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Dissertations / Theses on the topic 'Co-experience'

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1

Wang, Haihong. "Co-designing hair care experience." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1291052568.

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Buonincontri, Piera. "Managing the experience co-creation in tourism." Doctoral thesis, Universita degli studi di Salerno, 2014. http://hdl.handle.net/10556/1426.

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2012 - 2013<br>Studies until now revealed the common acceptation about the arising importance of co-creation for the satisfaction of the market and the consequent success of the company. Despite that, there is the general recognition that theory and practice about co-creation are still at an initial phase, and not all the potentials of this process have been explored. This is true especially in the tourism industry. Starting from these considerations, this research aims to elaborate and to test a model useful to contribute to the relevant issue of designing and managing the role of tourists a
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Beuster, Vivette. "The co-construction of experience during multicultural group encounters." Thesis, University of Surrey, 2007. http://epubs.surrey.ac.uk/843884/.

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Researchers have examined non-native English speaking (NNES) student integration problems and survival strategies in U.S. academic classes mainly from NNES student perspectives. Noticeably scarce or absent are studies investigating the role of U.S. students during multicultural interactions, the impact of NNES students on U.S. students, or the socially constructed nature of group work. Guided by a social constructionist methodology, this study approached group work interaction from both a U.S. and NNES college student perspective. Intensive interview data were gathered and analysed by employin
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Zhu, Hongbing. "Tourist Experience Value Co-creation in a Destination: Exploring the Dimensions, Antecedents, and Consequences." Thesis, Griffith University, 2021. http://hdl.handle.net/10072/405627.

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Value and value co-creation have received increasing interest among service, marketing and tourism researchers in recent years. The Marketing Science Institute (MSI) has identified “delivering customer value” as a key priority research topic in its latest 2020-2022 research priorities. Understanding the tourist experience value co-creation process has strategic importance for destination managers. Previous studies in tourism have investigated value from an economic perspective and focused the impact of experience quality on value; less attention has been devoted to the study of tourist experie
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Pottaki, Iphigenia. "Competition and co-operation in Europe : new perspectives, old ideas and the experience of Greek co-operatives." Thesis, University of Oxford, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.365528.

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McCann, Daniel Bernard. "Possible selves : co-experience, orthopractic transformation, and late medieval religious literature." Thesis, Queen's University Belfast, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.534623.

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Parsons, Linda T. "Fourth graders as co-researchers of their engaged, aesthetic reading experience." Connect to this title online, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1100366337.

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Thesis (Ph. D.)--Ohio State University, 2004.<br>Title from first page of PDF file. Document formatted into pages; contains xiv, 287 p.; also includes graphics. Includes bibliographical references (p. 273-287).
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Guo, Moran, and Kristin Johansson. ""Omstart" : En studie om co-creation inom scenkonst." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-155422.

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The process of value creation is rapidly shifting from a product- and firm-centric view to personalized consumer experience today. Informed, networked, empowered and active consumers are increasingly co-creating value with the firm. The interaction between the firm and the consumer as well as the experience factor plays an increasingly important role in determining the success of a company’s offering. In this study, a special type of co-creating experience is investigated - “omstartspex” - where the audience is interacting with actors during the play. Drawing from results of three focus group
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Tang, Carol. "A Means Not An End : Designing Co-creation Experience For Library Service Innovations." Thesis, Umeå universitet, Institutionen Designhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-81766.

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Could we have a better way to innovate future library service, so that more creative ideas could be embraced and more people can get involved? Many libraries around the world is in search of a new position and innovating new service in order to stay relevant to their users. What if more people who care enough can join forces and be part of it? In this project, my goal is to design a workshop model and toolkit for library activists to initiate a co-creative experience. I hope people who experienced the creation of workshop can be confident enough to put their creativity into actions. And ultima
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Chisholm, L. "The position of carers in mental health care : exploring experience-based co-design." Thesis, Canterbury Christ Church University, 2017. http://create.canterbury.ac.uk/17777/.

