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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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2

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 employing constructivist grounded theory strategies, which exposed behaviours and processes participants reported using in groups. Discourse analysis was used to gain a deeper understanding of what participants tried to achieve with their language. The findings confirm that multicultural interaction is extremely complex and changeable and poses difficult but different interpersonal problems for both parties, though NNES students are more profoundly affected. Analyses suggest that students used a discourse of difference to position themselves and others. In the discourse, U.S. student group work conduct was used as the standard against which NNES student behaviour was measured. The discourse favoured U.S. students and disturbed power circulation accordingly. Positioning acts and story lines anchored in the discourse seemed to be part of changeable substructures, specific to the individual and the situation. The substructures, consisting of needs and expectations, formed the local moral order that determined participants' rights and duties. Positioning involved complicated decisions about whether individuals should take social risks, leave comfort zones, reposition themselves, revise story lines, perform emotion work, or change ideas and expectations. Consequences of decisions were group inclusion or exclusion, becoming visible or invisible in class, and learning or not learning from group encounters. Trying to alleviate U.S.-NNES group interaction problems involves a broad approach that includes creating institutional commitment to diversity through setting meaningful educational goals and making individuals aware of personal stakes and responsibilities.
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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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4

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.
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 interviews, this study attempts to understand the effect of co-creation on customer experience and its three dimensions - emotional, cognitive and relational. The co-creation process, demanding for both firm and consumers, raises important questions for managers in terms of operational efficiency and control over product quality, etc. Apart from it, the empirical results show that co-creation indeed has positive effect on customer experience. It creates unique customer experiences, strengthens the relationship between consumer (audience) and firm (actors). This, in turn, leads to an increasing level of customer satisfaction and loyalty.
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7

