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Designing Immersive Sustainable Food Experiences in Augmented Reality: A Consumer Participatory Co-Creation Approach

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Abstract

In light of the current debate on the impact of our current food system on climate change and related mitigation strategies, addressing the acceptance of sustainability aspects within consumer behavioral issues is of vital importance. However, the field remains mute on how those strategies can be designed and employed effectively to stimulate sustainable food consumption behavior. Immersive narrative design is a promising approach to engaging consumers in this context. Within this study, we shed light on how to create immersive, impactful, interactive narratives in augmented reality (AR) together with consumers. We propose a novel approach to how those stories can be planned, utilizing participatory design methods. Within a step-wise process, we develop the storyboard together with consumers. In the next step, we evaluate multiple approaches with AR application developers on how this storyline can be enhanced in AR considering the perspective of various stakeholders like developers, behavioral scientists, and consumers. Finally, we propose a conceptual framework for how immersive narratives can be designed and validated in a collaborative, multidimensional approach for impactful AR narrative content designs to stimulate sustainable food behavior for consumers.
Citation: Han, D.-I.D.; Abreu e Silva,
S.G.; Schröder, K.; Melissen, F.;
Haggis-Burridge, M. Designing
Immersive Sustainable Food
Experiences in Augmented Reality: A
Consumer Participatory Co-Creation
Approach. Foods 2022,11, 3646.
https://doi.org/10.3390/
foods11223646
Academic Editors: Elena Arena
and Qian Janice Wang
Received: 30 September 2022
Accepted: 10 November 2022
Published: 15 November 2022
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foods
Article
Designing Immersive Sustainable Food Experiences in
Augmented Reality: A Consumer Participatory
Co-Creation Approach
Dai-In Danny Han 1, 2, *, Sílvia Gabriela Abreu e Silva 2, Kay Schröder 2, Frans Melissen 1
and Mata Haggis-Burridge 1
1Academy for Hotel and Facility, Breda University of Applied Sciences, 4817 JS Breda, The Netherlands
2Research Centre Future of Food, Zuyd University of Applied Sciences, 6419 DJ Heerlen, The Netherlands
*Correspondence: han.d@buas.nl
Abstract:
In light of the current debate on the impact of our current food system on climate change
and related mitigation strategies, addressing the acceptance of sustainability aspects within consumer
behavioral issues is of vital importance. However, the field remains mute on how those strategies can
be designed and employed effectively to stimulate sustainable food consumption behavior. Immersive
narrative design is a promising approach to engaging consumers in this context. Within this study, we
shed light on how to create immersive, impactful, interactive narratives in augmented reality (AR)
together with consumers. We propose a novel approach to how those stories can be planned, utilizing
participatory design methods. Within a step-wise process, we develop the storyboard together with
consumers. In the next step, we evaluate multiple approaches with AR application developers on
how this storyline can be enhanced in AR considering the perspective of various stakeholders like
developers, behavioral scientists, and consumers. Finally, we propose a conceptual framework for how
immersive narratives can be designed and validated in a collaborative, multidimensional approach
for impactful AR narrative content designs to stimulate sustainable food behavior for consumers.
Keywords: storytelling; immersive experience; sustainability; food; augmented reality
1. Introduction
Sustainability has been a much-studied and debated topic in the food service and
hospitality industries. Fueled by the announcement of the sustainable development goals
in 2015, many organizations across industries have made attempts to embed sustainable
practices and stimulate consumers to make more sustainable choices while engaging with
their products and services [
1
]. Although organizations and people are increasingly aware
of sustainability issues and the potentially detrimental effects of many of our current
consumption behaviors on the environment and societies, it has remained a challenge to
stimulate people to make more sustainable choices for their own well-being, the well-being
of others, and the planet [
2
]. This has been particularly difficult in the food service and
hospitality industries, which are often associated with enjoyment and affluent consump-
tion patterns. The World Health Organization concluded that current food consumption
patterns in developed countries are a key contributor to obesity issues and greenhouse gas
emissions responsible for climate change [
3
]. Five evolutionary human tendencies were
argued to make it difficult for us to behave sustainably despite our rational understanding
of underlying issues [
2
], one of which includes the propensity to disregard impalpable
concerns. In other words, we find it difficult to make rational decisions related to issues
that seem too abstract and distant from our immediate personal lives.
Prior attempts were made to address this challenge and depicted immersive technolo-
gies and related information systems as promising avenues to stimulate more sustainable
consumer behavior [
4
]. They argued that immersive technologies allow consumers to
Foods 2022,11, 3646. https://doi.org/10.3390/foods11223646 https://www.mdpi.com/journal/foods
Foods 2022,11, 3646 2 of 17
engage in experiences beyond our physical and geographical limitations, creating a higher
sense of relatability, awareness, and an enhanced view of the world. Several studies have
been conducted relating to addressing sustainability issues through immersive technolo-
gies. For instance, one study depicted the consequences of wasteful energy consumption
through virtual environments [
5
], while another studied the effects of virtual environments
to address environmental pollution through serious games [
6
]. They concluded that the
higher perception of contingency led to greater self-efficacy and environmental behavior
as well as increased support for environmental policy. A recent study concluded that
immersive experiences in virtual reality that can evoke a sense of presence in the virtual
environment could be an effective way to enhance empathy and positive behavioral inten-
tions [
7
]. Augmented reality (AR) could be a promising tool to make abstract concepts such
as sustainability tangible for consumers through the augmentation of digital content in the
immediate environment to address our evolutionary tendency to be prone to disregard
impalpable concerns [
2
]. Companies such as QReal have introduced lifelike 3D AR models
to assist consumers in making food choices [
8
]. Current developments in immersive content
in AR allow for interactive narrative content designs that are able to engage consumers
through active interaction in the narrative [
9
]. AR offers opportunities to enhance sensory
properties and create new food consumption experiences for consumers through its ca-
pability to create experiences in the first-person view which involve consumers as actors
in the narrative. However, this requires a design of content that is highly applicable and
relevant to the consumer’s personal context. Interactive digital narrative development is a
field that has received more attention in recent years [
10
]. Although much can be learned
from the film or games industries, a common approach for interactive narrative design is
still undefined. Although a designer-driven approach is recognized as an efficient way
to create content, it entails the risk of framing end-users into a narrative and disregards
the possibility of reaching the maximum impact that could be possible through consumer-
driven content designs. Participatory co-creative design processes with consumers are
a recognized approach in service design in which designers involve consumers in the
design process to create solutions that address the consumer’s pain point or objective
accurately [
11
]. A similar approach to guided consumer participatory co-creation in the
design of interactive content narratives for immersive narratives through AR is suggested
in this paper to create highly relevant and convincing consumer content in the design
process. Although such consumer-involving prototype tests are common practice in game
design, to the best of our knowledge, it is unknown whether the involvement of consumers
in the initial drafting of the narrative is an effective approach to interactive narrative con-
tent design for immersive technologies. As an increasing number of emerging consumer
technologies is introduced to the market (e.g., AR, VR, smart technologies, service robots),
this study aims to provide an evaluation of the effectiveness of design tools and propose
a framework to facilitate participatory co-creative design processes with consumers to
create impactful interactive content narratives for AR applications which could be key to
address current sustainability-related consumer challenges. The narratives in the context of
this study seek to stimulate consumers to make sustainable food choices through the use
of mixed-reality headsets. Therefore, the following research question will be addressed:
How can interactive content narratives in AR be effectively designed in a participatory
co-creative design process with consumers for impactful narratives? In answering this
research question, this study will offer an evaluation of design tools used for this purpose
and discuss challenges and future opportunities for impactful consumer-driven co-creative
AR interactive narrative design resulting in proposing a framework for participatory co-
creative narrative design for immersive technologies that could maximize the impact on
consumer attitudes to stimulate more sustainable behavior.
