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Experience Design

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Abstract

It is essential to think about education online as comprehensively as possible. Experience design offers designers of online courses a comprehensive model informed by research and development in a number of areas that can provide a foundation for the effective design of online experiences that are functional and purposeful - and also engaging, compelling, memorable, and enjoyable. Experience design is an ancient practice, going back to the earliest human impulse to develop rituals, ceremonies, drama, and even architecture. But the design of experiences has become much more pervasive during the twentieth century. Media has played a central role, including radio, television, multimedia, and virtual reality. But experience design is also informed by new ideas in economics, especially Pine and Gilmore's notion of the emerging experience economy. And it draws upon ideas from artificial intelligence, the psychology of optimal experiences, sociology, and other areas, including electronic commerce, persuasive, human- computer interface design, drama, and digital storytelling. This article discusses key concepts and theories from all of these areas and explains how they can be adapted to the design of online learning experiences.

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... Therefore, these clues act as triggers for the memorable experience to prompt the use of a product or service. Correspondingly, a "sweet spot" is an expression equivalent to the significance [13][14][15]. Different methods assess the expressive characteristics of the user as emotional, behavioural components based on the product experience. The emotional design method considers factors from the discipline of psychology, where emotions describe changes in the person-user [16]. ...
... On the other hand, participation may be passive, whereby individuals are not directly involved in the process of designing the activity, instead serving as observers and listeners. In contrast, active participation involves the participant's unique ideas based on their own life experience [15]. Moreover, the facilitator role must promote collaboration among the different participants [27], so that involvement in this process can change from passive to active. ...
Article
Purpose: The literature review presents a conceptual participatory design through accessibility technology solutions, considering the design experience to be an essential factor in communication processes. Technologies must assess a wide range of disabilities based on characterisations that helps daily activities. This work includes collaboration concepts to assist in the development of accessible technology. Collaborative design requires the fostering of communication between actors involved in the design process. Methods: This work implemented with a protocol of guidelines developed by a group of experts in disability research. The relevant literature is included and assessed based on three categories: accessibility, assistive technologies, and participatory design. Results: A knowledge gap can be identified: the development of assistive technology processes should enhance the voice of participants and consider their ideas, desires and needs. Conclusions: Multidisciplinary communication is necessary to identify problems and propose solutions, and it is essential that people with disabilities collaborate with experts from a range of disciplines to identify problem-solving patterns. • Implications for rehabilitation • A participatory design can develop a holistic understanding of the participant’s motivation and rehabilitation needs. This has provided a grounded basis to offer information about the assistive technology design. • A participatory work provides information about the technology design which may finally result in a better understanding of rehabilitation, other types of home-based healthcare or the gamification for rehabilitation. • The rehabilitation professionals can explore requirements of a customised technology for users, which allows to transfer knowledge about disabilities and skills in rehabilitation to people with disabilities, their families and communities. • The notion of a research problem in rehabilitation can be re-evaluated through a participatory design process that attempts to capture the subjective experiences of persons with disability.
... Yaratıcı deneyimler, bu noktada farklılaşmanın en önemli silahıdır. Mclellan (2000), yaratıcılığın çıktısı olan temaları, deneyimlerin en önemli unsurları olarak tanımlarken, etkili temaların rakipleri zorlayıcı ve kendine özgü olması gerektiğini vurgulamaktadır (Mclellan, 2000). Schmitt'de (2003), temanın, markanın tarzına, görünüşüne, içeriğine ve yenilikçi elementlerine ek değer katmaya odaklanan bir platforma odaklanması gerektiğini belirtmektedir. ...
... Yaratıcı deneyimler, bu noktada farklılaşmanın en önemli silahıdır. Mclellan (2000), yaratıcılığın çıktısı olan temaları, deneyimlerin en önemli unsurları olarak tanımlarken, etkili temaların rakipleri zorlayıcı ve kendine özgü olması gerektiğini vurgulamaktadır (Mclellan, 2000). Schmitt'de (2003), temanın, markanın tarzına, görünüşüne, içeriğine ve yenilikçi elementlerine ek değer katmaya odaklanan bir platforma odaklanması gerektiğini belirtmektedir. ...
