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題名:精障長照機構導入創新體感遊戲健康促進系統之服務體驗洞察
書刊名:福祉科技與服務管理學刊
作者:李信幸黃郁芯裴駿 引用關係
作者(外文):Lee, H.-H.Huang, Y.-H.Pei, C.
出版日期:2017
卷期:5:1
頁次:頁35-46
主題關鍵詞:服務體驗工程脈絡洞察體感遊戲精神障礙Service experience engineeringContextual inquiryExergameMental disorder
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(0) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:0
  • 共同引用共同引用:0
  • 點閱點閱:17
本研究旨在評估自行開發之創新體感遊戲健康促進系統導入長照機構系統運作之服務模式,進而發掘使用者需求與服務缺口,以利後續服務模式修正改良之參考依據。本研究採用服務體驗工程方法理論架構,從使用者觀點實施服務體驗脈絡洞察,彙整出互動、序列、工具器物、文化與實體等五大行為模型,並透過分析此五大模型綜整出體感遊戲健康促進系統之服務需求,再以親和圖歸納出五大項長照機構使用此系統之服務需求及契機:(1)活動空間要寬敞;(2)體感遊戲困難度客製化;(3)安排專人協助操作;(4)營造機構溫馨融洽氣氛;(5)積極爭取預算補助。最後再以心智圖呈現使用者需求項目間之關聯性。本研究除探討使用者體驗感受本質,並檢視及修正服務遞送模式外,期望提供明確有效的服務遞送模型予後續相關機構導入類似科技設備時之參考。
In this study, an exergame health-promoting system was implemented at a long-term care institution of patients with mental disorders. Through an evaluation of benefits of the system to institution residents and an examination of the system's service model, users' demands and the model limitations were identified serving as a paradigm for follow-up improvements of similar service models. The contextual inquiry of service experience engineering (SEE) was adopted to analyze the user-centered data of user service experiences regarding the exergame system. Five consolidated SEE models flow model, cultural model, sequence model, artifact model, and physical model were used to analyze the inadequacies of the current exergame service model. The potential users' demands were summarized and an affinity diagram was applied to propose the following suggestions for improving the innovative service model of the exergame system: (1) sufficient space at activity area: (2) personalization the difficulty of exergames; (3) a full- time staff member to assist in system operation and service delivery: (4) creating a pleasant atmosphere in the institution: (5) seeking budget subsidies actively. Mind mapping was also adopted to illustrate the relevance of those potential users' demands that did not show up in the affinity diagram. In summary, this study discussed user service experiences regarding an exergame system implemented at a long-term care institution of patients with mental disorders. The system service delivery model was examined by the contextual inquiry of SEE and mind mapping methods. The results can serve as a guideline for related institutions that intend to implement similar exergame systems.
期刊論文
1.Cotman, Carl W.、Engesser-Cesar, Christie(2002)。Exercise Enhances and Protects Brain Function。Exercise and Sport Sciences Review,30(2),75-79。  new window
2.裴駿、徐仲楠、黃建華、孫天龍、黃振嘉(2013)。創新遠距居家健康促進體感遊戲系統開發與初步評估。福祉科技與服務管理學刊,1(3),51-62。new window  延伸查詢new window
研究報告
1.林昭吟、林季平、林祐誠、李浩然、劉曉融(2004)。身心障礙者提前老化現象與健康照護需求之研究 (計畫編號:093-000000AU631-001)。臺北市:內政部。  延伸查詢new window
學位論文
1.賴炫政(1999)。運動對憂鬱症的影響(碩士論文)。國立臺灣師範大學,臺北市。  延伸查詢new window
2.王晴美(2002)。媒體報導精神疾患事件之分析與對策(碩士論文)。國立臺灣大學。  延伸查詢new window
圖書
1.蕭淑玲、黃宣龍、張呈瑋、林義倫、吳明珊、楊埅沂、陳以玲(2010)。顧客洞察者的田野手冊。台北:財團法人資訊工業策進會。  延伸查詢new window
2.財團法人資訊工業策進會(2008)。服務體驗工程方法指引:實務篇。臺北市:經濟技術處。  延伸查詢new window
其他
1.衛生福利部統計處(2013)。身心障礙者人數年齡別,http://www.mohw.gov.tw/CHT/DOS/Statistic.aspx?_list_no=312&fod_list_no=4198。  延伸查詢new window
 
 
 
 
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