1.1. Consumer Co-Creation
Co-creation is the process of producing new value that is both material and symbolic
which is cooperative, collaborative, concurrent, and peer-to-peer [
12
]. Consumers’ voices
Foods 2022,11, 3646 3 of 17
may be incorporated from a wide variety of stakeholder voices in the invention process
through co-creation. Consumers may convey their ideas, talents, and capacities when they
are involved in the product design and development process. As a result, the intention is to
produce distinctive values created through co-creation that will benefit the organization [
13
].
Perspectives in the tourism context indicate that co-creation has evolved to become more
about shared experiences than about potential financial gain [
14
]. In the business context,
along with collecting innovative ideas, transferring information, and exchanging technol-
ogy, co-creative partnerships attempt to cut costs and risks [
15
]. The digital environment
allows for consumer participation in a co-creative process which was previously limited
due to a lack of consumers’ expertise in product design and development [16].
To facilitate interactions between businesses and consumers, the Dialogue-Access-
Reflexivity-Transparency (DART) model [
17
] provides an encompassing approach. Dialogue
refers to cooperative learning and communication with stakeholders. Access is the process
of obtaining knowledge about the experiences, facts, resources, abilities, and knowledge
of others. The results of the process are highlighted through reflexivity. Visibility in the
information flow is implied by the term transparency [
17
]. Other authors propose a two-
dimensional model of the co-creation typology with customers to indicate their level of
autonomy and involvement [
18
]. In the X-axis, contribution activity ranges from fixed to
open, meaning the extent to which a company cedes control and engages its consumers as
active players. The Y-axis, selection activity ranges from being mostly fixed by a company
to being completely open to customer input, and the choice of these contributions can be
made either by a company or by customers. The axis intersection generates four types
of customer co-creation: submitting (fixed, firm-led), co-designing (fixed, customer-led),
tinkering (open, firm-led), and collaborating (open, customer-led).
A greater number of consumers desire more control and authority over the creation
of products and services. More autonomy can lead to increased levels of psychological
ownership and intrinsic motivation, which in turn encourages creativity by making the
creative work more pleasurable and gratifying [
18
]. This is a particularly relevant avenue
to explore for hospitality, tourism, and leisure contexts, in which consumers are directly
involved in the co-creation of their own experiences. Hence, this study aims to evaluate
a design sprint developed to co-design stories (interactive content narratives) used to
stimulate consumers to make sustainable food choices and identify challenges and future
opportunities for the consumer-driven co-creative process.
1.2. Interactive Narrative Design
Interactive narrative design was defined as a compromise between narrative and
interactive as two explicit design domains [
19
]. In their perspective, narrative design occurs
on a holistic level, while interactive design deals with the granular, operational aspects of
the design. It was revealed that narrative design included exclusive design parameters
including characters, the environment, narrative themes, and a dramatic arc. The challenge
lies in combining these parameters in a chain of events that is perceived by the audience
as a rich story. Such narrative design outcomes often draw on emotional outcomes and
are therefore designed using characters that the audience can identify and relate to [
19
].
In comparison, the successful use of interactive design can enhance the narrative through
feelings of agency creating immersive experiences for the interactor [20].
The challenge lies in framing a common platform in which both aspects make sense
together. To frame this platform, it was suggested to start with a fixed narrative which
is overlayed with interactive elements through the development of characters within the
narrative [
21
]. This approach is based on the video games context and thus leans on a de-
velopment framework much related to how players interact with games [
21
]. For instance,
continuous and freedom of interaction were recommended as key components to engage
players in the game’s environment [
21
]. Three perspectives are evident in interactive nar-
rative design—high-level abstract descriptions, dichotomic approaches, and descriptions
of the design of specific pieces [
10
]. High-level descriptions take a holistic perspective to
Foods 2022,11, 3646 4 of 17
analyze problems from a distance. Although this perspective allows designers to see and
consider the entire narrative, it fails to offer specific design advice for interactions in the
narrative. The dichotomic approach focuses on framing a common platform particularly
useful for multidisciplinary teams, however, as a result, forces ‘inclusion strategies’ instead
of creating a combined design space. Finally, the third perspective describes specific design
cases but can cause the design team to fail to identify generalizable conventions. In addi-
tion, the need for designers to be skillful in programming languages was emphasized for
successful interactive narrative design [
22
]. To overcome these challenges the use of system
narratives was suggested in which narrative and interaction are interrelated but notes
that narrative designs should not entail preconceptions for a specific structure, but instead
allow for complete freedom of the designer [
10
]. Although several design processes to
outline and provide solutions to existing challenges are today known to facilitate interactive
content narrative design, four phases were outlined [
10
]; (1) paper phase, (2) prototype
phase, (3) production phase, and (4) testing phase. The first phase involves a generic goal or
idea, which is further developed into a general outline of events to be visualized including
the sequence of the narrative and character development. Typically, this phase concludes
with a flow diagram or storyboard that integrates all aspects before developing a minimal
viable product in phase 2. The prototype phase brings the storyboard to life and is a crucial
step for the initial testing of the flow between the narrative and interaction. Final assets
are adjusted in the production phase, which then moves to a group of beta users to test
the design. For the purpose of our study, we test the effectiveness of interactive content
narrative design by involving consumers in phase 1 and discussing the subsequent steps
with immersive technology developers. We do this through co-creative design sprints that
involve multiple consumers in comparable life stages to create narratives that are applicable
and relevant to that specific target audience.