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With the transformations of value measurements in the postmodern era, many goods and services purchased by today’s consumers, has gained social and emotional values. Accordingly, the business who direct towards the customers feelings and design memorable/ distinctive experiences taking places in his memory storage, could get the competitive advantage while getting differentiation process. The hedonistic motivation model, which separate the tourists buying behavior model from the consumer buying behavior model, the images and the emotions that composing the hedonistic reaction step affect the buying intentions. In this context, from the conditions of postmodernism the de-differentiation, perpetual present and hyper reality, leads the themed hotels being used in the area related to tourism marketing in the tourist buying behavior model. In this study, by establishing a relationship between the hedonistic motivation model and postmodernism characteristics, on the conceptual model the place of the themed hotels increasing the consumption capacities through simulation was evaluated.
... Experience design is the ancient practice of designing with the aim of providing a certain kind of experience (McLellan, 2000). It is difficult to give a straight forward definition of the term "design", as it has been used rather loosely in the literature (Tussyadiah, 2014). ...
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Tourism destinations must be encouraged to tell their stories and share them with visitors. The objective of this study is to, firstly, increase the understanding of the role of storytelling in tourism destination promotion and, secondly, to ascertain the impact of storytelling on tourism destination promotion. In this chapter, tourism destinations are approached through the intriguing stories that are told about them. Stories have the potential to enhance and promote the qualities of a destination; hence, the chapter discusses the potential of storytelling as a strategic tool in “wrapping” or promoting destinations. It also provides the platform for discussion between various stakeholders at the destination in finding creative ways of promoting the destination. This chapter also discusses place storytelling and emphasises its relevance in promoting tourism destinations, and how stakeholders such as tour guides are employed as storytellers to promote key attributes of the destination.
... It is interesting to observe that a similar movement has taken shape in the educational field. In fact, McLellan (2000) emphasised the need of staging educational experiences instead of delivering instruction. In the same perspective, Mattar (2014) suggested a distinction in Brazilian Portuguese between "instructional design" -commonly used in Brazil -and "educational design". ...
Conference Paper
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For a few years now, UX design has been contributing to the production of websites in order to improve users' experience during their interaction with and in the online environment. From this perspective, user becomes the centre of the design process. In the context of online education, it is understood that an experience should be learning-oriented, since the users are also learners. In this sense, the online university (UNA-SUS), imagined how UX design and learning design could converge to improve the learning experiences of Brazilian healthcare professionals. Being so, this paper presents the results as a dialogue between two fields, design and education, around the concept of experience and from the contributions of Dewey (2007) and Mattar (2014). We highlight, as an element of theoretical convergence, the quality of experience. In practical terms, DEAO framework was built and adapted from conceptual framework of Garrett (2011) in order to ensure the quality of online learning experiences in all contexts. As first results, positive effects was on interdisciplinary collaboration were highlighted in our courses production team.
... Enhancing customer experience concept has been spreading in various fields from service industry [1] to even education system [2], [3] where students are viewed as customers. This concept has been gaining enormous interests and driving researchers to develop various tools and applications to facilitate service designers and educators. ...
Conference Paper
‘LOVE’ model has been recently developed with an aim to assist educators in designing and developing memorable learning programs so that students have an intensive understanding of a particular subject. The model states that the richest learning experience can be stimulated by providing four types of the crucial learning experience (LOVE experience): L-learning, O-observing, V-visiting, and E-experimenting. The model has a potential to contribute in developing student research experience. Therefore, presented in this paper is an attempt to apply the ‘LOVE’ model for assessing student research experience. An online survey on Master’s graduate research experiences was conducted. The survey got 33 respondents who are graduates of our department from 2006 to 2015. Their opinions were used in the ‘LOVE’ model for assessment. The results show that there were gaps between expected and gained research experiences that need to be improved. The practical value of this approach is that advisors may be better able to predict and improve for providing the valuable research experiences according to their supervisory styles.
... Kellert et al. indicate that the sense of gratification within a building is "an experience of architectural pleasure that resonated as both new and unfathomably familiar" [9]. The ambition of experience design is to orchestrate human experiences with functionality, purposefulness, engagement, stimulation and memory [10]. Experience design applied to the built environment may bring up potentials to improve the understanding of association between residents and their physical settings. ...
