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1 – 10 of over 184000Elisabet M. Nilsson, Jörgen Lundälv and Magnus Eriksson
The purpose is to firstly, provide an example of how voices of people with various disabilities (motor, visual, hearing, and neuropsychiatric impairments) can be listened to and…
Abstract
Purpose
The purpose is to firstly, provide an example of how voices of people with various disabilities (motor, visual, hearing, and neuropsychiatric impairments) can be listened to and involved in the initial phases of a co-design process (Discover, Define). Secondly, to present the outcome of the joint explorations as design opportunities pointing out directions for future development of crisis communication technologies supporting people with disabilities in building crisis preparedness. The study was conducted during the Covid-19 pandemic.
Design/methodology/approach
The study assumes a design research approach including a literature review, focus group interviews, a national online survey and collaborative (co-)design workshops involving crisis communicators and representatives of disability organisations in Sweden. The research- and design process was organised in line with the Double Diamond design process model consisting of the four phases: Discover, Define, Develop and Deliver, whereof the two first phases are addressed in this paper.
Findings
The analysis of the survey data resulted in a series of challenges, which were presented to and evaluated by crisis communicators and representatives from the disability organisations at the workshops. Seven crisis communication challenges were identified, for example, the lack of understanding and knowledge of needs, conditions and what it means to build crisis preparedness for people with disabilities, the lack of and/or inability to develop digital competencies and the lack of social crisis preparedness. The challenges were translated into design opportunities to be used in the next step of the co-design process (Develop, Deliver).
Originality/value
This research paper offers both a conceptual approach and empirical perspectives of design opportunities in crisis communication. To translate identified challenges into design opportunities starting with a “How Might We”, creates conditions for both researchers, designers and people with disabilities to jointly turn something complex, such as a crisis communication challenge, into something concrete to act upon. That is, their joint explorations do not stop by “knowing”, but also enable them to in the next step take action by developing potential solutions for crisis communication technologies for facing these challenges.
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This article aims to provide an understanding of how utilitarian services can make the customer experience more hedonic.
Abstract
Purpose
This article aims to provide an understanding of how utilitarian services can make the customer experience more hedonic.
Design/methodology/approach
The author performs an in-depth case study of a leading wealth management firm that is reinventing its business model to incorporate a hedonic perspective into experience design.
Findings
The findings reveal how a traditionally utilitarian firm integrates hedonic elements into the customer experience. The findings describe and expose how four experience design characteristics are interactively linked to form a customer journey model, from eliciting emotional engagement to trigger rapid enrolment through to individualising the experience to drive purchase.
Research limitations/implications
This research takes the perspective of the firm to explore the research question. No customer data are collected.
Practical implications
The article provides evidence-based recommendations that can serve as a platform to develop an action plan for designing and deploying hedonic elements in the customer experience in utilitarian contexts.
Originality/value
This study challenges the dichotomy between utilitarian and hedonic services. It derives an empirically grounded understanding of an intended experience that combines design characteristics associated with both the utilitarian and hedonic model at different stages of the customer journey. The emergent conceptual framework describes and links these design characteristics to enact the customer journey. Together, these empirical insights extend and enrich existing knowledge and provide actionable recommendations for managers.
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Stories are at the heart of tourist experiences and, not surprisingly, there is increasing use of accounts by tourism businesses and destination marketing organizations in their…
Abstract
Stories are at the heart of tourist experiences and, not surprisingly, there is increasing use of accounts by tourism businesses and destination marketing organizations in their promotions. The use of stories within experiences is also beginning to emerge, although to date the focus has been on telling destination or business stories to tourists, who are cast in the role of an audience member. But a comprehensive model of tourist stories offers a wider range of innovative ways in which tourists can be involved in − and create − their own stories. This chapter uses such a model to generate and apply principles for tourism practice through a case study of an Australian island destination.
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John Hayes and Jack Butterworth
Hessling defines training as “a sequence of experiences or opportunities designed to modify behaviour in order to attain a stated objective”. The operative word in this definition…
Abstract
Hessling defines training as “a sequence of experiences or opportunities designed to modify behaviour in order to attain a stated objective”. The operative word in this definition is “designed”. As Hamlyn points out, people can learn to modify their behaviour as a result of all kinds of experience, but when they are being trained they are being put through an experience or given an opportunity which has been deliberately designed to make them learn.