1.3. Interactive Narrative Design through Augmented Reality
The concept of narratives through the use of immersive technologies to trigger au-
diences’ cognitive and emotional processes has received much interest in the academic
community, particularly in the area of marketing and retailing due to the capacity of narra-
tives to engage consumers with the product and brand [
9
]. A prior study investigated the
combination of storytelling through immersive technologies and suggested three distinct
ways to effectively use storytelling through these technologies—reinforcing, reskinning,
and remembering [
23
]. Reinforcing refers to the process of augmenting digital content
to bring places to life, as multiple studies employed AR to bring showcase the state of
heritage sites in the past [
24
]. The concept of reskinning is applied to reinterpret physical
objects through augmented overlays. The use of mixed reality in this context is particularly
interesting to give new meaning to existing objects in the physical environment in mixed
reality narrative design. Finally, the process of remembering involves the retelling of stories
in physical locations. For instance, the use of location-based AR videos was studied to
bring personal stories of people in World War II back to life in areas around the Nether-
lands [
25
], not only to trigger emotional responses but also to give people a chance to share
their personal stories of the past with others. A different study revealed that narrative
storytelling through augmented reality influenced consumers’ positive attitudes toward
the experience resulting in positive post-experience behavior [
9
]. However, we argue
that triggering behavioral responses requires narratives to be emotionally stimulating and
relatable to consumers’ personal contexts. Breaking established habits requires catching
the attention of consumers during the decision-making process that can be repeated over
time through conscious environment design choices [
26
]. In this light, it is imperative that
the narrative design as well as interactive design matches the target audience in content
relevance and capability of interaction. In our study, we thus use a participatory co-creative
design process to involve consumers at the first stages of the interactive narrative design
to develop impactful immersive sustainable food experiences through the employment of
immersive technologies.
Foods 2022,11, 3646 5 of 17
2. Materials and Methods
2.1. Study Design
Three consumer co-creative design sessions were organized on two days on 20 and
21 April 2022 at a European institute followed by a focus group with mixed reality devel-
opers. The chronological order followed Knapp et al.’s five-step design spring process,
understand, sketch, decide, prototype, and validate [
27
]. The first four steps were executed
in the consumer co-creative design sessions, and the focus group was used to validate the
outcomes with developers.
For each step in the consumer co-creative design session, a different design tool was
used and participants did not receive information on the goal of the research to avoid bias
and framing. The session started with an introduction of the participants and the facilitator,
an explanation of the design session, and the energizer as a pre-step of the process to boost
creativity and help participants to be more alert and active [
28
]. The first step aimed to
understand the context and challenge on which the narrative would be developed. We
used ‘Graffiti Walls’, in which participants were invited to complete two open sentences on
the topic of sustainability—“Sustainability in the food industry means
. . .
and “A good food
experience needs . . . (Figure 1).
Foods 2022, 11, x FOR PEER REVIEW 5 of 18
consumers’ positive attitudes toward the experience resulting in positive post-experience
behavior [9]. However, we argue that triggering behavioral responses requires narratives
to be emotionally stimulating and relatable to consumers’ personal contexts. Breaking
established habits requires catching the attention of consumers during the decision-
making process that can be repeated over time through conscious environment design
choices [26]. In this light, it is imperative that the narrative design as well as interactive
design matches the target audience in content relevance and capability of interaction. In
our study, we thus use a participatory co-creative design process to involve consumers at
the first stages of the interactive narrative design to develop impactful immersive
sustainable food experiences through the employment of immersive technologies.
2. Materials and Methods
2.1. Study Design
Three consumer co-creative design sessions were organized on two days on 20 and
21 April 2022 at a European institute followed by a focus group with mixed reality
developers. The chronological order followed Knapp et al.’s five-step design spring
process, understand, sketch, decide, prototype, and validate [27]. The first four steps were
executed in the consumer co-creative design sessions, and the focus group was used to
validate the outcomes with developers.
For each step in the consumer co-creative design session, a different design tool was
used and participants did not receive information on the goal of the research to avoid bias
and framing. The session started with an introduction of the participants and the
facilitator, an explanation of the design session, and the energizer as a pre-step of the
process to boost creativity and help participants to be more alert and active [28]. The first
step aimed to understand the context and challenge on which the narrative would be
developed. We used ‘Graffiti Walls’, in which participants were invited to complete two
open sentences on the topic of sustainability“Sustainability in the food industry means…”
and “A good food experience needs (Figure 1).
Figure 1. Illustration of Graffiti Walls.
After completing the first brainstorming step, ‘reframing’ was used to shift
participant perspectives on the topic with the aim to inspire original and creative
Figure 1. Illustration of Graffiti Walls.
After completing the first brainstorming step, ‘reframing’ was used to shift participant
perspectives on the topic with the aim to inspire original and creative approaches to
sustainability in the food context. Participants were asked about the positive or negative
effects of sustainability and if they could be turned into food experience concepts. In the
Sketch step, the group was divided into two subgroups to each generate their own narrative
relevant to their personal lives using a storyboard with the aim of identifying what was
important to them to be triggered as consumers to more sustainable food choices. The
following guidelines were provided to facilitate the design of the narrative:
The story aims to trigger people like you to make more sustainable food choices.
The narrative entails a minimum of 10 scenes.
Focus on the dialogue and sequence in the narrative instead of visuals.
The developed storyboards were presented to a focus group consisting of experts
working in development teams for immersive technology applications and discussed for
their originality and applicability to interactive content narratives using mixed reality.
Foods 2022,11, 3646 6 of 17
The focus group lasted approximately 90 min and started with a general discussion on
interactive narrative content development through the use of immersive technologies
before presenting two storyboards out of which one was selected for in-depth discussion.
All sessions were documented with notes during the sessions and video recorded.
2.2. Participant Sample
A non-probability prefix consecutive sampling method was chosen for this study for
consumers as well as developers. All participants had previous experience using Microsoft
HoloLens 2 mixed reality glasses. They were screened for their interest in food and the food
industry, foundational knowledge of sustainability issues within this context, and their
ability to understand, speak and write in English. All participants were informed about the
context of the study beforehand by e-mail, participation was voluntary and withdrawal
from the study could be done at any time. In addition, a consent form was signed before
the sessions to video record all sessions. In total, three consumer co-creative design sessions
were conducted (N = 2, N = 4, N = 5) lasting an average of 2 hours each. In total, 4 male
participants and 7 female participants who were all from generation Z participated in this
study, who were mostly from the Netherlands with some internationals from India, Italy,
Germany, and Taiwan. They were coded as PGn.N. to indicate the Group number (Gn) and
Participant number (N). This was followed by an expert focus group (N = 4) to validate
proposed consumer stories into AR solutions. The expert focus group consisted of three
AR application developers with experience in immersive technology content design in
particular in the realm of games and narrative design.