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Experience Based Co-Design (EBCD) is a service design strategy that meaningfully involves service users and translates qualitative data into action. EBCD has not been applied within the context of designing family engagement within a mental health context, and there is little research exploring the mechanisms that ensure successful implementation. Therefore the aim of this project was to explore the processes that facilitate the EBCD work with carers and family involvement. Sixteen participants were recruited from an existing EBCD project who reflected the multiple stakeholders. The study adop
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Smith, Chrissie. "The collaborative designer : An investigation into the lived experience of co-design practice." Thesis, Federation University Australia, 2018. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/168100.

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This enquiry is motivated by a growing recognition of citizen participation by design disciplines and other disciplines outside of design (such as social science, science and business) in solving complex problems across society. Co-design is the approach that this research focuses on in particular. Codesign is a new field of collaborative practice that has emerged from the Scandinavian tradition of Participatory Design. Integral to the philosophy of both these practices is the decentralisation of the individual expert designer and the empowering of the end user as an active participant. Despit
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Burriss, Jamie Burns. "Examining the Relationship Between a Co-Curricular Service-Learning Experience and Moral Competence." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7481.

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Short-term service-learning experiences such as alternative breaks are increasing in popularity due to the focus on service in higher education and the institution’s responsibility to ensure students are graduating with the skills needed to succeed in an increasingly competitive, global economy and contribute to a democratic society as citizens who address societal needs. To meet this demand, colleges and universities continue to explore ways to increase civic engagement in the form of curricular and co-curricular programs. Additionally, faculty and administrators in higher education are inten
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Chen, Chien-Hung. "The rise of co-creative consumers : user experience sharing behaviour in online communities." Thesis, Queensland University of Technology, 2012. https://eprints.qut.edu.au/48252/1/Tom_Chen_Thesis.pdf.

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This thesis examines consumer initiated value co-creation behaviour in the context of convergent mobile online services using a Service-Dominant logic (SD logic) theoretical framework. It focuses on non-reciprocal marketing phenomena such as open innovation and user generated content whereby new viable business models are derived and consumer roles and community become essential to the success of business. Attention to customers. roles and personalised experiences in value co-creation has been recognised in the literature (e.g., Prahalad & Ramaswamy, 2000; Prahalad, 2004; Prahalad & Ramaswamy,
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Costa, Daniel Ferreira da. "Co-criação: uma perspectiva do consumidor." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/96/96132/tde-11112013-152347/.

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Os consumidores da era da Internet estão cada vez mais informados, ativos, com mais opções de escolhas, e, por isso, mais exigentes e difíceis de satisfazer. Atualmente, as empresas procuram oferecer experiências junto com seus produtos e serviços buscando gerar valor para o cliente. A co-criação de valor acontece quando o consumidor cria produtos e experiências em trabalho conjunto com a empresa ou marca. Essa prática vem sendo tratada na literatura como estratégia da empresa, mas há poucos trabalhos publicados sobre co-criação do ponto de vista dos clientes. Esta dissertação tem o objetivo d
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Barksdale, Jeremy Totton. "Social Integration in Agile User Experience: Building Social Capital in Agile User Experience Software Teams." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/50557.

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As the practice of software engineering matures, project teams are leveraging the expertise of those with a background in other disciplines such as user experience. This multidisciplinary collaboration has implications on how user experience is incorporated into the software they produce. It also has consequences for the interaction within the team. This research aims to address the implications and consequences by explaining and evaluating the impact of socio-cognitive factors and governance forms on agile user experience software teams. The objective is to support multidisciplinary agile use
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Harper, Cary L. "Perceptions of the co-teaching experience: Examining the views of teaching staff and students." Marietta College / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=marietta1241468954.

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Yearout, Rebecca Lee. "The Experience of Co-teaching Elementary School Teachers in a Rural Public School District." Diss., Virginia Tech, 2016. http://hdl.handle.net/10919/83390.

