40 research outputs found

    Enhancing social media engagement by the hospitality industry: The power of customer experience dimensions

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    The purpose of this study is to explore how publications on social media related to hotel experience influence key customer purchasing behaviour variables, thereby extending research concerning guests' decision-making processes by demonstrating empirically that attachment is a mediating variable between engagement and booking intention. The study also aims to identify the type of online publications focused on hotel experiential dimensions that offers the best results in terms of users' affective responses. Based on a panel survey of 1279 potential hotel guests conducted in January 2021, a multi-group model shows that interactions with social media content improve brand attachment and booking intention. In addition, the experiential dimensions have a moderating effect. Publications that refer to localization produce better outcomes than those produced by guest mentions and ambience. These results suggest guidance for hotel managers regarding communication strategies for social media based on experience cues, interaction and the establishment of emotional bonds with potential customers

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    The Proceedings of the European Conference on Social Media ECSM 2014 University of Brighton

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    Rethinking gamification

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    Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game.The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification

    Investigating the relationship between career adaptability, employability attributes, and retention factors of employees in selected 21st century recruitment agencies

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    The research focuses on investigating the relationship between individuals’ career adaptability, employability attributes and retention factors within the context of talent retention in the 21st century workplace. A quantitative research approach was followed, and a probability sample of (N = 337) of single (42.7%), African (53.4%), female (65.9%), individuals between the ages of 26-40 years (57.4%), who are part time employees (50.7%), mostly at staff level (54.0%) were utilised. Correlational analysis indicated differences between the variables of CAI, EAS and RFMS. Inferential statistics showed a strong relationship between the variables of career adaptability, employability attributes and retention factors. Stepwise hierarchical regression analysis showed that age, gender, race, marital status and job level, their career adaptability and employability attributes significantly and positively predict retention factors. Test for mean differences revealed that males and females differed significantly in terms of their career adaptability, employability attributes and retention factors. Recommendations are suggested for use by human resource professionals in terms of retention practices.Business ManagementM. Com. (Business management

    The Impact of Social Computing on the EU Information Society and Economy

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    This report provides a systematic empirical assessment of the creation, use and adoption of specific social computing applications and its impact on ICT/media industries, personal identity, social inclusion, education and training, healthcare and public health, and government services and public governance.JRC.J.4-Information Societ

    Drafts From Sociology of Design. Introduction to Discussion

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    Praca recenzowana / Peer-reviewed paperThe following publication is a collection of texts on the contemporary meaning of design, the changing in roles of designers and cultural and social expectations described in the broad cognitive perspective. Although this topic raised in the field of sociology quite recently, the complexity of the phenomenon, its manifestations, forms and ways of preventing provoked the debate on the field. Hence, presented volume is prepared by the researchers, whose interests have been provoked by needs of sociological inclusion in the debate in the area dominated so far by theorists and practitioners from the field of art and related disciplines. Through the publication of this book we would like to explore the area associated with the use and perception of design in a broader social context and try to find the answers for few questions: • What is the role or roles for design in modern society? • How design can be use in solving problems connected with social and cultural changes? • What are the examples of the application of design in processes of social and cultural change? • What are the boundaries of socially responsible design? • How to involve society in the process of socially responsible design

    Product/Brand co-creation methodology crossing marketing, design thinking, creativity and management: ideas(r)evolution