The purpose of this paper is to highlight the rise of stories in tourism practice, identify the forces that are supporting and directing this story turn and argue for tourism…
Abstract
Purpose
The purpose of this paper is to highlight the rise of stories in tourism practice, identify the forces that are supporting and directing this story turn and argue for tourism researchers to pay greater attention to this new development.
Design/methodology/approach
This paper is based on a general review of academic and professional literature on marketing practice and experience design in tourism and an audit of destination marketing materials using story or story telling in their campaigns.
Findings
This paper identifies three forces supporting a story turn in tourism: building on the experiential approach to tourism; the rise of mobile social media, user generated content and gamification; and the Asian Wave in tourism.
Originality/value
This paper identifies a story turn in current tourism practice and reviews the increasing awareness of the value of stories in psychology, sociology and anthropology research, to suggest how this story turn may influence the nature of both tourism practice and research in the future.
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Asif R. Khan and N. Lakshmi Thilagam
The unparalleled crisis due to the COVID-19 pandemic has displaced the existing normal in every field of higher education. Especially architecture education with high dependence…
Abstract
Purpose
The unparalleled crisis due to the COVID-19 pandemic has displaced the existing normal in every field of higher education. Especially architecture education with high dependence on institutional studio based pedagogical participation has been affected. Consequently, there is a critical necessity to reinvigorate pedagogical approaches in order to ensure continuity of pedagogical pursuits.
Design/methodology/approach
A systematic approach is used to conduct an interdisciplinary study. The research mainly attempts to externalize the basics of virtual design studio composition. In concurrence role of instructional design in providing an underlying framework for enabling virtual discourse is also explored. Primarily, the process commenced by identifying objectives and queries which needed to be addressed. In order to deal with the concerns rationally, the research used exploratory approach. The primary data were based on focus group interactions. The secondary data were based on relevant subject-oriented literature reviews; explicit information based. Explanatory mode of analysis is used to interpret the outcome.
Findings
A pedagogical design; an instructional design process model for effectively structuring the virtual design studio has evolved as part of the research. In addition detailed insights have been derived about the key integrals that make up the constituent phases of the virtual design studio.
Research limitations/implications
The research provides insights into the methodological structure of virtual design studio. The inferences would provide the pedagogues a comprehensive and rational overview to envision and conduct architecture studio discourse virtually.
Originality/value
The study presents a unique contribution to the limited literature available on virtual design studio pedagogy and instructional design in virtual mode.
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Shiwei Shen, Fan Yang and Marios D. Sotiriadis
The purpose of this study is to examine the impact of experience dimensions on the engagement in pro-environmental behaviour (PEB) within nature-based tourism in China. The focus…
Abstract
Purpose
The purpose of this study is to examine the impact of experience dimensions on the engagement in pro-environmental behaviour (PEB) within nature-based tourism in China. The focus was on sustainable/responsible consumer behaviour by the Chinese Gen Z (18–26 years).
Design/methodology/approach
Firstly, a conceptual model was suggested, drawn on experiential marketing approach. Secondly, an empirical study (online survey) with a sample of 580 young persons was conducted and data were analysed using structural equation modeling (SEM).
Findings
It was revealed that the act and feel dimensions significantly influence experiential value (EV), and EV positively affects satisfaction, significantly impacting arousal and memory. Positive outcomes of experience impact Gen Z members’ engagement in PEBs. Furthermore, arousal and memory play a similar and partial mediating role between satisfaction and engagement in PEB.
Practical implications
The insights gained give support and guidance to tourism destinations and suppliers to promote environmentally friendly behaviour among tourists. This understanding is valuable and useful to industry practitioners in elaborating and implementing the appropriate strategies to stimulate, motivate and promote tourists’ PEB.
Originality/value
This study elaborates an integrative framework, drawn on a marketing approach and establishing a relationship between experiential dimensions and engagement in PEB through the mediating factors of perceived EV, satisfaction, memory and arousal. It provides tourism researchers with new perspective and insights on tourism experience and consumption behaviour.