Article
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Humans relate to the living environment physically and psychologically. Environmental psychology has a rich developed history while experience design emerged recently in the industrial design domain. Nonetheless, these approaches have barely been merged, understood or implemented in architectural design practices. This study explored the correlation between experience design and environmental psychology. Moreover, it conducted literature reviews on theories about emotion, user experience design, experience design and environmental psychology, followed by the analyses of spatial settings and environmental quality data of a selected aged care facility in Victoria, Australia, as a case study. Accordingly, this study led to proposing a research framework on environmental experience design (EXD). It can be defined as a deliberate attempt that affiliates experience design and environmental psychology with creation of the built environment that should accommodate user needs and demands. The EXD research framework proposed in this study was tailored for transforming related design functions into the solutions that contribute to improving the built environment for user health and wellbeing.
... To strategically distinguish themselves from the competition, more and more service firms are looking for innovative ways to enhance the customer experience (Dasu & Chase, 2013;Pine & Gilmore, 1998;Verhoef et al., 2009;Voss, Roth, & Chase, 2008;Zomerdijk & Voss, 2010). Research has followed suit, examining how customer experiences can be engaging, memorable, compelling, and largely intangible (McLellan, 2000). Much of this research has focused on the affective and sensory responses customers have to specific service elements (Kranzbühler, Kleijnen, Morgan, & Teerling, 2017). ...
... The design for experience field has, according to McLellan (2000), the intention of "orchestrating" experiences that are functional, engaging, compelling, and memorable. This requires designing every detail related to both content and context in order to generate emotional satisfaction and pleasure that collaborates with the user's perceived experience (Kurtgozu, 2003). ...
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Resumo The present paper investigates the process of developing an experimental design project for users of urban public transport in a large southern Brazilian city, Porto Alegre. This research, however, refers to a very specific aspect within this complex transportation system: bus stops. Its main objective is to evaluate the contribution of design process based on emotion-driven approaches on bus stop concept development. It presents three separate methodological steps and their respective results: (step 1) a preliminary in loco observation followed by a first design workshop; (step 2) an in-loco analysis of users’ emotional experiences when using public transport; and (step 3) the application of this information in design workshops. The first step provided a general view of the phenomenon and fed the design process with inputs from real-world situations. The second step was based on Appraisal Theory (Desmet, 2008) and helped the researchers to understand that the most important emotions to work on would be anxiety and irritation, as well as the concerns that would trigger then on users. The third step, a three-day design workshop, was developed with the participation of 23 designers, divided into four groups. Three bus stop concepts, inspired by the experience-design analysis, were developed and are presented in this paper. The main results showed that all the designed solutions were able to offer alternatives to prevent unpleasant emotions, namely anxiety and irritation, based on a user-centered approach. The research also reinforced the view that, although it is not possible to design emotions, it is possible to design tangible conditions where emotions can be avoided or reinforced. Keywords: urban mobility, bus stops, design for experience, emotion.
... Böylece turistler, eğitici deneyimlerle yetenek ve becerilerini genel ve spesifik olarak artırmaktadır (Oh vd., 2007:122). Mclellan (2000), işletmelere bu alanı hayata geçirebilmek için bilgiye ve beceriye yönelik aktiviteler üretmelerini tavsiye etmektedir. Lasalle & Britton (2003), müşterilerin ürün veya hizmetten sağlayacakları faydaların eğitim boyutunda ortaya çıkacağını ve sonuçta müşteri tatmininin bu boyutta gerçekleşeceğini belirtmektedir. ...
... According to McLellan (2000), Design for Experience "orchestrates" experiences that are functional, engaging, compelling, and memorable. It requires designing every detail of the content and context, in order to evoke responses that are potentially gratifying in emotional terms (Kurtgozu, 2003). ...
Conference Paper
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This paper investigates and suggests solutions that can be used to modify the waiting experience in urban mobility contexts for the better (evoking relaxation and pleasantness) through the use of sound stimuli. A workshop was held, after the observation of the habits of users, in order to design solutions for the qualification of the experience of bus passengers, which means, in this context, to be in a relaxed/pleasant emotional state, as well as to identify stimuli that could generate emotional responses that would be satisfactory for its users. The project envisages the development of bus stop prototypes with the incorporation of the solutions identified and designed during the study.