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    This thesis introduce a new innovation methodology called IDEAS(R)EVOLUTION that was developed according to an on-going experimental research project started in 2007. This new approach to innovation has initial based on Design thinking for innovation theory and practice. The concept of design thinking for innovation has received much attention in recent years. This innovation approach has climbed from the design and designers knowledge field towards other knowledge areas, mainly business management and marketing. Human centered approach, radical collaboration, creativity and breakthrough thinking are the main founding principles of Design thinking that were adapted by those knowledge areas due to their assertively and fitness to the business context and market complexity evolution. Also Open innovation, User-centered innovation and later on Living Labs models emerge as answers to the market and consumers pressure and desire for new products, new services or new business models. Innovation became the principal business management focus and strategic orientation. All this changes had an impact also in the marketing theory. It is possible now to have better strategies, communications plans and continuous dialogue systems with the target audience, incorporating their insights and promoting them to the main dissemination ambassadors of our innovations in the market. Drawing upon data from five case studies, the empirical findings in this dissertation suggest that companies need to shift from Design thinking for innovation approach to an holistic, multidimensional and integrated innovation system. The innovation context it is complex, companies need deeper systems then the success formulas that “commercial “Design thinking for innovation “preaches”. They need to learn how to change their organization culture, how to empower their workforce and collaborators, how to incorporate external stakeholders in their innovation processes, hoe to measure and create key performance indicators throughout the innovation process to give them better decision making data, how to integrate meaning and purpose in their innovation philosophy. Finally they need to understand that the strategic innovation effort it is not a “one shot” story it is about creating a continuous flow of interaction and dialogue with their clients within a “value creation chain“ mindset; RESUMO: Metodologia de co-criação de um produto/marca cruzando Marketing, Design Thinking, Criativity and Management - IDEAS(R)EVOLUTION. Esta dissertação apresenta uma nova metodologia de inovação chamada IDEAS(R)EVOLUTION, que foi desenvolvida segundo um projecto de investigação experimental contínuo que teve o seu início em 2007. Esta nova abordagem baseou-se, inicialmente, na teoria e na práctica do Design thinking para a inovação. Actualmente o conceito do Design Thinking para a inovação “saiu” do dominio da area de conhecimento do Design e dos Designers, tendo despertado muito interesse noutras áreas como a Gestão e o Marketing. Uma abordagem centrada na Pessoa, a colaboração radical, a criatividade e o pensamento disruptivo são principios fundadores do movimento do Design thinking que têm sido adaptados por essas novas áreas de conhecimento devido assertividade e adaptabilidade ao contexto dos negócios e à evolução e complexidade do Mercado. Também os modelos de Inovação Aberta, a inovação centrada no utilizador e mais tarde os Living Labs, emergem como possiveis soluções para o Mercado e para a pressão e desejo dos consumidores para novos productos, serviços ou modelos de negócio. A inovação passou a ser o principal foco e orientação estratégica na Gestão. Todas estas mudanças também tiveram impacto na teoria do Marketing. Hoje é possivel criar melhores estratégias, planos de comunicação e sistemas continuos de diálogo com o público alvo, incorporando os seus insights e promovendo os consumidores como embaixadores na disseminação da inovação das empresas no Mercado Os resultados empiricos desta tese, construídos com a informação obtida nos cinco casos realizados, sugerem que as empresas precisam de se re-orientar do paradigma do Design thinking para a inovação, para um sistema de inovação mais holistico, multidimensional e integrado. O contexto da Inovação é complexo, por isso as empresas precisam de sistemas mais profundos e não apenas de “fórmulas comerciais” como o Design thinking para a inovação advoga. As Empresas precisam de aprender como mudar a sua cultura organizacional, como capacitar sua força de trabalho e colaboradores, como incorporar os públicos externos no processo de inovação, como medir o processo de inovação criando indicadores chave de performance e obter dados para um tomada de decisão mais informada, como integrar significado e propósito na sua filosofia de inovação. Por fim, precisam de perceber que uma estratégia de inovação não passa por ter “sucesso uma vez”, mas sim por criar um fluxo contínuo de interação e diálogo com os seus clientes com uma mentalidade de “cadeia de criação de valor

    IRISS (Increasing Resilience in Surveillance Societies) FP7 European Research Project, Deliverable 4.2: Doing privacy in everyday encounters with surveillance.

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    The main idea of IRISS WP 4 was to analyse surveillance as an element of everyday life of citizens. The starting point was a broad understanding of surveillance, reaching beyond the narrowly defined and targeted (nonetheless encompassing) surveillance practices of state authorities, justified with the need to combat and prevent crime and terrorism. We were interested in the mundane effects of surveillance practices emerging in the sectors of electronic commerce, telecommunication, social media and other areas. The basic assumption of WP 4 was that being a citizen in modern surveillance societies amounts to being transformed into a techno-social hybrid, i.e. a human being inexorably linked with data producing technologies, becoming a data-leaking container. While this “ontological shift” is not necessarily reflected in citizens’ understanding of who they are, it nonetheless affects their daily lives in many different ways. Citizens may entertain ideas of privacy, autonomy and selfhood rooted in pre-electronic times while at the same time acting under a regime of “mundane governance”. We started to enquire about the use of modern technologies and in the course of the interviews focussed on issues of surveillance in a more explicit manner. Over 200 qualitative interviews were conducted in a way that produced narratives (stories) of individual experiences with different kinds of technologies and/or surveillance practices. These stories then were analysed against the background of theoretical hypotheses of what it means in objective terms to live in a surveillance society. We assume that privacy no longer is the default state of mundane living, but has to be actively created. We captured this with the term privacy labour. Furthermore we construed a number of dilemmas or trade-off situations to guide our analysis. These dilemmas address the issue of privacy as a state or “good” which is traded in for convenience (in electronic commerce), security (in law enforcement surveillance contexts), sociality (when using social media), mutual trust (in social relations at the workplace as well as in the relationship between citizens and the state), and engagement (in horizontal, neighbourhood watch-type surveillance relations). For each of these dilemmas we identified a number of stories demonstrating how our respondents as “heroes” in the narrative solved the problems they encountered, strived for the goals they were pursuing or simply handled a dilemmatic situation. This created a comprehensive and multi-dimensional account of the effects of surveillance in everyday life. Each of the main chapters does focus on one of these different dilemmas
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