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As a result of recent federal legislative changes affecting educational policies, co-teaching, which requires general and special educators to work together to provide instruction to students in inclusion classrooms, has been on the rise and is considered by some educators as a method for meeting mandates required by law. While co-teaching is an idea that should work in practice, teachers who implement co-teaching find themselves facing complex issues regarding their roles and responsibilities within the context of program logistics. This qualitative study was designed to help co-teaching part
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Alhumaidan, Haifa. "Co-design of Augmented Reality textbook for children's collaborative learning experience in primary schools." Thesis, Loughborough University, 2017. https://dspace.lboro.ac.uk/2134/32810.

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Augmented Reality (AR) is a recent technology that allows a seamless composition between virtual objects and the real world. This practice-based research uses the affordances of AR to design an AR textbook for collaborative learning experience. It identifies the key concepts of children s AR textbooks for the designing and evaluation of collaborative learning experiences. These concepts were used to develop a conceptual framework for the AR textbook that considers collaborative experience, learning and usability. Informed by these concepts, the research also has identified the design features
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Morrow, Joshua B. "Co-Designing with Veteran Students:Incorporating Co-Design Thinking to Understand Current and Future Experiences of Veterans in a University Environment." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1523558953618592.

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McKenzie, David L. McKenzie. "Prototyping with Co-designers to Imagine Future Experiences." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1468586592.

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Schmitz, Thorsten, Ai Xu, and Zhibing Mo. "Engaging Customers : How e-commerce companies can use customer involvement to create a superior online shopping experience." Thesis, Linnéuniversitetet, Ekonomihögskolan, ELNU, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-13022.

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Topic: Co-creation of experience Research gap: The number of papers focusing on customer involvement and customer experience has increased significantly in recent years. However, there is a lack of studies on how companies can use customer involvement for creating a better customer experience jointly with customers, which Prahalad &amp; Ramaswamy (2000, 2003, 2004) refer to as the co-creation of experience. Purpose: By this paper we want to develop an understanding of how e-commerce companies can use customer involvement to create a superior online shopping experience. Theoretical basis of our
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Simpson, Angela. "The lived experience of self-cutting and recovery from self-cutting : a co-grounded theory." Thesis, University of Newcastle Upon Tyne, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.417550.

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Su, Lin. "Once upon a consumer : co-creating personalised and unique retail experience through life story swapping." Thesis, University of Bath, 2013. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.669021.

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Consumers are identity seekers and makers, and also they are storytellers and help seekers. This research develops a consumer-centric perspective to investigate the vocal performance aspect of the consumers’ retail experiences, by focusing on how customers narrate and exchange their life stories with sales people to co-create personalised and unique shopping experiences in retail stores. In-depth interviews and observations were conducted in order to: first, explore in detail consumers’ rich stock of sociocultural operant resources that are deployed and collaborated. Second, produce a specific
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van, Rooy Leanne. "Co-designing patient-centred communication in an Emergency Department." Diss., University of Pretoria, 2017. http://hdl.handle.net/2263/61673.

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Introduction: Patient-centred communication is vital to ensure a good patient experience in the emergency department. Visits to the emergency department leave patients disillusioned regarding the communication experienced and this increases patient dissatisfaction. There is a need to put the "patient" back in communication in order to make it more patient-centred and provide the patient the opportunity to voice their individual needs pertaining to patient-centred communication. The aim of the study was to co-design patient-centred communication in an emergency department. In order to reach the
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Williams, Samantha. "The experience of co-morbidity : an interpretative phenomenological analysis : living with chronic pain and traumatic stress." Thesis, Middlesex University, 2018. http://eprints.mdx.ac.uk/23841/.

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There are few qualitative studies exploring co-morbidity and specifically the experience of living with chronic pain and traumatic stress. In addition existing research has focused on the relationship between chronic pain and post-traumatic stress disorder (PTSD) but has not considered the impact of complex post-traumatic stress disorder (CTPSD) on co-existing chronic pain. The aim of this study was to explore the individual’s unique experience of living with co-morbid chronic pain and traumatic stress. This study also supports a wider formulation by exploring CPTSD as a construct, acknowledgi
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Andersson, Johannes, and Matilda Pettersson. "IT IS MORE THAN WHAT MEETS THE EYE : Exploring Immersion & Co-Experience in Holographic Art." Thesis, Umeå universitet, Institutionen för informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185233.

