417 research outputs found

    Setting the stage for service experience:design strategies for functional services

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    Purpose: The purpose of this paper is to identify service design strategies to improve outcome-oriented services by enhancing consumers’ emotional experience, while overcoming customer variability. Design/methodology/approach: An abductive, multiple-case study involves 12 service firms from diverse online and offline service sectors. Findings: Overall, six service design strategies represent two overarching themes: customer empowerment can involve design for typical customers, visibility, and community building, while customer accommodation can involve design for personas, invisibility, and relationship building. Using these strategies helps set the stage for a service to offer an emotional experience. Research limitations/implications: The study offers a first step toward combining investigations of service experience and user experience. Further research can strengthen these links. Practical implications: The six design strategies described using examples from case research offer managerial recommendations. In particular, these strategies can help service managers address the customer-induced variability inherent in services. Originality/value: Extant studies of experience staging have focused on particular sectors such as hospitality and leisure; this study contributes by investigating outcome-focused services and identifying strategies to create unique experiences that offset variability. It also represents a rare effort to combine research from service management and interaction design, shedding light on the link between service experience and user experience

    Workshop on the Use of Serious Games in the Education of Engineers

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    AbstractSerious games have proved to be an important tool in supporting the education and training at schools and universities as well as for vocational training in industry. Most games designed for educational or vocational use are designed for a very narrow purpose, mostly for mediating a small range of skills to a specific target group. This paper outlines the workshop on the use of serious games in the education of engineers. It presents the topic and raises some questions that will be discussed during the workshop

    Articulating the service concept in professional service firms

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    Purpose: This study proposes a solution to the challenges of Professional Service Firms (PSF), which are referred to as cat herding, opaque quality and lack of process standardization. These result from misalignment in the mental pictures that managers, employees and customers have of the service. The study demonstrates how the process of articulating a shared service concept reduces these challenges. Methodology: A narrative methodology is used to analyze the perspectives of old management, new management and employees during organizational change in a PSF–a website design company growing to offer full-service branding. Group narratives are constructed using longitudinal data gathered through interviews and fieldwork, in order to compare the misaligned mental pictures and show the benefits of articulating the service concept. Findings: Professional employees view growth and change as threats to their culture and practice, particularly when new management seeks to standardize processes. These threats are revealed to stem from misinterpretations caused by miscommunication of intentions and lack of participation in decision making. Articulating a shared service concept helps to align understanding and return the firm to equilibrium. Research Limitations: The narrative methodology helps unpack conflicting perspectives, but is open to claims of subjectivity and misrepresentation. To ensure fairness and trustworthiness, informants were invited to review and approve the narratives. Originality: The study contributes propositions related to the value of articulating a shared service concept as a means of minimizing the challenges of PSFs

    Developing a National Design Scoreboard

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    Recognising the growing importance of design, this paper reports on the development of an approach to measuring design at a national level. A series of measures is proposed, that are based around a simplified model of design as a system at a national level. This model was developed though insights from literature and a workshop with government, industry and design sector representatives. Detailed data on design in the UK is presented to highlight the difficulties in collecting reliable and robust data. Evidence is compared with four countries (Spain, Canada, Korea and Sweden). This comparison highlights the inherent difficulties in comparing performance and a revised set of measures is proposed. Finally, an approach to capturing design spend at a firm level is proposed, based on insights from literature and case studies. Keywords: National Design System, Design Performance</p

    The knowledge creation process in new product development teams in simulation games: a literature review

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    This paper describes some of the work that has been done to analyse the New Product Development (NPD) Simulation Game – COSIGA. The NPD process is one of knowledge creation – as the process progresses more knowledge is created by the NPD team members. To deepen the understanding of the knowledge creation process with the Cosiga game a literature review of knowledge creation in NPD was undertaken. The journals covered by the review were the top management journals. The literature review showed that the existing knowledge creation theories and models do not provide sufficient explanation as to how individuals in a multi-disciplinary team environment create knowledge, or what type of developmental stages team interaction goes through to develop new products. This paper describes the results of a literature review on knowledge creation in new product development and of relevant empirical studies. The paper outlines the starting point for how to analyse interactions in team-based processes, whether simulations like Cosiga, or in practice

    Independence and property in Kant's Rechtslehre

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    I argue that the freedom which is to coexist with the freedom of choice of others in accordance with a universal law mentioned in Kant's Rechtslehre is not itself freedom of choice. Rather, it is the independence which is a condition of being able to exercise genuine free choice by not having to act in accordance with the choices of others. Kant's distinction between active and passive citizenship appears, however, to undermine this idea of independence, because the possession of a certain type of property right on the part of some citizens makes it possible for them to dominate others. Kant's account of property in this way turns out to be central to the question as to whether his Rechtslehre represents an internally consistent account of how freedom can be guaranteed within a legal and political community. I go on to argue that Kant's attempt to justify a pre-political right of property cannot be viewed as a successful justification of private property, and that he should have abandoned the notion of such a right together with any presumption in favour of private property
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