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STAR framework revisited: Curriculum for user-centered design summer schools
Annually, an interdisciplinary community of students, researchers and practitioners from computer engineering, social sciences, Human Computer Interaction, visual communication and other related disciplines, gather together for 2-to-5 weeks to participate in intensive summer school sessions. Although the overall theme and the participants vary each year, these programs remain focused on the teaching and practice of User-Centered Design (UCD) in the context of the local community where the academy is conducted. By listening to lectures, working in ateliers, living with target users and facing real-world design problems, participants experientially learn a mixture of IxD processes, ethnographic methods, prototyping techniques and teamwork skills, despite the program's short duration.
Intensive design summer academies like this are essential, as they offer an environment for experimentation that is difficult to create in other educational settings. However, organizing and implementing these programs in ways that optimize the learning process is challenging. As past participants, atelier leaders and instructors for a variety of summer workshops, the authors made several poignant observations about the need for an educational framework to facilitate learning and to address the students' diverse cultural backgrounds, educational disciplines, learning techniques and cultural markers. Upon further examination of the educational literature, ethnographic observation during subsequent summer sessions and interviews of past students, atelier leaders, lecturers and organizers, the authors proposed the STAR Framework for design summer schools. [see Schadewitz, Adler, Moncur, Roberts, 2006]
While this framework offers organizers clear direction on structuring IxD summer schools, it provides little guidance on the curriculum itself. It has become clear that special attention must also be paid to the content, order and delivery of the curriculum, particularly given the limited time frame of the session. Building upon the established framework, this paper proposes a curricular construct that will maximize knowledge transfer within the summer school context
Strategically leveraging corporate social responsibility
orporate social responsibility (CSR) is changing the rules of branding but it is unclear how. While the literature offers a range of approaches seeking insight to how to manage CSR-related issues, practitioners are left in a state of confusion when having to decide on how to tackle CSR in a way that benefits both the corporate brand and society at large. based on qualitative empirical research, this article offers a framework for companies to address CSR and their brands strategically, whether as entrepreneurs, performers, vocal converts, or quietly conscientious. We define these categories according to the level of involvement, integration, and the key initiator of the CSR focus. This article concludes with suggestions practitioners should keep in mind when aiming to balance stakeholder tensions and to achieve consistency in their corporate branding and CSR efforts
The accommodation experiencescape: a comparative assessment of hotels and Airbnb
PURPOSE:
Accommodations providers in the sharing economy are increasingly competing with the hotel industry vis-à -vis the guest experience. Additionally, experience-related research remains underrepresented in the hospitality and tourism literature. This paper aims to develop and test a model of experiential consumption to provide a better understanding of an emerging phenomenon in the hospitality industry. In so doing, the authors also expand Pine and Gilmore’s original experience economy construct.
DESIGN/METHODOLOGY/APPROACH:
Using data from a survey of 630 customers who stayed at a hotel or an Airbnb in the previous three months, the authors performed a multi-step analysis procedure centered on structural equation modeling to validate the model.
Findings
The authors demonstrate that the dimensions of serendipity, localness, communitas and personalization represent valuable additions to Pine and Gilmore’s original experience economy construct. Airbnb appears to outperform the hotel industry in the provision of all experience dimensions. The authors further define the pathways that underlie the creation of extraordinary, memorable experiences, which subsequently elicit favorable behavioral intentions.
PRACTICAL IMPLICATIONS:
The findings suggest the need for the hotel industry to adopt a content marketing paradigm that leverages various dimensions of the experience economy to provide customers with valuable and relevant experiences. The industry must also pay greater attention to its use of branding, signage and promotional messaging to encourage customers to interpret their experiences through the lens of these dimensions.