Conference Paper
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Evaluating UX in the context of AI’s complexity, unpredictability, and generative nature presents unique challenges. How can we support HCI researchers to create comprehensive UX evaluation plans? In this paper, we introduce EvAlignUX, a system powered by large language models and grounded in scientific literature, designed to help HCI researchers explore evaluation metrics and their relationship to research outcomes. A user study with 19 HCI scholars showed that EvAlignUX improved the perceived quality and confdence in UX evaluation plans while prompting deeper consideration of research impact and risks. The system enhanced participants’ thought processes, leading to the creation of a “UX Question Bank” to guide UX evaluation development. Findings also highlight how researchers’ backgrounds influence their inspiration and concerns about AI over-reliance, pointing to future research on AI’s role in fostering critical thinking. In a world where experience defines impact, we discuss the importance of shifting UX evaluation from a “method-centric” to a “mindset-centric” approach as the key to meaningful and lasting design evaluation.
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This paper explores the adoption of an entangled eclecticism perspective in Learning Experience Design (LXD), integrating a sociotechnical-pedagogical systems approach. It emphasizes the significance of considering the sociocultural, technological, and pedagogi-cal dimensions of learning as a cohesive, interconnected ecology to design effective learning experiences. The authors discuss the implications of this perspective on learning outcomes , methodologies, and the selection of relevant theories for design. The aim is to guide the creation of learning experiences that are not only effective, efficient, and appealing but also deeply empathetic, culturally sensitive, and responsive to the evolving dynamics of learning environments. Concluding that LXD is a complementary approach to traditional learning design, the paper underscores its evolution, drawing from multiple traditions to offer a holistic framework for educational design and technology. This approach strives for learning experiences that are not just effective and efficient, but also culturally sensitive and empathetic, adapting to the dynamic nature of learning environments. Broader implications of this approach and directions for future research are discussed.
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Purpose The marketing literature uses five different experience terms that are supposed to represent different streams of research. Many papers do not provide a definition, most of the used definitions are unclear, the different experience terms have similar dimensionality and are regularly used interchangeably or have the same meaning. In addition, the existing definitions are not adequately informed from other disciplines that have engaged with experience. This paper aims to build a comprehensive conceptual framework of experience in marketing informed by related disciplines aiming to provide a more holistic definition of the term. Design/methodology/approach This research follows previously established procedures by conducting a systematic literature review of experience. From the approximately 5,000 sources identified in three disciplines, 267 sources were selected, marketing (148), philosophy (90) and psychology (29). To address definitional issues the analysis focused on enlightening four premises. Findings This paper posits that the term brand experience can be used in all marketing-related experiences and proposes four premises that may resolve the vagaries associated with the term’s conceptualization. The four premises address the what, who, how and when of brand experience and aim to rectify conceptual issues. Brand experience is introduced as a multi-level phenomenon. Research limitations/implications The suggested singular term, brand experience, captures all experiences in marketing. The identified additional elements of brand experience, such as the levels of experience and the revision of emotions within brand experience as a continuum, tempered by repetition, should be considered in future research. Practical implications The multi-level conceptualization may provide a greater scope for dynamic approaches to brand experience design thus providing greater opportunities for managers to create sustainable competitive advantages and differentiation from competitors. Originality/value This paper completes a systematic literature review of brand experience across marketing, philosophy and psychology which delineates and enlightens the conceptualization of brand experience and presents brand experience in a multi-level conceptualization, opening the possibility for further theoretical, methodological and interdisciplinary promise.