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With the growing interest in digital ways to experience art exhibitions, HCI and especially experience-centred design research have in recent years begun to show promising results when implementing holograms into the social dynamics found in art exhibitions. However, as to why holograms can enhance engagement and immersion, more research can be done. This thesis seeks to explore holograms' unique characteristics through an iterative experience-centred approach through the theoretical lens of Flow and its ability to prompt for co-experience. In two studies with eight participants, a design work
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Borg, Joakim. "“They only phoned when there where trouble” : Parents- and adults experience of parental co-operation with school." Thesis, Södertörn University College, Lärarutbildningen, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-1580.

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<p>The purpose with this study is to investigate the experiences some adult Romans have of co-operation between Romani parents and school. The study is based on interviews and has been inspired of critical ethnography and hermeneutic theories. What views have the Romani adults and parents on parental co-operation with school? Which strategy do they see as a practical way for improved parental co-operating with school? The study show that the Romani parents who participated in this study do want a very close co-operation and have used strategies of open communication and giving suggestion on ho
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Go, Jefferies Josephine Kian Wie. "Patient experience of telehealth for the self-management of chronic disease : applying a value co-creation framework." Thesis, University of Nottingham, 2017. http://eprints.nottingham.ac.uk/39672/.

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This thesis is a study of patient experience of telehealth services for self-management of chronic disease. It investigates the use of technology-based services to address the social and managerial problem of unsustainable demand for scarce resources by focusing on the understudied patient perspective. Chronic disease care is a ‘wicked problem’ affected by complex interdependencies that are difficult to change, such as rising demand from ageing populations, unhealthy lifestyles, spiralling healthcare costs and economic contraction weakening the financial foundations of healthcare systems. Stud
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Watanabe, Emerson Ferrell. "A Quasi-Experimental Study of the Effect of Experience Staging Techniques on Engagement." BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/7555.

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The purpose of this study is to examine the effect of experience staging techniques (personalization through co-creation and multisensory stimuli) on engagement level. This study also explores the possible contribution of experience staging techniques as practical tools that recreation professionals can use to better engage participants in recreation activities and events. A 2-way univariate ANOVA revealed no significant relationship between the use of co-creative and multisensory stimulating techniques and engagement levels in participants (F (3,200) = .263, p = .826, partial η2 = .004). Pra
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Ordenov, Pavel, Lina Abu-Sbiekh, and Anton Boiarshinov. "How to add value to products: the experience economy perspective : A research on how companies could add value to their products using the experience economy." Thesis, Linnéuniversitetet, Institutionen för organisation och entreprenörskap (OE), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96312.

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Nowadays the world is on the verge of another significant migration of value, the value for corporate world is shifting from providing services to staging experiences for customers. Since it is vital to understand the main characteristics and components of the impending environment, this research is carried out. It is aimed at determining the main elements of the experience economy that could add value to products and the way modern retail companies apply these instruments within their strategies. The purpose of this paper is sufficiently fulfilled by qualitative analysis of three companies fr
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Bergerum, Carolina. "Quality Improvement in a Maternity Ward and Neonatal Intensive Care Unit : What are staff and patients´ experiences of Experience-based Co-design? Part 1: A qualitative study." Thesis, Hälsohögskolan, Högskolan i Jönköping, HHJ. Kvalitetsförbättring och ledarskap inom hälsa och välfärd, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-19087.

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Background: Recent focus on quality and patient safety has underlined the need to involve patients in improving healthcare. “Experience-based Co-design” (EBCD) is an approach to capture and understand patient and staff (i. e. users) experiences, identifying so called “touch points” and then working together equally in improvement efforts. Purpose: This article elucidates patient (defined as the mother-newborn couple with next of kin) and staff experiences following improvement work carried out according to EBCD in a maternity ward and neonatal intensive care unit (NICU) in a small, acute hospi
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Kocamaz, Ilke. "Evolving museum experiences and museum (re)branding in the 21st century : a case study on the refurbishment of RAMM (2007-2011)." Thesis, University of Exeter, 2012. http://hdl.handle.net/10871/8003.

