experience design
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2022 ◽  
pp. 004728162110725
Author(s):  
Jason Tham ◽  
Tharon Howard ◽  
Gustav Verhulsdonck

This article follows up on the conversation about new streams of approaches in technical communication and user experience (UX) design, i.e., design thinking, content strategy, and artificial intelligence (AI), which afford implications for professional practice. By extending such implications to technical communication pedagogy, we aim to demonstrate the importance of paying attention to these streams in our programmatic development and provide strategies for doing so.


2022 ◽  
Author(s):  
Jeffrey Wrathall ◽  
Effie Steriopoulos

Event design is an important aspect of planned events, and events have the power to transform individuals. An emerging focus in event design is the focus on meanings and event experiences (Getz & Page, 2016). Event design, a core ‘domain’ or function of event management offers the potential to achieve, or at least facilitate these transformations. The emergence of the so-called transformation economy has been at least partly responsible for a movement in the focus of planned events beyond extraordinary experiences towards experiences that could be regarded as transformative or even life-changing. Described as peak experiences, these transformational events have important implications for event design.


Author(s):  
Mattia Rainoldi ◽  
Arne Van den Winckel ◽  
Joanne Yu ◽  
Barbara Neuhofer

AbstractWhile film and television have a long tradition in tourism marketing, the potential of video games is overlooked. This study unlocks a novel era of marketing by investigating the interplay between experiential factors and in-game experiences, and how they may contribute to one’s intention to visit in-game destinations. By taking Assassin’s Creed Odyssey as the study context, game world dynamics, level of immersion, level of freedom, connection to characters, and sense of realism are identified as the five pillars that shape gaming experiences. Drawing upon experience design, this study lays the groundwork for emerging marketing opportunities using video games for tourism and contributes to the broader field of media-induced tourism literature.


2021 ◽  
pp. 109467052110575
Author(s):  
Michela Addis ◽  
Wided Batat ◽  
S. Sinem Atakan ◽  
Caroline G. Austin ◽  
Danae Manika ◽  
...  

This article introduces a novel and comprehensive conceptual framework for designing innovative food experiences that enhance food well-being. We call this framework the novel food experience design. It supports managers in cocreating customer-centric food experiences to limit unintended detrimental consequences and enhance individual and societal food well-being. The novel food experience design (1) employs a systemic (vs. endemic) approach to the innovation process and (2) promotes prioritizing ethical decision-making alongside economic decision-making. Building on insights derived from ecosystem theory and the ethical principles literature, we develop four fundamental propositions to innovate food experiences: do no harm, do good, ensure autonomy, and ensure fairness. Our framework promotes higher levels of individual and societal food well-being than restricted food design innovations, preventing unintended consequences. Finally, we illuminate the implications for service research and practice.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
J. Robert Rossman ◽  
Mat Duerden

Purpose In this article, we aim to increase understanding of the unique nature of experiences in comparison to services and explain how narrative change can enable organizations to fully participate in the experience economy. Design/methodology/approach Drawing upon relevant experience design and experience economy literatures the paper outlines key differences between experiences and services. The narrative change process is then employed to provide managers specific guidelines for strategically reframing their value production paradigm to become more experience-centric. Findings rticulating key elements of an organization’s narrative such as characters and intended outcomes allows an organization to more intentionally change their narrative to align with the experience economy. Practical/implications The essential outcome of an experience is that participants do something for themselves ? for example, learn a new skill. Participation is integral to every experience transaction. Originality/value Although Pine, Gilmore, and others have detailed the differences between experiences and services, definitional disagreements and oversimplifications of these concepts still exist. This paper further differentiates these economic offerings. Additionally, this paper is the first to integrate the narrative change process into a discussion about experience strategy.


2021 ◽  
pp. 107-123
Author(s):  
Jakub Kłeczek

The paper aims to answer the question – to what extent is the current reflection on user experience design in performing arts still valid? The text discusses the concept of post-digital performance (Causey); and the phenomenon of user experience design in the face of new media dramaturgy (Eckersall, Grehan, Scheer). From the perspective of these concepts and phenomena, I describe two works (To Like or Not to Like by Interrobang and Karen by Blast Theory). The text complements the discussion on performance artists’ approaches to media technologies. In this paper, I describe the changes in designing the relationships of performers and users (individualization and personalization) and the contexts of everyday media practices in artists’ strategies.


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