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Günümüz pazarlama koşullarında işletmeler yüksek değer sunabilmek için, ürünlerini deneyimlerle farklılaştırarak ve deneyimleri yöneterek rekabet üstünlüğü elde edebilmektedir. Bu araştırmada, deneyimlerin turistik ürünün temel bir bileşeni olduğu ve akış durumunun da turistik deneyimlerin çoğunda yaşanabileceği ön kabulünden yola çıkılarak, yürüyüş deneyimi özelinde bir tasarım gerçekleştirilmiştir. Araştırmanın temel amacı, deneyimdeki akış durumu, deneyimin algılanan değeri ve destinasyon sadakati arasındaki ilişkilerin tespit edilerek incelenmesidir. Bu amacı gerçekleştirebilmek için öncelikle literatüre dayalı olarak veri toplama aracı oluşturulmuş ve sonrasında Kapadokya bölgesi’nde yer alan Göreme Tarihi Milli Parkı sınırları içerisinde bireysel ve grup halinde yürüyüş yapan yerli ve yabancı turistlerden veri toplanmıştır. Toplamda analize elverişli 425 veri formu elde edilmiştir. Elde edilen veriler yapısal eşitlik modellemesi ile analiz edilmiş ve yürüyüşteki akış durumunun, yürüyüşün algılanan değerini ve destinasyon sadakatini pozitif etkilediği belirlenmiştir. Ayrıca, yürüyüşün algılanan değerinin de destinasyon sadakatine pozitif anlamlı bir etkisi tespit edilmiştir. Bu bulguların, konuyla ilgili literatürdeki boşluğun doldurulmasında önemli bir teorik katkı niteliği taşıdığı ifade edilebilir. Bunun yanı sıra, araştırma bulgularından hareketle, turistik deneyimleri tasarlayan işletme ve destinasyon yöneticilerine, turistlerde daha fazla akış yaratabilecek deneyimler oluşturma konusuna odaklanmaları önerilmiştir.
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Today, customer experience design is an emerging research direction in the experience economy where good customer experiences can lead service providers to achieve their business goals. Customer expectation, another key point for designing service experiences, affects how customers really feel during service experience delivery, while service operation is another important factor must be taken into account. System dynamics, as an analytic tool, can provide designers with a different way of thinking by integrating these factors for customer experience design. Accordingly, this study not only models the process of customer experience design by using causal loop diagrams and stock and flow diagrams, but also analyzes how the feedback and time delay factors influence customer experience design based on the simulation results of system dynamics. According to the macro viewpoint of system dynamics, this paper analyzes these important factors within customer experience design.
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This study aims to determine the effect of tourists’ experiences on the change in the image of Cappadocia and the intention of suggesting it to others by the impact of experiences of tourists participating in hot air balloon tours in Cappadocia region. Study universe consists of local and foreign visitors coming to Cappadocia Region. Easy sampling method from non-incidental sampling methods was preferred in the study. The sample consisted of 406 visitors who visited Cappadocia Region and attended hot air balloon tours. According to empirical research findings, it was determined that the value of the hot air balloon experience, and dimensions of memory, entertainment, aesthetics and education have a meaningful and powerful effect on the change of the image of Cappadocia. This change in the image of Cappadocia has the same effect on behavioral intentions. With reference to research findings, it can be said that Cappadocia has a strategic role in the promotion of the hot air ballooning destination, image formation and even positive change of such image. It is recommended that the stakeholders responsible for destination marketing use this role of hot air ballooning to create a competitive advantage.
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Purpose To examine the relationships among website design features, consumer experience responses and patronage intention toward online mass customization (OMC) apparel websites. Design/methodology/approach A total of 312 useable online surveys were obtained from Mainland China consumers. Multi-item scales were adopted to measure eight constructs: visual design; information quality; entertainment, aesthetic, educational, escapist experiences; flow; and patronage intention. Structural equation modeling (SEM) was conducted to determine factor structures and to test the hypothesized relationships among website design features, 4Es (entertainment, aesthetic, educational and escapist experiences), flow and consequent purchase intention toward OMC apparel websites. Findings All hypotheses, but one, were supported. OMC website visual design; information quality; and entertainment, aesthetic and educational experiences had a positive effect on consumer patronage intention. Research limitations/implications Limitations include using a sample of consumers from major cities in China; results cannot be generalized to all Chinese consumers. Websites were not actively navigated. Additionally, the present study examined only two dimensions of OMC website quality, visual design and information quality; more tangible and specific features could be considered in future research. Practical implications The findings provide website designers and marketers with insights into experiences that may lead to an increase in patronage intention toward OMC websites. Originality/value The study provides evidence that flow helps explain the impact of experiential value (i.e. 4Es) from website design features on patronage intention.
