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研究生: 許梅君
Mei-Chun Hsu
論文名稱: 遊戲化於金融服務軟體設計要素之探討 —以機器人理財軟體為例
The Gamification Design Elements of Financial Service Software- A Case Study of Robo Advisor Software
指導教授: 黃世禎
Sun-Jen Huang
口試委員: 盧希鵬
Hsi-Peng Lu
羅天一
Tainyi Luor
學位類別: 碩士
Master
系所名稱: 管理學院 - 資訊管理系
Department of Information Management
論文出版年: 2018
畢業學年度: 106
語文別: 中文
論文頁數: 68
中文關鍵詞: 以人為中心設計遊戲化機器人理財
外文關鍵詞: Human-Centred Design, Gamification, Robo Advisor
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金融科技發展帶來許多破壞式創新,改變顧客對於金融服務的期望,並設定更高的使用者體驗基準,遊戲化可做為回應該發展趨勢的解決方案。然而現行國內多數金融產品軟體仍以交易功能為導向,難以養成使用者習慣與吸引年輕化顧客。實務上目前對於金融服務遊戲化,缺乏明確的遊戲化設計流程與設計要素做為參考,且學術上對於金融服務遊戲化設計相關研究仍舊有限。
自2017年起,國內金融業者積極推出機器人理財服務,如何展現差異化,為顧客提供更有參與感的使用者體驗,培養其忠誠度,為金融機構須關注的重點,因此本研究以機器人理財軟體為例,探討遊戲化於金融服務軟體設計要素。
本研究基於ISO 9241-210:2010國際標準,以人為中心設計流程發展對應的遊戲化設計活動,並搭配人物誌、使用者歷程、顧客旅程地圖、遊戲化模式畫布與使用者體研評估模型等工具,提出機器人理財軟體遊戲化設計提案,並透過業界專家訪談與千禧世代使用者訪談了解其意見回饋。
本研究結果建議,金融服務軟體遊戲化設計目標,應以提升使用者參與度與黏著度為基礎,並延伸至其他產品交叉行銷與品牌知名度提升。同時金融服務軟體遊戲化設計應考量金融服務本質,基於滿足使用者體驗,增加遊戲化設計,並考量易使用性、趣味性、可視性、獎勵性、社群性、可分析性等要素進行設計。


The development of financial technology has brought many destructive innovations, changing customers' expectations for financial services, and setting a higher user experience benchmark. Gamification can be used as a solution to the development trend mentioned above. However, most domestic financial product software is still oriented to transaction functions, and it is difficult to develop user habits and attract young customers. In practice, there is currently no ambiguous gamification design process and design elements for gamification of financial services, and academic research on gamification of financial services is still limited.
Since 2017, domestic financial companies have actively launched robo advisor services. How to show the difference to provide customers with a more participatory user experience, to cultivate their loyalty are key points for financial institutions to pay attention to. Therefore, this research takes robo advisor software as an example to explore the gamification design elements of financial service software
Based on the ISO 9241-210:2010 international standard, this research develops the corresponding gamification design activities with human-centered design process, and persona, user lifecycle, customer journey map, gamification mode canvas and user experience evaluation model to propose the gamification design solution of robo advisor software, and through the industry expert interviews and the millennium user interviews to understand their feedback.
The results of this study suggest that the game design objectives of financial services software should be based on improving user participation and adhesion, and extend to other cross product marketing and brand awareness promotion. At the same time, the gamification design of financial services software should consider the essence of financial services, based on the user experience to add on the gamification design, and consider the ease of use, fun, visibility, reward, community and analyzability.

目錄 摘要 I Abstract II 誌謝 III 目錄 IV 表目錄 VI 圖目錄 VII 第一章、 緒論 1 第一節、 研究背景與動機 1 第二節、 研究目的 2 第三節、 研究範圍 3 第四節、 研究流程與架構 4 第二章、 文獻探討 5 第一節、 以人為中心設計 5 第二節、 遊戲化設計 7 第三節、 機器人理財 14 第三章、 研究方法 24 第一節、 研究流程與方法 24 第二節、 研究使用工具 26 第三節、 研究步驟 33 第四節、 訪談對象 36 第四章、 遊戲化設計成果 39 第一節、 了解與定義使用情境階段成果 39 第二節、 分析使用者需求階段成果 42 第三節、 製作設計解決方案階段成果 44 第四節、 評估設計成果階段成果 49 第五章、 研究訪談結果 51 第一節、 專家訪談結果 51 第二節、 使用者訪談結果 56 第六章、 結論與建議 60 第一節、 研究結論與發現 60 第二節、 研究建議 63 參考文獻 65 中文文獻 65 英文文獻 66 表目錄 表1遊戲動力、機制與組件元素表 9 表2傳統財務規劃與目標導向投資比較 17 表3研究進行步驟與研究方法 24 表4專家訪談對象背景 36 表5使用者訪談對象背景 37 表6國內機器人理財產品 39 表7機器人理財軟體目標對象人物誌 41 表8機器人理財軟體遊戲化提案方案說明 45 表9機器人理財軟體遊戲化設計元素說明 48 表10評估設計成果階段提案選擇問項 49 表11評估設計成果階段使用者體驗五度模型問項 50 表12定義商業目標與設定行為專家訪談結果 52 表13設定目標使用者專家訪談結果 53 表14遊戲化提案選擇專家訪談結果 53 表15遊戲化機制與元素設計專家訪談結果 54 表16遊戲化提案選擇結果 57 表17使用者體驗評估五度模型訪談結果 57 表18金融理財軟體遊戲化設計流程與預期產出 60 圖目錄 圖1研究流程 4 圖2 ISO 9241-210:2010以人為中心的設計活動 6 圖3遊戲化資訊系統設計原則 11 圖4遊戲化專案流程 13 圖5機器人理財發展沿革 15 圖6機器人理財發展 16 圖7機器人理財流程 19 圖8FINRA機器人理財流程 20 圖9機器人理財資產規模 21 圖10機器人理財軟體設計原則 23 圖11玩家人物誌範例 27 圖12顧客旅程地圖範例 28 圖13遊戲化模式畫布範例 31 圖14使用者體驗評估的五度模型 32 圖15機器人理財軟體遊戲化使用者歷程 42 圖16機器人理財軟體遊戲化顧客旅程地圖 43 圖17機器人理財軟體遊戲化模式畫布 44 圖18機器人理財軟體遊戲化提案特性說明 45

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