2.3. Analysis and Evaluation
Reflexive journaling [
29
] was used to inductively evaluate the effectiveness of different
stages of the design sessions and to determine whether the selected tools contributed to
achieving the objective of the session. To determine if the consumer co-creative design ses-
sions were effective, two tests were carried out [
30
]. Test 1 was the success assessment that
analyzed the stories produced and determined the success potential of the stories.
Test 2
was the application evaluation and examined how well the design sessions functioned.
To evaluate the success potential of the developed stories in test 1, a focus group was
conducted with immersive technology developers to assess how the narratives could be
translated into an immersive mixed reality experience. Both the consumer design sessions,
as well as the focus groups with developers, were analyzed using thematic analysis.
3. Results
3.1. Consumer Co-Creative Design Session Outcomes
Three themes emerged in analyzing the effectiveness of the developed narrative of
all design sessions-(1) dramatic development of the narrative, (2) immersive narrative
potential, and (3) a call to action toward sustainable approaches in food consumption.
Storyboards were used to produce the narrative (see Figure 2for example).
3.1.1. Dramatic Development of the Narrative
Participants realized that the development and inclusion of a dramatic arc in the
narrative required a fully developing scenario in which a character could grow rather
than a single scene. In design session 2, it was evident that the explicit communication
of character emotions was key to developing a dramatic arc in a short narrative. This
was further elaborated in design session 3, in which participants developed a narrative
including multiple scenes and environments, allowing characters to be projected in multiple
contexts, each eliciting its own set of emotions in characters. However, while this allowed
for a sequential development of the narrative that was easy to follow, participants argued
that it blurred the clear message of the narrative, which needed more emphasis due to the
presentation of various scenes and character developments.
Foods 2022,11, 3646 7 of 17
Foods 2022, 11, x FOR PEER REVIEW 7 of 18
3. Results
3.1. Consumer Co-Creative Design Session Outcomes
Three themes emerged in analyzing the effectiveness of the developed narrative of
all design sessions-(1) dramatic development of the narrative, (2) immersive narrative
potential, and (3) a call to action toward sustainable approaches in food consumption.
Storyboards were used to produce the narrative (see Figure 2 for example).
Figure 2. Illustration of the resulting consumer narrative using a storyboard.
3.1.1. Dramatic Development of the Narrative
Participants realized that the development and inclusion of a dramatic arc in the
narrative required a fully developing scenario in which a character could grow rather than
a single scene. In design session 2, it was evident that the explicit communication of
character emotions was key to developing a dramatic arc in a short narrative. This was
further elaborated in design session 3, in which participants developed a narrative
including multiple scenes and environments, allowing characters to be projected in
multiple contexts, each eliciting its own set of emotions in characters. However, while this
allowed for a sequential development of the narrative that was easy to follow, participants
argued that it blurred the clear message of the narrative, which needed more emphasis
due to the presentation of various scenes and character developments.
“Missing the call to action a bit. I think there is a good message, but it should be
expressed better. By adding one extra scene after shot 9 to express even more emotions.
Or adding a scene after shot 10 that explains why they chose the other restaurant. (P3.2).
Figure 2. Illustration of the resulting consumer narrative using a storyboard.
“Missing the call to action a bit. I think there is a good message, but it should
be expressed better. By adding one extra scene after shot 9 to express even more
emotions. Or adding a scene after shot 10 that explains why they chose the other
restaurant.” (P3.2).
3.1.2. Immersive Narrative Potential
Discussing the developed stories among participants seemed to provide many insights
for improvement that could result in refining narratives to be more impactful and relatable
to the consumer. Participants emphasized that for narratives to speak to the audience, they
needed to be relatable, indicating that aspects such as cultured meat were not well-known
in the consumer market, and thus unrelatable to current consumers (P3.1: cultured meat is
not really on the market yet, which makes this story a bit unrelatable. But it is nice for the future”.)
P1.1 added that for stories to be immersive to the audience they needed to be relatable not
only in context but also in the involved characters, saying “Emily (story protagonist) was
frustrated in the entire story; this makes it hard to empathize and relate to her”. P2.1 argued for
the development of their narrative relating to supermarkets to share more information on
available products; this was a feature that both participants were missing in their personal
context. Thus, a narrative that outlines a desire in one’s personal context was regarded to
have a higher immersion potential. In design session 3, a narrative involving a dialogue
between two characters was presented in first-person view. It was argued that this change
in perspective from a passive bystander who is following a narrative to an active participant
in the narrative itself made it more relatable and engaging. P3.3 stated, I liked that they
Foods 2022,11, 3646 8 of 17
presented it as a conversation, like a role play. It is a conversation between two friends which makes
it a more amusing story”. Taking a first-person perspective in developing narratives in AR
potentially offers seamless integration of the technology with interactive content narratives
due to the current technological approach of AR devices such as headsets and AR smart
glasses rather than hand-held devices.
3.1.3. Call to Action toward Sustainable Approaches in Food Consumption
In all three sessions, it was evident that participants were much more focused on the
chronological development of the narrative. As a result of the Graffiti Wall preceding the
storyboard, it was pointed out that influential narratives should include a clear message or
call to action. This is particularly imperative for triggering thoughts and actions relating
to sustainability practices among consumers. For instance, P1.4 noted, “I am missing the
sustainable call to action in this story. I understand it is about educating yourself, however, after
listening to the story, it does not make me want to educate myself”. In addition, narratives
were considered to be more effective if the message of the narrative and potential call
to action were framed as an empowerment of the consumer. Although Emily’s story
included an outline of issues relating to restaurants and the food industry, it was seen
as educational but ineffective to stimulate consumer behavior, as “this story didn’t really
move (participants) to make more sustainable choices” (P1.2). Participants in design session
3 were equally skeptical, questioning do you think the impact of the local market will be enough
to change Isaac’s perspective on food? Most of the time an experience will not totally change
people their behavior” (P3.2). Participants in design session 2 argued that a call to action
could be further stimulated by triggering an emotional shock to a relatable character in
the narrative. For instance, this could be achieved by informing consumers about the
amount of CO
2
emissions from eating meat. However, participants shared that it was
imperative for consumers to be able to relate to provided numbers and statistics. This
could be achieved through visual comparisons with familiar objects, such as comparing the
number of emissions to the number of soccer fields. This approach could address a key
challenge of consumers not being able to make sense of provided data and numbers on
sustainability issues.