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Today, many museums both around the world and in Britain are in the process of renewing, rejuvenating, refurbishing and/or rebranding themselves. These museums are actually doing this in order to be able to respond better to the evolving needs and wants of consumers, which change continuously as a result of the transformations that take place in the consumer culture. The central aim of this thesis is to investigate the paradigm shifts happening in contemporary British museums, which evolve parallel to the evolving British consumer culture. These paradigm shifts actually seem to be a reflection
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Walter, Ute. "Drivers of customers' service experiences : a customer perspective on co-creation of restaurant services, focusing on interactions, processes and activities." Doctoral thesis, Örebro universitet, Restaurang- och hotellhögskolan - Grythytte Akademi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-14826.

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It is essential for service companies to understand how their customer service experiences are formed. This is especially important since service experiences are highly subjective and involve customers cognitively, emotionally and behaviorally. Although customer service experiences are a well recognised research topic in both, culinary arts and service research, dynamic interactions, activities and the customers’ active involvement have so far gained little attention. As a consequence the approach in previous research paints a rather static picture of customer service experiences. By introduci
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Sebald, Anna Kathrin [Verfasser]. "Reinventing the Customer Shopping Experience : Value (co-)creation, Shopping Motivations and Typologies in Curated Fashion Retailing / Anna Kathrin Sebald." Berlin : ESCP Europe Wirtschaftshochschule Berlin, 2018. http://d-nb.info/1173369228/34.

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Ehrencrona, Kristina. "Experience-Based Co-Design ett användbart arbetssätt för psykiatrisk heldygnsvård? : Erfarenheter från ett förbättringsarbete inom psykiatrisk heldygnsvård i Stockholm." Thesis, Hälsohögskolan, Högskolan i Jönköping, HHJ. Kvalitetsförbättring och ledarskap inom hälsa och välfärd, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35999.

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Bakgrund: Patientinvolvering och patientdelaktighet inom vården har blivit allt mer aktuellt de senaste åren. En metod för patientdelaktighet som testats framför allt inom somatisk vård är Experience-Based Co-Design (EBCD). Lokalt problem: Verksamheten har strukturer för att fånga erfarenheter från patienter, men det saknas strukturer för att fånga närståendes och personals erfarenheter. Det saknas ett forum där patienter, närstående och personal kan mötas och tillsammans arbeta med förbättringar. Syfte: För förbättringsarbetet, testa metoder från EBCD inom kontexten psykiatrisk heldygnsvård.
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Varela, Daniela Renee. "The Netflix Experience : Reshaping the Creative Process: Cultural Co-Production of Content: A user-focus approach to recommendation algorithms." Thesis, Södertörns högskola, Medie- och kommunikationsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-33088.

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This project proposes a user-focused approach to study the algorithm logic of on-demand apps, using Netflix as a case study. The main research interest is the perception that the user has about the suggestion and recommendation logic of Netflix. In order to gather the information, a walkthrough method on Netflix was applied as well as personal, in-depth think aloud interviews were carried out. The sample consisted on a selection of heavy users, millennials ex-pats living in Singapore and working in the creative industry to get specific insights on their relationship with the algorithm.  To ana
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Rooney, Jamesina. "The Heart of Therapy : exploring how client and therapist dyads identify, experience and co-create therapeutic connection in clinical practice." Thesis, Ulster University, 2017. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.734611.

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Aim'. To explore and understand how client and therapist dyads in clinical practice identify, experience and co-create deep connection. Methods: A qualitative multiple case study approach with six dyads including clients and experienced therapists was carried out. The interpersonal process recall method incorporating session recordings and interviews was employed to investigate the three different parts of this study. Participants were invited to identify moments of connection. Following each identified moment participants’ inner-experience was explored. The interaction in identified moments w
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DellaBruna, Sylvie, and Beata Edlund. "Directing Customer Social Identity Through Influencer Marketing and Brand Co-creationActivities : A NA-KD Case Study." Thesis, Internationella Handelshögskolan, Jönköping University, IHH, Företagsekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-49010.

