2018a). Offerings as Digitalized Interactive Platforms: A Conceptual Framework and Implications. Journal of Marketing, 82(4), 19-31.
28. Ramaswamy, V., & Ozcan, K. (2018b). What is co-creation? An interactional creation framework and its implications for value creation. Journal of Business Research, 84, 196-205.
29. Sanders, E. B.-N., & Stappers, P. J. (2008). Co-creation and the new landscapes of design. International Journal of CoCreation in Design and the Arts, 4(1), 5-18.
30. Sanders, E. B.-N., & Stappers, P. J. (2014). Probes, toolkits and prototypes: three approaches to making in codesigning. International Journal of CoCreation in Design and the Arts, 10(1), 5-14.
31. Verleye, K. (2015). The co-creation experience from the customer perspective: its measurement and determinants. Journal of Service Management, 26(2), 321-342.
中文文獻
32. 杜鵬、李慶芳、周信輝、方世杰 (2017)。 「(創)串新」的服務模式:以價值共創觀點探索尚品宅配的服務流程與本質。管理學報, 34(3),頁 401-430。
33. 阮綠茵、管倖生、王明堂、王藍亭、李佩玲、盧麗淑(2006)。設計研究方法。台北:全華圖書。
34. 張紹勳、林秀娟(2005)。SPSS 初等統計分析。台中:滄海書局。
35. 陳建文、吳紹榮、余姵歆、袁綾 (2015)。 Facebook 粉絲專頁對網路持續使用行為意圖之影響: 以使用與滿足理論與社會影響觀點。朝陽商管評論, 14(S),頁 19-38。
36. 黃國峯、周文卿 (2015)。 Web2.0之價值共創模式。創新與管理, 11(3),頁 1-27。
37. 黃麗君、楊勝凱 (2006)。 顧客共創激勵因子之探索性研究-顧客夥伴關係之建構。關係管理研究(3),頁 77-82+85。
38. 葉乃靜(2012)。民族誌。圖書館學與資訊科學大辭典。 台北:國家教育研究院。
網路資料
39. Breschi, R., Freundt, T., Malin Orebäck, & Vollhardt, K. (2017). The expanding role of design in creating an end-to-end customer experience. Mckinsey. Retrieved from: https://www.mckinsey.com/business-functions/operations/our-insights/the-expanding-role-of-design-in-creating-an-end-to-end-customer-experience
40. Bughin, J. (2014). Three ways companies can make co-creation pay off. Mckinsey. Retrieved from: https://www.mckinsey.com/industries/consumer-packaged-goods/our-insights/three-ways-companies-can-make-co-creation-pay-off
41. Gordon, J., Grüntges, V., Smith, V., & Staack, Y. (2016). New insights for new growth: What it takes to understand your customers today. Mckinsey. Retrieved from: https://www.mckinsey.com/business-functions/marketing-and-sales/our-insights/new-insights-for-new-growth-what-it-takes-to-understand-your-customers-today