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english version: Consumption of boutique hotel experiences as revealed by electronic word-of-mouth Consumo de experiências em hotéis boutique no contexto do boca a boca eletrônico Abstract Postmodern society is characterised by consumers' hedonistic behaviours and values, in which experience consumption is a form of differentiation and social elevation. This study sought to understand consumers' online manifestations of boutique hotel experiences and individuals' motivations for engaging in electronic word-of-mouth. The research considered prior studies on experiential consumption, as well as publications focused on understanding postmodern individuals. Netnography was used to collect data on-and analyse-post-consumption behaviours boutique hotels. Participant observation was conducted of the online manifestations of boutique hotel consumers' experiences. The research also included computer-mediated speech analysis, image analysis of virtually extracted data and discourse analysis of interviews with users identified from previous interactions and online postings. This study's approach was based on a different perspective than that of Pine and Gilmore's work, utilising instead the experience economy, postmodern consumer analysis and boutique hotel concepts. Observations revealed that exclusivity and privacy are central elements determining consumers' choice and definition of boutique hotels. However, online manifestations of experiences reveal exhibitionist and paradoxical behaviours. Keywords: Consumption experience, boutique hotels, electronic word of mouth, netnography. Portuguese version A sociedade pós-moderna é caracterizada pelo comportamento hedonista dos consumidores e valoriza o consumo de experiências como uma forma de diferenciação e elevação social. O presente estudo tem como objetivo entender as manifestações on-line de experiências de consumidores relacionadas à hotéis boutique e as motivações para o uso do boca a boca eletrônico (e-WOM). A pesquisa está relacionada à estudos sobre experiência de consumo e compreensão do sujeito pós-moderno, adota a netnografia como base para coleta de dados e análise do comportamento pós-consumo em hotéis boutique. O estudo foi conduzido por meio da observação participante de manifestações online de consumidores de hotéis boutique. Além disso, foram realizadas análises do discurso mediado por computador, análise de imagens de dados e análise de discurso extraído de entrevistas com usuários identificados a partir de interações evidentes e publicações on-line. Esta pesquisa apresenta uma nova perspectiva a partir da abordagem de Pine e Gilmore, utilizando a economia da experiência, a análise pós-moderna do consumidor e os conceitos de hotéis boutique como abordagem. Observou-se que exclusividade e privacidade são elementos centrais que determinam a escolha e a definição de hotéis boutique pelos consumidores, contudo as manifestações online resultam em comportamento exibicionista e paradoxal. Palavras-chave: Consumo de experiências, hotéis boutique, e-WOM, netnografia.
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The aim of the chapter is to propose an application of the experience logic and, in particular, the theatrical model to organize the tourist offer for the destination. Assuming the prospect of selling experiences, it emerges that, among the various factors needed for a destination to fall within the theatrical model, there must be the indispensable presence of a director (governing body in a systemic approach), to which we refer in our proposal for possible tourist destination market-oriented management tools. According to the theatrical model inspired by Pine and Gilmore, in which they underline that each business can be considered a show business, in order to be wholly efficient, the marketing activities must be geared toward the various internal (cast) and external subjects within the organizational system, whether it is a company or a destination. In other words, it is a question of adopting an integrated managerial perspective that is widely diffused organization-wide and culturally holistic. What is to be avoided is the logic of focusing the marketing only on the final client, thereby falling into a near-sighted approach that underestimates the importance of truly satisfying an audience when all of the theater components have worked together well. Indeed, concentrating exclusively on the external consumer means ignoring the fact that, in a tourist system, there are stakeholders (internal clients, distributes, suppliers, financial backers, public institutions, mass media, etc.) whose complete satisfaction is an indispensable condition for satisfying the final client and for long-term competitive success. We propose applying the experience concept and the theater model to tourist destinations with all due conceptual caution, aware of the limitations inherent in both theory and managerial actions, in undertaking to shift into territorial contexts paradigms and tools that were developed with reference to organizational systems.
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This article examines the service design of freemium game pricing. Freemium games are a type of game that is partially free to play, but its players are able to access various options by playing real money. The article increases knowledge of the usability of service design processes in the pricing of mobile games, as well as the understanding of central aspects of freemium pricing models from the perspective of user experience and customer value. Existing research shows that one major reason for failing freemium pricing models is the orientation for technology development, alongside poor content and too aggressive monetization, rather than customer experience. The article presents a process in which an alternative pricing model was developed for freemium games, through the use of service design workshops.