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Background: Today, for firms to engage with customers, it takes more than traditional advertisements, enticing prices and celebrity endorsements. Customers now rely on and expect to become an active rather than passive participant in the firm’s branding and marketing activities. Due to this change in the marketing environment firms have moved towards utilizing social media influencers and brand co-creation activities to drive the level to which customers connect their self-concepts with the brand.      Purpose: The purpose of this thesis is to explore the unique ways in which NA-KD uses their
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Nerlund, Linn. "Exploration of how to improve experience by designing a self-service technology." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22744.

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The benefit of a self-service technology (SST) is often for the companies, needing less employees when the customers can perform the service by themselves. But an SST might not always benefit the customer or employees experience. However, there are certain attributes that motivates customers to use SSTs and sometimes preferring them over service staff. This research explores how to design an SST with the aim of improving the overall service experience, for both the service customers and its employees at a mid-range hotel. By involving the stakeholders in the design process using co-creative me
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Robinson, Peter D. "Prosuming visuality, authenticity and urban exploration within tourist experiences." Thesis, University of Wolverhampton, 2016. http://hdl.handle.net/2436/620348.

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This PhD by publication draws on a range of publications from the last five years. These books, papers and chapters explore tourist motivation and experiences in a range of contemporary contexts. The body of work moves from mainstream discussion around sustainability and slow tourism in the tourist decision making process to the use of visual media to explore, understand and co-create tourist spaces, investigating related tourist subcultures and counter-cultural destinations. In particular the work focuses on Urban Exploration and, later, on cold war sites. My papers consider both tourist deci
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Johansson, Anton, Isabela Chiweshe, and Tim Rikli. "It is a Win-Win Situation. : A quantitative study about the effects of perceived co-creation benefits on customer-based brand equity (CBBE)." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-85333.

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Background: Brand managers are always trying to find ways to increase brand profitability and creating a stronger competitive advantage. Part of the marketing activities implemented by brand managers is geared towards building brand equity. Managers have now recognized the importance of the customer in creating brand equity and therefore implement co-creation as a way of creating value together with the customer. Co-creation allows for the firm to bring the customer closer. Two dimensions of brand equity which are brand loyalty and brand experience were chosen for this study. Purpose: The purp
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Thorup, Pernille. "Strategy-making in a senior leadership team in the public sector in Denmark : taking experience seriously as co-creation, conflict and paradox." Thesis, University of Hertfordshire, 2016. http://hdl.handle.net/2299/17226.

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Much current literature on management and strategy still describes strategy work as a linear, top-down, management-based, rational, logical, structured and planned change activity with clear and predictable goals. It is described as an activity in which individual managers are addressing key questions and implementing an important, management-based plan. By using the right tools and techniques, skilled managers can transform plans into reality through good leadership and systematic rollout. This way of thinking about leadership is based on an understanding of leaders as rather powerful, knowin
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Ippolito, John. "Exploring a participatory methodology through the conscious experience of co-emergence in the concept and conduct of a research setting in ESL." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ27355.pdf.

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Tomlin, Elizabeth Mary. "Patients at the centre of design to improve the quality of care : exploring the experience-based co-design approach within the NHS." Thesis, University of Leeds, 2018. http://etheses.whiterose.ac.uk/22180/.

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Patient experience is a key domain within the concept of high quality healthcare and efforts to enhance the experience of care remains a key priority for the National Health Service. Experience based co-design (EBCD) is a quality improvement approach specifically developed for use within the healthcare setting. This thesis aimed to explore how, why and under what circumstances EBCD ‘works’. This is in order to understand more about the mechanisms of change over time and contribute towards the evidence base of improvement science. However, the level of staff engagement within the EBCD project d
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Blackwell, Rebecca. "Improving the experiences of palliative care for older people, their carers and staff in the Emergency Department using experience-based co-design." Thesis, King's College London (University of London), 2015. https://kclpure.kcl.ac.uk/portal/en/theses/improving-the-experiences-of-palliative-care-for-older-people-their-carers-and-staff-in-the-emergency-department-using-experiencebased-codesign(9de694f8-899e-4387-9680-02a7f0da8b8c).html.