目的
本研究证实了体验维度对于中国自然旅游地游客的亲环境旅游行为(PEB)的影响。研究对象聚焦于中国Z世代(18 至26 岁)游客的亲环境行为。
设计/方法/途径
本研究基于体验营销, 提出了一个概念模型, 对580名Z世代游客进行了实证研究(在线调查), 并采用结构方程模型(SEM)对数据进行分析。
结果
结果表明, 行动维度和情感维度显著影响体验价值, 体验价值正向影响满意度, 满意度显著影响唤醒度和记忆。体验后的积极结果会影响Z世代游客的亲环境行为的参与。此外, 唤醒度和记忆在满意度和亲环境行为参与之间起平行的部分中介作用。
实践意义
研究结果可为旅游目的地的管理者和从业者提供借鉴和参考, 以促进游客的环保行为。这对于旅游业从业者制定和采取恰当的策略来促进和激励游客的亲环境行为也具有重要意义。
原创性/价值
本研究基于营销方法, 构建了一个整合框架, 并通过体验价值、满意度, 记忆和唤醒度等中介, 建构了体验维度和参与亲环境行为之间的关系, 拓展了旅游体验及消费行为的研究视角。
Propósito
El propósito de este estudio fue examinar el impacto de las dimensiones de la experiencia en el comportamiento turístico proambiental (CTP) en el turismo de naturaleza en China, centrándose en el comportamiento sostenible y responsable de la Generación Z china (entre 18 y 26 años).
Diseño/metodología/enfoque
Se propuso un modelo conceptual basado en el enfoque del marketing experiencial. Posteriormente, se llevó a cabo un estudio empírico mediante una encuesta en línea a 580 jóvenes, y los datos obtenidos se analizaron utilizando SEM (Modelado de Ecuaciones Estructurales).
Hallazgos
Se encontró que las dimensiones “actuar” y “sentir” tienen una influencia significativa en el valor experiencial, y este último impacta positivamente en la satisfacción, lo cual a su vez influye en la excitación y la memoria. Los resultados positivos de la experiencia turística tienen un efecto en el compromiso de los miembros de la Generación Z con el comportamiento turístico proambiental. Además, tanto la excitación como la memoria desempeñan un papel parcialmente mediador entre la satisfacción y el compromiso en el CTP.
Implicaciones practices
Los conocimientos obtenidos en este estudio brindan apoyo y orientación a los actores del sector turístico para fomentar un comportamiento respetuoso con el medio ambiente entre los turistas y visitantes. Esta comprensión es valiosa y útil para los profesionales del sector al diseñar e implementar estrategias adecuadas que estimulen, motiven y promuevan el comportamiento turístico proambiental.
Originalidad
Este estudio presenta un marco integrador basado en el enfoque del marketing experiencial, estableciendo una relación entre las dimensiones experienciales y el compromiso en el CTP a través de factores mediadores como el valor experiencial percibido, la satisfacción, la memoria y la excitación. Proporciona a los investigadores del turismo una nueva perspectiva y conocimientos sobre la experiencia turística y el comportamiento de consumo.
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Keywords
- Tourism experience
- Experiential marketing
- Pro-environmental behaviour
- Experiential consumption
- Nature-based tourism
- Generation Z
- China
- 旅游体验
- 体验营销
- 亲环境行为
- 体验消费
- 自然旅游
- Z世代、中国
- Experiencia turística
- Marketing experiencial
- Comportamiento proambiental
- Consumo experiencial
- Turismo de naturaleza
- Generación Z
- China
Shinyong Jung, Seonjeong (Ally) Lee and Stephen Leitch
By integrating stimulus-organism-response theory and uses and gratifications theory, this study explored the salient gamification factors that satisfy the gratifications of…
Abstract
Purpose
By integrating stimulus-organism-response theory and uses and gratifications theory, this study explored the salient gamification factors that satisfy the gratifications of conference attendees in the context of an event gamification mobile app and their relationships with conference engagement, continuance intention and word-of-mouth.
Design/methodology/approach
The questionnaire was developed in Qualtrics and administered on a gamification application called Goosechase during an annual hospitality conference. The proposed hypotheses were tested using the partial least square-structural equation modeling (PLS-SEM).
Findings
The gratifications of social presence, education and entertainment through a gamification mobile app influences attendees’ engagement during the conference while achievement gratification does not. Positive effects of conference engagement on their continuous intention and WOM have been also validated.
Originality/value
By adopting a unique integrated approach that utilizes UGT and S-O-R framework, while considering conference engagement as work-related engagement, this study offers a fresh perspective on gamification apps and discusses its theoretical and practical implications in depth.
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