ORIGINALITY/VALUE:
The study expands a seminal construct from the field of services marketing in the context of the accommodations industry. The Accommodations Experiencescape is offered as a tool for strategic experience design. The study also offers a model of experiential consumption that explains customers’ experiences with accommodations providers
Paper Gaming: Creating IoT Paper Interactions with Conductive Inks and Web-connectivity through EKKO
Paper is ubiquitous. It forms a substantial part of our everyday activities and interactions; ranging from our take-away coffee cups -- to wallpaper -- to rail tickets -- to board and card games. Imagine if you could connect paper to the Internet, interact and update it with additional data but without recourse to reprinting or using e-ink alternatives. This paper explores work examining conductive inks and web-connectivity of printed objects, which form part of an emergent sub-field within the Internet of Things (IoT) and paper. Our research is starting to explore a range of media uses, such as interactive newspapers, books, beer mats and now gaming environments through prototype IoT device named EKKO; a clip that allows conductive ink frameworks to detect human touch interaction revealing rich media content through a mobile application as the 'second screen'
Building audiences: Aboriginal and Torres Strait Islander arts
Building Audiences examines the barriers to and the strategies for increasing audiences in the Aboriginal and Torres Strait Islander arts sector. This research investigates the attitudes, beliefs and behaviours of current and potential audiences.
What is in the report?
The findings reveal the key barriers facing audience attendance include:
uncertainty about how to behave at cultural events and fear of offending
lack of awareness with audiences not actively seeking information about Indigenous arts
and outdated perceptions of the sector – that it is only perceived as ‘serious or educational’.
Building Audiences also considered several strategies to build audiences for Indigenous arts:
providing skills development, advice and resourcing to Indigenous practitioners within the arts sector;
increasing representation of Indigenous artists in the main programing of arts companies by including more Indigenous people in decision making roles;
promoting relationships between Indigenous arts and non-Indigenous companies to present their work to wider audiences;
introducing children and young people to Indigenous arts through schools and extracurricular activities;
allowing audiences to feel comfortable engaging by creating accessible experiences;
implementing long-term strategies to change negative perceptions of Indigenous arts.
The project was commissioned by the Australia Council for the Arts and funding partners include Australia Council for the Arts; Faculty of Business and Law and Institute of Koorie Education, Deakin University; Melbourne Business School, The University of Melbourne
Medical data processing and analysis for remote health and activities monitoring
Recent developments in sensor technology, wearable computing, Internet of Things (IoT), and wireless communication have given rise to research in ubiquitous healthcare and remote monitoring of human\u2019s health and activities. Health monitoring systems involve processing and analysis of data retrieved from smartphones, smart watches, smart bracelets, as well as various sensors and wearable devices. Such systems enable continuous monitoring of patients psychological and health conditions by sensing and transmitting measurements such as heart rate, electrocardiogram, body temperature, respiratory rate, chest sounds, or blood pressure. Pervasive healthcare, as a relevant application domain in this context, aims at revolutionizing the delivery of medical services through a medical assistive environment and facilitates the independent living of patients. In this chapter, we discuss (1) data collection, fusion, ownership and privacy issues; (2) models, technologies and solutions for medical data processing and analysis; (3) big medical data analytics for remote health monitoring; (4) research challenges and opportunities in medical data analytics; (5) examples of case studies and practical solutions
Co-creating a tailored public health intervention to reduce older adults’ sedentary behaviour
Objective: The increasing health care costs associated with an ageing population and chronic disease burden are largely attributable to modifiable lifestyle factors that are complex and vary between individuals and settings. Traditional approaches to promoting healthy lifestyles have so far had limited success. Recently, co-creating public health interventions with end-users has been advocated to provide more effective and sustainable solutions. The aim of this study was to document and evaluate the co-creation of a public health intervention to reduce sedentary behaviour in older adults.
Design: Community-dwelling older adults (N = 11, mean age = 74 years) and academic researchers attended 10 interactive co-creation workshops together.
Setting: Workshops took place on university campus and the co-creators completed fieldwork tasks outside the workshops.
Method: Workshops were informed by the Participatory and Appreciative Action and Reflection methodology. Data were collected using field notes, video recording and worksheet tasks. Analysis was conducted using a qualitative content analysis approach.
Results: The co-creators developed a tailored intervention delivered through a mode congruent with older adults' lives. Key elements of the intervention included (1) education on sedentary behaviour, (2) resources to interrupt sedentary behaviour, (3) self-monitoring, (4) action planning and (5) evaluating the benefits of interrupting sedentary behaviour.
Conclusion: Co-creation is a feasible approach to develop public health interventions; however, it is limited by the lack of a systematic framework to guide the process. Future work should aim to develop principles and recommendations to ensure co-creation can be conducted in a more scientific and reproducible way. The effectiveness and scalability of the intervention should be assessed
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