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Background: The Emergency Department (ED) is often viewed as an inappropriate environment for terminally ill older patients; however, palliative admissions to the ED continue to occur. Despite an increased focus on end of life and palliative care services, the role of the ED has generally been neglected in the UK. Aim and Methodology: This study used the participatory action research methodology, Experience-based Co-design to identify concerns and solutions to improve experiences of palliative care provision in the ED for older patients (65+), their carers and staff at Guy’s and St Thomas’ Hos
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Zhou, Jing. "Improving motivation to support physical activity through fitness app in China: A co-design approach." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2025. https://ro.ecu.edu.au/theses/2898.

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Health and fitness apps support health goals but have lower retention rates compared to other mHealth apps in China. My research explores the integration of motivation into a fitness app's User Experience (UX) design process. I adopted co-design approaches involving twelve young Chinese adults from China and conducted research in four phases: user studies, ideating features, prototype tests, and evaluating implementations. Participants’ insights suggested four motivational features: gamification, relaxation, music, and mutual growth. Six motivational factors were observed: results, memory, ass
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Nygren, Beatrice. "Samskapande som en väg till ökad delaktighet : En fallstudie och ett förbättringsarbete inom hemsjukvården där patienter, anhöriga och personal möts i Experience-Based Co-Design." Thesis, Hälsohögskolan, Jönköping University, The Jönköping Academy for Improvement of Health and Welfare, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-49991.

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Bakgrund: Patienters ställning har stärkts genom Patientlagen som trädde i kraft första januari 2015 och betonar patientens delaktighet i vården. Trots detta är patientens ställning oförändrad eller till och med något försvagad efter lagens införande.   Syfte: Förbättringsarbetets övergripande syfte var att öka hemsjukvårdspatienternas delaktighetsupplevelse. Det specifika syftet var att ta reda på vad patienter, anhöriga och personal ansåg viktigt för delaktighetsupplevelsen i vården och utifrån det formulera och testa förbättringsförslag. Studiens syfte var att beskriva deltagande personers
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Bellander, Johanna, Sofie Bladström, and Elise Kaloyanova. "Latitud 57: a summer festival for everyone : Advantages and disadvantages with a wide target group within a festival or event context." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95875.

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The purpose of this thesis is to acquire a deeper understanding of advantages and disadvantages of having a wide target group within Swedish festivals or events, and how they can maintain it through the three concepts customer experience, cocreation value and brand image. This research will be conducted through relevant topics that have been identified, studied and analyzed in order to fill the existing research gap. This leads the thesis into its three research questions: What are the advantages and disadvantages of a wide target group for an organizer in a festival or event context? How does
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Ruggenthaler, Dominik, and Maximilian Waidhofer. "Business of “another World” – Virtual Reality (VR) : “Influence of Virtual Reality on the competitive advantage for firms”." Thesis, Högskolan i Gävle, Avdelningen för ekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-24410.

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Abstract Title: Business of “another World” – Virtual Reality (VR): Influence of Virtual Reality on consumer experience, co-creation and competitive advantage Course: Thesis for Master Degree in Business Administration Authors: Dominik Ruggenthaler and Maximilian Waidhofer Supervisor: Maria Fregidou-Malama, PhD Examiner: Akmal S. Hyder, PhD Date: 2017/06/01   Purpose: This study’s aim is to examine the influence of VR in the field of architecture and its contribution to create competitive advantages. Methodology: To collect empirical data, the research applied a qualitative and inductive appro
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Talip, Bazilah A. "IT professionals' use a microblogs : a study of their information behaviours and information experience on Twitter." Thesis, Queensland University of Technology, 2016. https://eprints.qut.edu.au/98963/1/Bazilah_Hj%20A%20Talip_Thesis.pdf.

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This thesis is a study of IT professional’s use of the microblog Twitter. The study shows that, Twitter is more useful for IT experts to connect, communicate and sharing information. Furthermore, the results gave the researcher an overview on the information behaviour and information experience on Twitter, where co-experience occurs by choice rather than by chance. Twitter is not only used for information-seeking and information-sharing, but it is also used as an information ground where the users meet and socialise with others.
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