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研究生: 陳婉怡
Wan-I Chen
論文名稱: 透過服務設計探討服務體驗對社會企業顧客滿意度與忠誠度影響 ─ 以新北市拼圖喵生命平權推廣協會為例
Exploring the effects of service experience on customer satisfaction and loyalty of social enterprise through service design: A Case of Puzzlecat Life Equality Promotion Association
指導教授: 宋同正
Tung-Jung Sung
口試委員: 林廷宜
Ting-Yi Lin
許言
Yen 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: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 97
中文關鍵詞: 社會企業服務設計服務體驗滿意度忠誠度
外文關鍵詞: Social Enterprise, Service Design, Service Experience, Customer Satisfaction, Customer Loyalty
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  社會企業為同時包含社會目的與商業手段之私人組織,被視為未來長期且穩定解決社會問題的新體制。然而,社會企業目前面臨缺乏民眾認同與支持及缺少忠誠顧客之困境,且較少研究針對此現象進行探討。基此,本研究望能透過服務設計方式,以顧客角度探討其對社會企業所提供服務之體驗感受,並透過新服務設計優化服務體驗,進而提升顧客滿意度與忠誠度。
  本研究以動物保護類型之社會企業為研究範圍,並以新北市拼圖喵生命平權推廣協會為例,共分四個階段:第一階段「議題界定」,透過文獻了解相關議題內容與發展狀況;第二階段「探索定義」,與服務提供方訪談後將研究聚焦於參訪服務並藉由觀察法了解參訪流程,再針對訪客進行調查以探討其服務感受現況並進行統計分析(共101份有效問卷),最後與訪客(9名)進行訪談,深入了解其需求與痛點並整理出關鍵問題;第三階段「設計發展」,邀請利害關係人(6名)進行共創工作坊,針對關鍵問題與解決方案進行討論,並發展設計提案及製作新參訪服務原型,接著透過啟發式評估請專家(3名)提供相關建議,最終提出O2O2O虛實整合新參訪服務設計;第四階段「成果評估」,邀請訪客實際操作並模擬體驗新服務流程後填寫問卷(共53份有效問卷),以分析其對新服務設計體驗感受。
  本研究主要研究發現有:(1)服務體驗會對顧客滿意度與忠誠度產生顯著正向影響,且滿意度亦會對忠誠度產生顯著正向影響;(2)服務體驗之「愉悅性」及「互動性」可顯著提升顧客滿意度,而「愉悅性」、「新穎性」、「舒適性」及「安全性」則可顯著提升顧客忠誠度;(3)本研究提出之O2O2O新參訪服務設計相較原服務在服務體驗「互動性」及忠誠度「交叉購買意願」構面有顯著提升,且擁有較高的淨推薦值。最後,本研究亦提出若干設計與研究相關建議,以供未來相關社會企業與研究作為參考。


  Social enterprises are private organizations that include both social goals and commercial means. It’s regarded as a long-term and stable new system for solving social problems in the future. However, lack of public recognition and support and loyal customers is the difficulty of current social enterprises, and few studies have been conducted to investigate this phenomenon. Base on this background, this study aims to explore the customer's experience of the services provided by social enterprises through service design method, and optimize the service experience through the new service design in order to enhance customer satisfaction and loyalty.
  This study takes social enterprises in the field of animal protection as the scope of research and Puzzlecat Life Equality Promotion Association as an example. It’s divided into four stages. First, the study reviewed literatures to understand the content and development of related issue. Second, after interviewed with service provider and focused the study on visiting service, the study recorded the actual process of the service with observation method Then, the study employed questionnaire to explore service experience of visitors and conduct statistical analysis (101 valid questionnaires in total). To understand customers’ needs and pain points, the study also interviewed 9 visitors and sorted out key issues. Third, the study Invited stakeholders (6 people) to discuss key issues and solutions in a co-creation workshop. After developing design proposals and making new visiting service prototypes, the study invited experts (3 people) to provide relevant suggestions through heuristic evaluation. The study finally put forward the design as a new visit service integrating online and offline (O2O2O). Finally, visitors were invited to operate and experience the new service design, and then analyze their experience of the new service through questionnaires (53 valid questionnaires in total).
  The main findings of this study are: (1) Service experience will have a significant positive impact on customer satisfaction and loyalty, and satisfaction will also have a significant positive impact on loyalty; (2) The "hedonic" and "interaction" of the service experience can significantly Improve customer satisfaction, while "hedonic," "novelty," "comfort" and "safety" can significantly improve customer loyalty; (3) Compared with the original service, the "interaction" of service experience and the "cross-buying intention" of customer loyalty have been significantly improved in the new O2O2O visit service design proposed in this study. Moreover, the new visit service design got a higher Net Promoter Score. Base on the above findings, this study also provides some suggestions for the relevant research field and social enterprises in the future.

目錄 第一章、緒論1 1.1研究背景與動機1 1.2研究目的3 1.3研究範圍與限制3 1.4研究對象與場域3 1.5重要名詞解釋4 1.6研究流程5 第二章、文獻探討6 2.1社會企業6 2.1.1社會企業起源與功能6 2.1.2社會企業定義與範圍7 2.1.3社會企業構面9 2.1.4台灣社會企業9 2.2動物保護12 2.2.1台灣動物保護發展與現況12 2.2.2台灣動物保護社會企業13 2.2.3新北市拼圖喵生命平權推廣協會15 2.3服務設計17 2.3.1服務設計定義17 2.3.2服務設計流程與工具18 2.4 服務體驗21 2.4.1 服務體驗定義21 2.4.2 服務體驗衡量構面21 2.5 顧客滿意度24 2.5.1顧客滿意度定義24 2.5.2顧客滿意度衡量構面24 2.6 顧客忠誠度25 2.6.1顧客忠誠度定義25 2.6.2忠誠階段25 2.6.3顧客忠誠度衡量構面26 2.6.4淨推薦值28 第三章、研究設計29 3.1研究假設與架構29 3.2研究流程與方法30 3.2.1探索定義階段30 3.2.2設計發展階段32 3.2.3成果評估階段35 第四章、探索定義階段36 4.1服務提供方訪談36 4.2場域現況及服務流程37 4.2.1場域現況觀察37 4.2.2參訪服務流程39 4.3問卷調查結果分析41 4.3.1基本資料及特性41 4.3.2信度與效度分析44 4.3.3敘述性統計分析44 4.3.4差異性分析47 4.3.5迴歸分析47 4.3.6關鍵事件分析49 4.4 訪談結果分析51 4.5探索定義階段結論52 第五章、設計發展階段55 5.1 共創工作坊提案55 5.2虛實整合模式58 5.3新參訪服務設計提案59 5.3.1線上設計物60 5.3.2實體設計物64 5.3.3新服務設計提案流程66 5.4啟發式評估與修改新設計66 5.5 新參訪服務設計完整說明68 5.5.1新參訪服務設計內容68 5.5.2關鍵問題之解決方案填補狀況70 5.5.3新參訪服務流程與情境71 5.6 設計發展階段結論74 第六章、成果評估階段76 6.1問卷調查結果分析76 6.1.1受測者基本資料76 6.1.2敘述性統計分析77 6.1.3差異性分析79 6.1.4淨推薦值80 6.1.5關鍵事件分析81 6.2成果評估階段結論83 第七章、結論與建議84 7.1研究結論84 7.2研究建議86 7.2.1設計實務建議86 7.2.2後續研究建議87 參考文獻 88 附件一94 附件二96

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