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In the extant managerial literature, the recent contribution by J. Pine II and J.H. Gilmore, The Experience Economy Goes Beyond Service, has attracted our attention because it offers so much food for thought regarding the possible evolutionary pathways that advanced societies’ consumption models could follow and the consequent strategic challenges that businesses will have to face in order to meet their clients’ new needs and to successfully adapt to market changes. Based on their observations of American society, certainly that with the greatest propensity toward consumption, and starting from the implicit hypothesis that demand is constantly on the lookout for new objects and forms of consumption, for new emotions and sensations, and with greater consumer expectations (Ritzer, 2000), the two scholars suggest the provocative thesis that, by now, the era of services is on its way out to make way for the experience economy. In this new scenario, in which there is little or nothing left to purchase, for the extre mely demanding and aware consumer, value is created by the enterprise that offers experiences, rather than goods and services. In the American authors’ view, experiences represent economic proposals that differ greatly from services, at least to the same extent that services differs from goods; nevertheless, they still represent ‘products’ which, like goods and services, can be offered to the client either singly or in combination with other outputs (good, services) in the form of ‘packages’. Moreover, compared to services, experiences stand out for their uniqueness and capacity to be personal, instead of personalized, in addition to the fact that they are ‘staged’ and not simply handed out. This implies that enterprises must undergo a transformation from being mere providers of services or sellers of goods to becoming ‘stage directors’ of experiences for the client who, in the new perspective, is called ‘guest’. By the same token, writes Rifkin, the economy is being transformed, from “gigantic factory” to “endless theater” and now “every business is show business” (Rifkin, 2000, p. 219). Consumer satisfaction and loyalty are determined by the ability of organizations to go beyond the normal capacity to satisfy demand, trying to transcend expectations through new and completely unexpected offerings for the clientele; it is a matter of staging surprises, thus widening the gap between what the client perceives and what s/he expects to get (Pine and Gilmore, p. 117). According to Toffler (1988, p. 236), “we will become the first civilization in history to utilize highly advanced technology to produce the most transitory and, at the same time, the most enduring of products: the human experience”. The experience economy model, which came out in the U.S. in parallel with numerous other managerial theories and models in support of the ‘theatricalization of economic activities’ (Grove, Fisk, and Bitner, 1997), seemed, to us, particularly applicable to the tourism industry and especially to tourism districts. The latter are territories in which it is a daily task of tourism operators to formulate offerings that are often inspired by the logic of providing the clientele with a more or less integrated mix of goods and services in which, however, there is an experiential dimension that is purely casual, spontaneous, and unintended, with no real economic or marketing objective. In a context of entertainment economy (Bird, 2002), the evolution of tourist demand towards forms of demand for experiences actually forces agents in the sector, if they are to remain competitive, to develop a new conceptual framework and adopt original managerial tools for fulfilling this demand. In other words, if consumers tend to essentially purchase emotions and experiences, then the supply side must be populated with producers and sellers of ‘memories’ (Valdani and Guenzi, 1998), and the marketing of services and of experiences must use the theater model as its point of reference (Grove, Fisk, and Bitner, 1997). The aim of this article is to propose an application of the experience economy model to tourism and, in particular, to tourist districts (Pencarelli, 2001), interpreted as a paradigm of the Viable Systems Approach (VSA) (Golinelli, 2000). This concept has allowed us to discern what type of districts, otherwise labeled as touristic systems, local tourist offering systems and so on in the literature, fit the concept of ‘system’ in a narrow sense and what the prerequisites are, therefore, that a district must meet in order to qualify as a viable system. From this work it emerges that, among the various factors needed for a district (in the strictest sense) to fall within the viable systemic concept, there must be the indispensable presence of a governing body, to which we refer in our proposal for possible tourist district market-oriented management tools. We propose applying the marketing concept to tourist districts with all due conceptual caution, aware of the limitations inherent in both theory and managerial actions, in undertaking to shift into territorial contexts paradigms and tools that were developed with reference to organizational systems. The marketing paradigm most effective for our purposes is that of total relationship marketing (Gummesson, 1999), which goes beyond the traditional framework of marketing management to move toward the concept of marketing-oriented management. Total relationship marketing is based on a holistic approach which aims to build and maintain longterm, positive relationships with single clients and other stakeholders, and which recognizes that the end