3.1.4. Evaluation of Design Sessions
All three design sessions underwent the same approach in evaluating the effectiveness
of tools that were used during the sessions. Through the use of reflexive journaling, it be-
came evident that the tools adopted in the design sessions reached their purpose, however,
required to be applied through an interconnected approach. To allow for transparency
and honest discussions among participants in the design of highly relatable narratives, it
was crucial to establish a safe environment in which personal thoughts could be openly
shared. A safe and comfortable environment for all participants is imperative, as relatable
narratives require the involvement of personal aspects that participants can identify with.
An ice-breaker exercise offers opportunities to establish a familiar basis in a short period of
time. However, it was revealed that generating homogeneous groups for design sessions
could further speed up this process, as people quickly grasped each other’s explanations
and perspectives. This was particularly important for design session 2, which involved
two participants that were unfamiliar with one another. Comparing the narratives and
following discussions with the other design sessions, it can be concluded that a group
that is familiar with one another seems to more openly engage in discussions and provide
constructive feedback to each other. In this process, it was revealed that the objective and
call to action of the narrative needed to be clear to everyone involved in the discussion to
provide constructive feedback and areas for improving the effectiveness of the narrative.
This could be further stimulated through the use of Reframing which was employed as a tool
to make different associations to common topics (e.g., sustainability) to identify additional
perspectives for the narrative design. P1.3 noted,
Foods 2022,11, 3646 9 of 17
“Due to the reframing questions, you hear a lot of personal opinions and thoughts.
It is interesting as it provoked a discussion. It helps to get a bit more in-depth on
certain topics. For example, this group had different nationalities, it brought up
some negative or positive experiences from their country. I grew up in India and
Oman and had never barely heard of sustainability, let alone see some sustainable
actions. However, when I got to the Netherlands it was everywhere around me.”
However, the design sessions exposed that the prompts used in the reframing process
could have a strong influence on the focus and development of the narrative by consumers.
Thus, prompts need to be posed with care and allow for interpretation among participants
(e.g., “How can you make a concept of this point?; How do you achieve this point?”). Although
Graffiti Walls were considered a useful exercise to brainstorm and frame the context of the
topic at hand, it was evident that explicitly connecting the outcomes of the Graffiti Walls
to the following narrative design helped consumers to specify a clear message and call
to action to solve an identified issue at hand. P2.2 noted, “when you started asking us those
questions, you were able to send us in the right direction and help us get more detailed ideas”. The
design sessions revealed that using Graffiti Walls as a step to extract related personal values
(e.g., awareness, curiosity) in the reframing process was a pragmatic approach to develop
narratives that could become highly relevant and effective in their message. For instance,
‘awareness’ was noted down multiple times, while in the reframing process, aspects such as
‘actions at school’, ‘guest lectures’, and ‘awareness of consumption’ were added, offering
more specific building blocks to develop a relatable content narrative. All participants
concluded that presenting and discussing the designed narratives with each other assisted
in the process of identifying which aspects were truly valued by consumers and which
required more emphasis throughout the narrative to enhance the clarity of the message.
3.2. Expert Focus Group Outcomes
The expert focus group lasted approximately 80 min and included a discussion with
three experts of various backgrounds relevant to AR content development. Experts were
prompted to discuss generic perspectives of effective content narrative design in AR before
they were presented with two storyboards that were developed by consumer participants
and invited to elaborate on their approach and the effectiveness of presenting these through
AR. A total of four key themes were identified in the expert focus group which are outlined
in this chapter.
3.2.1. Instant Engagement through Interaction
A key aspect of effective content narrative design was argued to be interaction. Fol-
lowing the findings of earlier studies [
31
], interaction with content through technology
helps consumers to become engaged and involved in the content. This is particularly true
for AR, as interaction with digital content in the direct environment can create immediate
engagement. However, experts discussed that it was vital to clearly understand the target
audience and their habits of using technology to design interactive solutions and necessary
instructions that are suitable and follows the logic of the audience.
“E2: For me, I mean the main reason is that it’s the unique thing about this medium.
If you don’t have interaction, you might as well make a movie, right? You want the
person to be involved. And I think that’s also the reason why we have interaction because
interaction creates buy-in almost immediately because you have to have to be involved.
E1: And you go into immersion again. But is also the curve of the story, right. It needs to
be interesting enough to keep someone hooked from start to finish. There’s a lot of video
games for example, you start and you know, “I’m not going to finish this one.”
As this study aimed to maximize the impact on the attitude and behavior of consumers
through interaction with content narratives, E1 mentioned that earlier designs focused on
the repetition of interactions to build habitual traits which could be the key to overwriting
old patterns or adapting new consumer behaviors. However, a key consideration was
Foods 2022,11, 3646 10 of 17
identified in this discussion that this approach was not well suited for narrative designs
as there was a key difference in the context between a forced situation, where repetitive
interaction can be manifested compared to situations where voluntary action through the
internal motivation of consumers is desired.
“E1: We had a facility that helps people with alcohol addiction. [
. . .
] So they train it
in virtual reality in a realistic environment to see if that helps. And then the trick is for
them to make it as real as possible and have triggers. So we’ve put real models with their
favorite brands. We put their favorite drinking locations in there, a beach, a forest, the
park at home, whatever. [
. . .
] And their trick was to repeat it a lot. So if you repeat it a
couple of times in VR they get used to doing it. Then maybe in real life it gets easier.
E2: Yeah, but it doesn’t really work for narrative things like this. I think if you had the
thing where you go to a supermarket and it highlights the differences between stuff, right
then that would work because you keep doing it and you get used to what the differences
are until you start noticing yourself.
E3: And in this specific case it was a therapeutical set. And in those settings, you are
being forced to do it. And in this case, it needs to be a voluntary action that you take. So
it needs to be something you actively do. And it’s only if you actively engage with the
content.”
3.2.2. Understanding the End-User for Impactful Narratives
Following previous findings, to design relevant content narratives that speak to con-
sumers, it was repeatedly mentioned that an in-depth understanding of the target audience
should be one of the first steps in the design process. Thereby, the key question to be ad-
dressed should revolve around how to make consumers become invested in the narrative
and its message. Within the context of game design, it was argued that providing character
background stories and information was often a common approach to help consumers
build emotional bonds with characters. However, external validation was also mentioned
as a way to inspire consumers to be engaged with the narrative. For instance, current social
media use patterns could be exploited to stimulate consumers to share their experiences
and point of views of the designed narrative.
