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  • 學位論文

協同式數位內容開發專案之創造力與管理績效研究

The Investigation of the Creativity and Management Performance on the Digital Content Project in Collaboration

指導教授 : 王兆華
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摘要


數位內容產業面對全球性的市場競爭,必須快速且靈活地整合各方資源,以全面性的創造力運籌模式來進行專案開發,從而提升整體效能與建構核心競爭力。為此,各專業領域的協同發展是一個必然趨勢,並藉以建構整合研發、設計、生產以及國際行銷的營運模式。 本研究根據Rhodes提出的創造力四P之「個人」、「歷程」、「環境」、「產出」四個面向,做為研究概念的主軸架構。經由對創意原理、協同設計、專案管理、教育心理等文獻的綜合探討,並考量數位內容專案開發型態、流程等相關內涵,綜合分析、歸納出影響創造力的分項因素做為檢合與評量模式的基礎。 研究方法採用整合式的多元測定程序,彈性運用質性與量化方法,進行資料收集與分析。首先經由文獻探討與理論推演,建立影響創造力的分項因素,及十二個影響構面;繼而編製調查問卷,進行創造力影響因素的重要性評量。調查對象為數位內容領域學者、設計師與組織管理者。資料的分析利用因素分析法,萃取出具體的創造力管理架構,調查結果顯示影響創造力的關鍵構面因素,包括「主管支持」、「團隊支持」、「評估項目」、「標準尺度」、「專業能力」和「資訊利用」。 為進一步解析不同型態專案運作差異,則針對數位內容開發的多類個案研究,以深度訪談和多元檢核分析,進行創造力管理分項因素與關鍵構面要項之調整與確認。本研究明確建立了十三個構面的創造力運作與管理績效模式,並提出七組關鍵因素評量表。在數位內容專案的主題創意發展階段,協助個人與團隊間,檢核發展要素之用,並在階段成果提出時,作為管理績效評量的工具。整體研究成果堪為數位內容專案團隊,塑造創意價值的基構與方針。

並列摘要


Due to the competition in the global market, the digital content industry must combine all of the resource flexibly and fast. It also needs creative model of planning and management to work for project development. Thereby it can be more efficient and more progressive. Therefore, the collaboration for development between several professional fields is a unavoidable trend. Basing on this, an operation model combining with research, design, production and international marketing needs to be built. The research bases on Rhodes’s theory and uses his Four Aspects, which are Person, Process, Place and Product, to be the main structure of the study. Via the comprehensive investigation on the principle of the originality, collaborative design, project management and education psychology and considering about the developing type and the procedure of project of digit content, the research analyzes and sums up factors which may influence creativity to be the foundation of the model of checking and measuring. The research approach adopts the plural survey procedure of the combining type and elastically uses the qualitative and quantitative methods to collect and analyze materials. First, via the literature study and theory inference, the research sets up the point of factors which may influences creativity and twelve influencing dimensions. Then, the research works out the questionnaire and measures the importance of the factors influencing creativity. The respondents of the questionnaires include scholars, designers and managers of digital content. By using the analytic approach of the factor analysis, the analysis of the materials builds out the creativity management structure. The result indicates that the key factors of influencing creativity includes 'executive support', 'group support', 'assess project', 'standard of judgment', 'professional ability' and 'information utilize'. For further analyzing of the differences between several styles of operation, the research visited and analyzed several cases and then adjusted and confirmed the key points of dimensions. The research constructs the model of creativity and management basing on the thirteen dimensions and makes seven groups of inventory in key factors. They can be used by digital content project in the phase of originality development. They can help individual and organization to double check the dimensions and can be the tool of measuring the efficiency of management when the period result is brought up. The entire result of the research has definitely provided project team of digital content as a guiding principle or policy to create the value of creativity.

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