value for the client is co-created with all of the parties involved. From this standpoint, Gummesson’s thesis, analogous to the relationship marketing approach put forward by Peck, Christopher, Payne, and Clark (1999), promotes the idea that relationship marketing represents the convergence of the marketing paradigm and that of total quality (Cozzi, Ferrero, 2000), and focuses on customer satisfaction and customer service. In other words, it is a question of adopting an integrated managerial perspective that is culturally holistic, in keeping with the viable system concept. What is to be avoided is the logic of focusing the marketing only on the final client thereby falling into a near-sighted approach that underestimates the importance of truly satisfying an audience when all of the theater components have worked together well. Indeed, concentrating exclusively on the external consumer means ignoring the fact that, in an organizational system, there are stakeholders (internal clients, distributers, suppliers, financial backers, public institutions, mass media, etc.) whose complete satisfaction is an indispensable condition for satisfying the final client and for long-term competitive success. Finally, from our work there emerges, alongside the indisputable merits of providing innovative and holistic elements for reflection and action for the governance of tourist districts in the new consumption scenario, that the experience economy model also presents some negative aspects. These aspects should not be overlooked in the governance of touristic systems when, for instance, following in the wake of a strong theme, the choice is made to stage experiences aimed at enhancing existing facets of the territory or region (in terms of both front region and back region) and build artificial touristic spaces that tourists must pay for in an area where a real experience could be enjoyed for free. We allude, in particular, to the danger that in an effort to make an offering so spectacular in terms of providing tourists with experiences, emotions, memories, dreams come true, or other forms of entertainment, it risks becoming excessively trite and overly commercialized, thus creating desensitized clients who are even resentful of the various forms of experience-tourism and are less apt to be amazed, awed, and surprised. Pushing too hard or inappropriately on the spectacular experience lever can actually make people want to run from anything that makes their free time, which should be for creative and recreational activities of choice, become ‘mandated time’ geared toward forced consumption. Ultimately, time is manipulated so that it no longer enriches and relaxes but rather, impoverishes and tires individuals, negatively impacting on their quality of life (Rifkin, 2000, p. 201; Pratesi, 2002, pp. 73-74). The experience economy model must therefore be adopted prudently, avoiding interpretations that are totally uncritical which can occasionally be seen in Pine and Gilmore; instead, it would be preferable to follow the suggestions of Grove, Frisk, and Bitner (1997) according to whom, when management embraces the theater metaphor, it is essential that a staging of experiences be authentic (tourists can tell immediately when a situation or an attitude is fake and they usually do not appreciate it), adaptable, and appropriate (every performance must be adapted to the situation, to the client, etc.), as well as be sufficiently applicable to the context being managed.
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Stories are a fundamental and universal form of human communication and learning [Bruner, Telling stories: Language, narrative and social life. Georgetown University Press, 2010]. People use stories to organise, understand, learn, remember and communicate about the world [Herman, Storytelling and the sciences of mind. MIT Press, 2013]. It is not surprising then that stories have been discussed in literature linked to design thinking [Brown, Change by design. Harper Collins, 2009], design science [Hatchuel, Journal of Management and Governance 5(3):260–273, 2001] and user, consumer and tourist experiences [IDEO, Design thinking for educators, 2012; Battarbee, Proceedings of the 2003 international conference on designing pleasurable products and interfaces. ACM, 2003; Mathisen, Advances in Hospitality and Leisure 8:21–41, 2012]. While stories are often mentioned as elements of design and user experience or as key methods to understand experience, their use as a framework to guide the design process has not been examined in detail. Within the literature on consumer experience stories have been linked to drama and theatre [Pine and Gilmore, The experience economy: Work is theatre and every business a stage. Cambridge, 1999], but this use of the theatre metaphor has been criticized as a unidimensional and superficial treatment of experience [Gelter, Articles on experiences, 2006; Lugosi and Walls, Journal of Destination Marketing and Management, 2(2):51–58, 2013]. This chapter goes beyond both the use of stories as a method of understanding user experience and the dramaturgical approach to consumer and tourist experience to present stories as a framework for guiding the design of tourist experience opportunities. It begins by outlining the parameters of the topic and defining the main concepts of stories and experience. It then analyses the relationship between stories and tourism identifying the major dimensions of tourist stories and their links to design and experience. These dimensions and analysis provide a foundation for a story framework to guide tourist experience design.
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