In this respect, it was suggested that a prompt and unfinished ending was often used
in the games and entertainment context to stimulate consumers to think about or imagine
the ending through their own interpretation, with the aim of enhancing the message and
longevity of the narrative. AR offers promising avenues for future research in this respect to
build true mixed realities through the blending of virtual content narratives with resulting
consequences in the physical environment (e.g., selecting a food tasting in AR and having
it delivered in real life). Experts agreed that this type of true mixed reality could maximize
the impact of digital content consumption.
“E3: For me, if you have an experience where people go through the experience and end up
there, then from that point onwards you would leave it up to the people to actually start
thinking like what you have with the little cards where the cards gives you the information,
if you stop at that point, then you give people the room to think about something.”
It was evident, however, that experts believed current consumer habits of interacting
with AR to be limited and to rarely involve the consumption of narratives or entertainment.
Instead, AR was argued to be limited to AR filters and overlay of factual information
onto the physical environment. It was discussed that current cases of technological use
and limitations as well as user acceptance and adoption of such technologies therefore
needed to be considered for the design. Consequently, experts agreed that VR currently
offered the more logical technological choice for designing narrative content. At the time of
this research, potential workable alternatives could include a designated physical location
where virtual content could be provided in a controlled setting in which consumers engage
in the complete experience.
Foods 2022,11, 3646 11 of 17
E3: How I would see something like this being deployed right now is, say, a food-based
experience center. [
. . .
] You go in, you have the little booth or you have your hall where
you, together with three other people, would all have a headsets and you would get this
story being told to you. After the story is being told, then you go through the Information
Center which is a more physical experience and after that you have this testing center
where you do then either end up with the cultured meat in front of you that you can
experience. Then you would go through a narrative experience where you don’t just have
the narrative itself, the story, the MR story, but where you would then be further engaged
in the world of cultured meats, where you would in the end experience it and where
everything will come together. Whereas this spikes the interest to not just go through the
rest of the information, but actively engage with the rest of the information. [
. . .
] Turn
it into an experience rather than a singular piece of content. Because then you can also
make rooms that can facilitate the kind of stuff that you see here.”
3.2.3. Clarifying Objectives
All experts concurred that the first step in the design process was to research the
context at hand and to conduct field research and desk research to understand the dynamics
of the given context and problem. This could be an argument against the effectiveness
of a consumer-driven approach, as an initial identification of objectives will be based
on subjective participant perceptions instead of a more objective research approach to
synthesize various perspectives.
“E3: So for me, the first step is always topic research. Get further information, talk to peo-
ple, people in this case often being the client about more in-depth information, retrieving
information on what’s the actual topic that you’re trying to approach. What they already
know, what’s already out there, and just gathering a whole bunch of information. So that
you can use that entire bin of information to create a very clear narrative in your head
and to then scope down and create a set with constructs of elements that you would like
to highlight and that are necessary within this project.
E2: I think what we do after we get kind of a briefing is to figure out how what approaches
are there to solve this. [
. . .
] I think it usually works best if you try to come up with
semi-concrete ideas that you can pitch to the clients and then they should be able to
highlight what parts they like and don’t like.”
In contrast, it was also pointed out that developers often had a bias because of pre-
vious projects and work that would suggest possible directions for future projects. To
overcome this bias, it was suggested that directly and indirectly involved stakeholders
should be included in the initial identification of the design objective. Experts argued
that it was crucial to have multiple perspectives on the context at the table for a thorough
understanding of the context which could offer different ways of thinking about the issue at
hand. Although this study made an attempt to prompt consumers to elicit a key objective
or message in their narrative, experts suggested that in general, three key questions should
be addressed in this process; (1) who is the target audience?; (2) what is the problem?; and
(3) where do we want to go?
“E3: There’s always a narrative within the experience that you create. And for specifically
what we are building, the first thing that I would consider is what’s the goal of the
project. For me, I always want to have a very clear visual insight, before I know what the
interactions are going to be or what level of interaction is necessary. I’m specifically not
thinking about MR in this case. For me it will be ‘what’s the goal? Where do we want to
end up or what do we want someone to take away or learn from this experience?’
E1: It often comes from a problem.
E2: And of course, with that person. That’s where it starts.
E3: Yes. Like, who do we have? What’s the problem and where do we want to do?”
Foods 2022,11, 3646 12 of 17
Designing character backgrounds that consumers did not identify with could greatly
limit the perceived impact of that character on consumers. Having characters representing
the key objective of the narrative that consumers did not agree with could potentially put
the clarity and effect of the objective in jeopardy. In games and entertainment characters
were often projected to elicit traits that the audience could identify with and build an
emotional bond to. As such, to reach a high-impact objective, it was crucial that consumers
could establish a bond with the narrative or characters within.
“E2: So that that’s one big thing I would change here.
E1: Yeah, you run the risk that if your viewer doesn’t like Isaac. [
. . .
] Maybe a bit risky
there.
E3: It can be an immediate annoyance. There’s no build up. So you don’t get invested
into the story before something so impactful happens that in that moment you decide, “I
like it or I do not like it.” And if you do not like it, you just immediately switch off. You
will not continue anymore.”
3.2.4. Pre- vs. Post-Consideration of Narrative Medium
Views on whether the medium to present the narrative should be considered in the
initial phase or later were divided. On the one hand, experts argued that it was generally
preferred not to think too early about the technology itself, as it created the risk of limiting
potential approaches to how the technology was used as well as designing appropriate
content narratives. In light of this, budget allocations per project were discussed as a way
to narrow down a potential list of solutions. However, on the other hand, it was argued
that consideration of technology in the initial phases could take technological possibilities
into consideration when designing the narrative, creating a logical fit between these two
aspects. This issue was illustrated in discussing the narratives designed by participants.
“E2: First thing, that’s a problematic approach, because now you’re taking something
that’s kind of meant for just a video, right? I think that’s what was in mind when making
this. And you’re saying, “How do we use it in MR?” You could do that, but you probably
won’t make optimal use of what MR could offer? Because you designed it for a different
medium. [
. . .
] Because this seems like a linear narrative, right? So what kind of
interaction can you put in there? You can make a choice in there. You can make some of
those small things that you interact with to go to the next step basically, but those are not
very interesting most of the time.”
According to E3, creating the narrative without consideration of the medium could
limit the potential that the technology could offer. For instance, AR could offer an oppor-
tunity to involve consumers more in the narrative from a first-person perspective. It was
argued that a dedicated user-perspective dictates which technology would be more suitable
to use as the medium. For the designed participant stories, which were narrated from a
third-person perspective, VR was therefore argued to be more suitable as the narratives
were following a character instead of directly involving the user.
