Summary: | 碩士 === 靜宜大學 === 資訊管理學系研究所 === 95 === The information and communication technology (ICT) has not only been applied to the workflows by most organizations, but also been applied by people for daily communications. The trend makes people use the ICT frequently in daily life and at work. However, an individual’s behaviors of using ICT are affected by the motivations of the use of ICT. Thus, this study adopts uses and gratifications theory to identify the users’ motivations among three kinds of ICT products – cellular phone, E-mail, and Instant Messaging, and between two kinds of tasks– for private events and for the job. The research results show that individuals have five kinds of motivations for the use of ICT, including affection/sociability, informativeness, entertainment, fashion and status, and social tool. Especially, the affection/sociability is the main motivation for all ICT products. In addition, both product attributes and task types significantly affect users’ motivations. For example, people use cellular phone for affection/sociability and fashion and status motivations. People use e-mail for informativeness motivation, and use Instant Messaging for entertainment and social tool motivations. On the other hand, individuals have higher affection/sociability motivation and informativeness motivation while they are working. However, individuals have higher social tool motivation while they are treating private events. The contribution of the research is two folds. First, the research results provide ICT manufacturers practical suggestions for product design. For example, cellular phone should be designed for users’ need of affection, sociability and fashion. E-mail software should be designed for users’ need of fast, intact and useful information. Instant Messaging software should be designed for users’ need of on-line interactive recreations. Second, the results have explored much insight into how task affects users’ motivations for the use of ICT. It implies that ICT manufacturers may design different versions of information and communication technologies for enterprise users, students, and other consumers to increase their use intention.
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