E3: This specific example could lend itself better for a low interaction narrative experience
where the idea is not that you actively participate in a story, but that you’re able to,
in a more immersive way view the content that’s being given. Because in the end the
whole thing about MR is that you are given a more ‘on-site’ approach to experiencing a
narrative. And you can put something on the table, but for me that doesn’t add a lot in
this specific case. So with this I would rather go VR than AR. I think that makes way
more sense in this specific case. Because in this case, it’s about experiencing this specific
narrative. And if you want to experience that specific narrative, as in being there, then
virtual reality is just a better medium.”
Foods 2022,11, 3646 13 of 17
4. Discussion
4.1. Evaluation of Consumer Co-Creative Narrative Designs
Consumer-driven narrative design appears to be a valuable approach as part of
the initial user research to identify important elements that speak to the consumer. In
consideration of the entire design process, this step can allow for the pursuit of a diverging
approach before focusing on key elements that were perceived as important for consumers
to converge into specific design alternatives. However, experts warned against clients
designing the content, as it could result in opposition to potential future changes which
could foster difficulties in producing the best possible solution due to the client being
too invested in what they had already produced. Instead, effective consumer co-creative
narrative design methodology needs to allow consumers to design narratives with sufficient
freedom of interpretation without providing too much direction, such as establishing a
character in full or providing the scope of a context. Design tools such as Graffiti Walls are
suitable for providing freedom of interpretation and associations with topics. To allow for
multiple interpretations to emerge, an alternative approach could be to prompt consumers
to write one narrative about themselves as the lead character, and one about ‘others’ as the
lead character to obtain input on who they perceive to be opposite to them.
The narratives designed by participants in this study resulted in largely straightfor-
ward messages that were perceived to be too stereotypical and predictable. The adopted
approach in this study entails the difficulty of working with consumers who are not pro-
fessional storytellers, and thus are not aware of storytelling techniques that could benefit
the flow and immersion of an effective narrative. As a result, there is a risk of creating
narratives that are not highly attractive to general consumers. Developing a more subtle
message in the narrative could offer space for interpretation which could increase the
impact of the message.
Continuous consumer testing was identified as a crucial aspect of the design process.
Testing could be critical to revealing, early in the process, when the consumer might not
agree with the solution. This allows for early identification of issues in the design that might
have been overlooked or wrongly interpreted. However, it needs to be acknowledged that
iterative feedback on narrative design has been a challenge, as consumers generally do not
know what they liked or disliked in evolving narratives compared to product features.
4.2. Proposed Framework for Effective Participatory Co-Creative Narrative Design
Based on the results of our consumer study, we see indications that Knapp et al.’s
traditionally linear intended design approach could be improved by introducing back loop
feedback moments into the methodology.
Looking at the design process as a whole, iteration and validation are primarily focused
on the results of the individual stages of the narrative creation process (see Figure 3). In our
study, we adopted a peer-to-peer feedback moment to reflect and improve on the designed
narratives. In the case of designing narratives for AR, it is essential to note that the media
context changes fundamentally between the individual steps, whereby the results of each
stage influence the following ones. Consequently, an initially evaluated result (e.g., the
results from the Graffiti Wall) might behave differently in another context (e.g., multimodal
interaction in AR).
Foods 2022,11, 3646 14 of 17
Foods 2022, 11, x FOR PEER REVIEW 15 of 18
4.2. Proposed Framework for Effective Participatory Co-Creative Narrative Design
Based on the results of our consumer study, we see indications that Knapp et al.’s
traditionally linear intended design approach could be improved by introducing back
loop feedback moments into the methodology.
Looking at the design process as a whole, iteration and validation are primarily
focused on the results of the individual stages of the narrative creation process (see Figure
3). In our study, we adopted a peer-to-peer feedback moment to reflect and improve on
the designed narratives. In the case of designing narratives for AR, it is essential to note
that the media context changes fundamentally between the individual steps, whereby the
results of each stage influence the following ones. Consequently, an initially evaluated
result (e.g., the results from the Graffiti Wall) might behave differently in another context
(e.g., multimodal interaction in AR).
Figure 3. 5-step design process according to Knapp et al.
Consequently, we propose to describe the design process as an iterative but nested
collection of hypotheses that lead to the final narrative prototype (Figure 4). A nested
approach addresses several critical shortcomings that are evident in current design
processes. For instance, even if the resulting narrative works efficiently in the intended
context, we cannot conclude that every individual stage led to optimal results. Similarly,
if the system fails, the individual stages, like the initial domain context definition, do not
necessarily need to reflect the correct perspectives. A general asymmetry of knowledge
and experience between the relevant stakeholders (consumers, developers, narrative
design experts) exists, especially at the sketch, decide, and prototype stages. With this in
mind, a careful justification is needed to understand individual stages within the design
process and their implications within the resulting narrative.
Figure 4. Framework for consumer participatory co-creative narrative design for immersive
narrative experiences: A nested approach of stepwise and back loop validation cycles.
Within the stepwise validation process, the respective results of the individual stages
are validated and condensed toward the intended narrative context, primarily together
Figure 3. 5-step design process according to Knapp et al.
Consequently, we propose to describe the design process as an iterative but nested
collection of hypotheses that lead to the final narrative prototype (Figure 4). A nested ap-
proach addresses several critical shortcomings that are evident in current design processes.
For instance, even if the resulting narrative works efficiently in the intended context, we
cannot conclude that every individual stage led to optimal results. Similarly, if the system
fails, the individual stages, like the initial domain context definition, do not necessarily
need to reflect the correct perspectives. A general asymmetry of knowledge and experi-
ence between the relevant stakeholders (consumers, developers, narrative design experts)
exists, especially at the sketch, decide, and prototype stages. With this in mind, a careful
justification is needed to understand individual stages within the design process and their
implications within the resulting narrative.
Foods 2022, 11, x FOR PEER REVIEW 15 of 18
4.2. Proposed Framework for Effective Participatory Co-Creative Narrative Design
Based on the results of our consumer study, we see indications that Knapp et al.’s
traditionally linear intended design approach could be improved by introducing back
loop feedback moments into the methodology.
Looking at the design process as a whole, iteration and validation are primarily
focused on the results of the individual stages of the narrative creation process (see Figure
3). In our study, we adopted a peer-to-peer feedback moment to reflect and improve on
the designed narratives. In the case of designing narratives for AR, it is essential to note
that the media context changes fundamentally between the individual steps, whereby the
results of each stage influence the following ones. Consequently, an initially evaluated
result (e.g., the results from the Graffiti Wall) might behave differently in another context
(e.g., multimodal interaction in AR).
Figure 3. 5-step design process according to Knapp et al.
Consequently, we propose to describe the design process as an iterative but nested
collection of hypotheses that lead to the final narrative prototype (Figure 4). A nested
approach addresses several critical shortcomings that are evident in current design
processes. For instance, even if the resulting narrative works efficiently in the intended
context, we cannot conclude that every individual stage led to optimal results. Similarly,
if the system fails, the individual stages, like the initial domain context definition, do not
necessarily need to reflect the correct perspectives. A general asymmetry of knowledge
and experience between the relevant stakeholders (consumers, developers, narrative
design experts) exists, especially at the sketch, decide, and prototype stages. With this in
mind, a careful justification is needed to understand individual stages within the design
process and their implications within the resulting narrative.
Figure 4. Framework for consumer participatory co-creative narrative design for immersive
narrative experiences: A nested approach of stepwise and back loop validation cycles.
Within the stepwise validation process, the respective results of the individual stages
are validated and condensed toward the intended narrative context, primarily together
Figure 4.
Framework for consumer participatory co-creative narrative design for immersive narrative
experiences: A nested approach of stepwise and back loop validation cycles.
Within the stepwise validation process, the respective results of the individual stages
are validated and condensed toward the intended narrative context, primarily together
with consumers. However, a significant shortcoming here is that the validation is limited to
the individual design step, and the transferability of the results is not guaranteed. Therefore,
the back loop validation focuses on the validation of the narrative artifact with regard to
the individual stages. Back loop validation can only be conducted if a narrative artifact
exists. The first step is aiming at the application’s technical applicability and evaluating
the system’s technical performance (e.g., memory usage, framerate stability). An unstable
system would influence every following stage of the back loop cycle. If the system works,
the cognitive and non-cognitive effects are related to the content of the narrative (e.g.,
understanding, engagement, attitude). In the next step, the evaluation focuses on the user’s
reaction to the expression of the narrative artifact (e.g., user experience). After that, it needs
to be carefully justified if the narrative achieves the initially defined goal and finally observe
if the developed solution is adapted and leads to a measurable change in sustainable food
consumption, indicating the overall efficiency.
Foods 2022,11, 3646 15 of 17
5. Conclusions and Future Research
This study aimed to evaluate the suitability of a design process to test its effectiveness
for consumer participatory co-creative narrative design for immersive sustainable food
experiences in augmented reality. The results of the study stressed several points for
adjustment of a conventional design process which was revealed to be limited in their
back loop validation capabilities of specific design steps. In particular, the findings of this
study suggest that consumer co-creative design processes that aim for impactful narratives
need to allow for sufficient freedom of interpretation and meaning creation within the
initial stages. Various design tools can be supportive of this diverging phase (e.g., Graffiti
Walls) until a clear objective for a narrative design is formulated. A crucial aspect of
technology-mediated consumer-designed narratives, such as in the case of interactive
content narratives in AR, is that media-context can shift drastically while moving through
the design process. At the time of this study, AR still holds limited use cases in the
consumer market, making it challenging for consumers to consider the full capacity of the
technology in their narrative design. This can have profound implications on the level
of impact of designed and presented narratives, potentially reducing their effectiveness
for stimulating sustainable consumer attitudes and behavior. To address this challenge,
we propose a framework for consumer participatory co-creative narrative design that
considers several back loop validation steps to evaluate the effectiveness of each step
in the design process (Figure 4). We posit that a systematic approach to validation in
interactive narrative design is needed to be able to analyze individual components in the
design and consider efficient content and system-specific iterations to create impactful
immersive narrative experiences for consumers. The involvement of target consumers early
in the design process is crucial to scope a context and narrative that is highly relevant and
appealing and that speaks to the audience. However, further research is needed to identify
possible methodologies across the validation process and to test the suitability of methods
in various contexts. For instance, designing interactive content narratives in AR requires
careful consideration of embedding technological capabilities to logically fit the narrative.
As such, it greatly benefits from the co-creative sessions with consumers and developers
involved with the respective technology to identify the purpose of narrative designs in
relation to fitting technological solutions in the design process. Furthermore, we advocate
for future research to identify key success factors in the back loop validation process to
determine the effectiveness of specific design steps in their ability to evoke sustainable
attitudes and behavior in consumers. Determining success factors that are measurable
and comparable across contexts is expected to provide us with a common benchmark to
evaluate the effectiveness of immersive narrative designs in this field.
Author Contributions:
Conceptualization, D.-I.D.H. and K.S.; methodology, D.-I.D.H.; formal analy-
sis, D.-I.D.H.; investigation, D.-I.D.H.; data curation, D.-I.D.H.; writing—original draft preparation,
D.-I.D.H., S.G.A.e.S. and K.S.; writing—review and editing, D.-I.D.H.; visualization, K.S.; supervision,
F.M. and M.H.-B.; project administration, D.-I.D.H.; funding acquisition, D.-I.D.H. and F.M. All
authors have read and agreed to the published version of the manuscript.
Funding: This work was supported by RAAK-SIA under Grant HBOPD.2018.04.006.
Data Availability Statement:
All data of this study were handled anonymously and in full compli-
ance with the GDPR and the Netherlands Research Integrity Code. The data is stored for the long
term on Microsoft Sharepoint of Breda University of Applied Sciences for further processing and
use. Microsoft Sharepoint of Breda University of Applied Sciences is a safe and secure environment
supported by the IM/ICT department of BUas.
Conflicts of Interest:
The authors have no conflict of interest to declare that are relevant to the content
of this article.
Foods 2022,11, 3646 16 of 17
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... The findings of this study show that customer sensory experience services have a significantly negative effect on customer co-creation behavior. Surprisingly, previous studies have recognized experience as a crucial building block for positively fostering customer behavioral responses, such as co-creation behavior or engagement behavior with a company or product producer (Spena et al., 2012;Han et al., 2022). However, the results of the current study were not consistent with this prior research that indicated customer experience directly influenced building customer co-creation to provide feedback or their experience to the company or producer. ...
... For example, the meat was not yet on the market, which makes its story a bit unrelatable. However, the meat may be good for the future (Han et al., 2022). In addition, we considered the customer experience to be a customer perception of meat that was unclear regarding taste and smell between the market chicken meat and the healthy chicken meat (i.e., the KKU1 Premium Chicken). ...
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