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 ultimately more library lovers can impact the way library service is developed. Thanks to the great support from Umeå University Library, LIme — A toolkit for library activist to create effective workshop experience, is created in form of a physical toolkit in combination with a mobile digital platform
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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 adopted a grounded theory approach and the interview data were analysed accordingly. The preliminary theory produced offers an understanding of the processes involved within an EBCD project with carers, and can be used to inform the successful implementation of future projects. The preliminary theory suggests that for a project to be successful, it needs to be addressing an organisational need with sufficient senior level support. Buy-in from staff can be supported by the problem being made visible. Once established, previously separate groups can work together towards a shared aim and develop simple solutions that can be easily implemented into clinical practice. The EBCD project was not completed at the time of this report, and so may not reflect the end processes. Future research should be conducted to examine the impact of organisational disruption on the effectiveness of EBCD, by completing a project with this range of stakeholders in a more stable setting.
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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 intensely seeking a revitalization of the public purposes of higher education, which include educating for moral and civic development (Colby, 2000). One specific need identified in the research literature includes developing a better understanding of the relationship between service-learning and moral competence. There are strong indications that service-learning experiences support psychosocial development in areas such as appreciation of diversity, empathy, concern for social justice, a greater sense of personal efficacy, and problem solving (Bernacki & Jaeger, 2008; Einfeld & Collins, 2008; Marichal, 2010). While this limited research is hopeful, little to no research has been conducted to date to explore the relationship between a co-curricular service-learning experience and moral competence. An exploratory, mixed methods study was conducted with participants of a short-term service-learning experience known as a Bulls Service Break at the University of South Florida. A pre-post analysis was conducted on participants to determine if there was a relationship between moral competence and the service-learning experience through use of the Moral Competence Test. Additionally, a questionnaire was administered to participants upon completion of their service experience to explore the relationship between service-learning and Rest’s Four Component Model of Moral Behavior. The questions focused on moral sensitivity, moral judgment, moral motivation, and moral character. These data were analyzed using a combination of statistical analysis through SPSS for the quantitative research question, and through thematic coding for the qualitative questionnaire responses. Results indicated that students experienced an increase in their moral competence as evidenced pre-post comparison of C-scores. Additionally, for the research questions pertaining to Rest’s Four Component Model of Moral Behavior, relationships between moral sensitivity, moral judgment, moral motivation and moral character were confirmed via the themes generated from the qualitative data analysis. Participants experienced increased self-awareness and social awareness with relation to moral sensitivity. When exploring the data pertaining to moral judgment, participants expressed a realization of social injustice in our communities. This awareness then prompted participants to be morally motivated to combat social injustices by helping others and giving back to my community and by treating others equally and with respect. And finally, the participants’ moral character was tested when they experienced situations that made them uncomfortable during their service but they persisted toward combating social injustices and helping the communities they served. Based on the findings of the study, suggestions for future research and practical implications are offered.
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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, 2004). Similarly, in a subsequent iteration of their 2004 version of the foundations of SD logic, Vargo and Lusch (2006) replaced the concept of value co-production with value co-creation and suggested that a value co-creation mindset is essential to underpin the firm-customer value creation relationship. Much of this focus, however, has been limited to firm initiated value co-creation (e.g., B2B or B2C), while consumer initiated value creation, particularly consumer-to-consumer (C2C) has received little attention in the SD logic literature. While it is recognised that not every consumer wishes to make the effort to engage extensively in co-creation processes (MacDonald & Uncles, 2009), some consumers may not be satisfied with a standard product, instead they engage in the effort required for personalisation that potentially leads to greater value for themselves, and which may benefit not only the firm, but other consumers as well. Literature suggests that there are consumers who do, and as a result initiate such behaviour and expend effort to engage in co-creation activity (e.g., Gruen, Osmonbekov and Czaplewski, 2006; 2007 MacDonald & Uncles, 2009). In terms of consumers. engagement in value proposition (co-production) and value actualisation (co-creation), SD logic (Vargo & Lusch, 2004, 2008) provides a new lens that enables marketing scholars to transcend existing marketing theory and facilitates marketing practitioners to initiate service centric and value co-creation oriented marketing practices. Although the active role of the consumer is acknowledged in the SD logic oriented literature, we know little about how and why consumers participate in a value co-creation process (Payne, Storbacka, & Frow, 2008). Literature suggests that researchers should focus on areas such as C2C interaction (Gummesson 2007; Nicholls 2010) and consumer experience sharing and co-creation (Belk 2009; Prahalad & Ramaswamy 2004). In particular, this thesis seeks to better understand consumer initiated value co-creation, which is aligned with the notion that consumers can be resource integrators (Baron & Harris, 2008) and more. The reason for this focus is that consumers today are more empowered in both online and offline contexts (Füller, Mühlbacher, Matzler, & Jawecki, 2009; Sweeney, 2007). Active consumers take initiatives to engage and co-create solutions with other active actors in the market for their betterment of life (Ballantyne & Varey, 2006; Grönroos & Ravald, 2009). In terms of the organisation of the thesis, this thesis first takes a „zoom-out. (Vargo & Lusch, 2011) approach and develops the Experience Co-Creation (ECo) framework that is aligned with balanced centricity (Gummesson, 2008) and Actor-to-Actor worldview (Vargo & Lusch, 2011). This ECo framework is based on an extended „SD logic friendly lexicon. (Lusch & Vargo, 2006): value initiation and value initiator, value-in-experience, betterment centricity and betterment outcomes, and experience co-creation contexts derived from five gaps identified from the SD logic literature review. The framework is also designed to accommodate broader marketing phenomena (i.e., both reciprocal and non-reciprocal marketing phenomena). After zooming out and establishing the ECo framework, the thesis takes a zoom-in approach and places attention back on the value co-creation process. Owing to the scope of the current research, this thesis focuses specifically on non-reciprocal value co-creation phenomena initiated by consumers in online communities. Two emergent concepts: User Experience Sharing (UES) and Co-Creative Consumers are proposed grounded in the ECo framework. Together, these two theorised concepts shed light on the following two propositions: (1) User Experience Sharing derives value-in-experience as consumers make initiative efforts to participate in value co-creation, and (2) Co-Creative Consumers are value initiators who perform UES. Three research questions were identified underpinning the scope of this research: RQ1: What factors influence consumers to exhibit User Experience Sharing behaviour? RQ2: Why do Co-Creative Consumers participate in User Experience Sharing as part of value co-creation behaviour? RQ3: What are the characteristics of Co-Creative Consumers? To answer these research questions, two theoretical models were developed: the User Experience Sharing Behaviour Model (UESBM) grounded in the Theory of Planned Behaviour framework, and the Co-Creative Consumer Motivation Model (CCMM) grounded in the Motivation, Opportunity, Ability framework. The models use SD logic consistent constructs and draw upon multiple streams of literature including consumer education, consumer psychology and consumer behaviour, and organisational psychology and organisational behaviour. These constructs include User Experience Sharing with Other Consumers (UESC), User Experience Sharing with Firms (UESF), Enjoyment in Helping Others (EIHO), Consumer Empowerment (EMP), Consumer Competence (COMP), and Intention to Engage in User Experience Sharing (INT), Attitudes toward User Experience Sharing (ATT) and Subjective Norm (SN) in the UESBM, and User Experience Sharing (UES), Consumer Citizenship (CIT), Relating Needs of Self (RELS) and Relating Needs of Others (RELO), Newness (NEW), Mavenism (MAV), Use Innovativeness (UI), Personal Initiative (PIN) and Communality (COMU) in the CCMM. Many of these constructs are relatively new to marketing and require further empirical evidence for support. Two studies were conducted to underpin the corresponding research questions. Study One was conducted to calibrate and re-specify the proposed models. Study Two was a replica study to confirm the proposed models. In Study One, data were collected from a PC DIY online community. In Study Two, a majority of data were collected from Apple product online communities. The data were examined using structural equation modelling and cluster analysis. Considering the nature of the forums, the Study One data is considered to reflect some characteristics of Prosumers and the Study Two data is considered to reflect some characteristics of Innovators. The results drawn from two independent samples (N = 326 and N = 294) provide empirical support for the overall structure theorised in the research models. The results in both models show that Enjoyment in Helping Others and Consumer Competence in the UESBM, and Consumer Citizenship and Relating Needs in CCMM have significant impacts on UES. The consistent results appeared in both Study One and Study Two. The results also support the conceptualisation of Co-Creative Consumers and indicate Co-Creative Consumers are individuals who are able to relate the needs of themselves and others and feel a responsibility to share their valuable personal experiences. In general, the results shed light on "How and why consumers voluntarily participate in the value co-creation process?. The findings provide evidence to conceptualise User Experience Sharing behaviour as well as the Co-Creative Consumer using the lens of SD logic. This research is a pioneering study that incorporates and empirically tests SD logic consistent constructs to examine a particular area of the logic – that is consumer initiated value co-creation behaviour. This thesis also informs practitioners about how to facilitate and understand factors that engage with either firm or consumer initiated online communities.
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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 de entender como se dá o envolvimento com o processo de co-criação a partir da ótica dos consumidores, buscando contribuir para a lacuna de conhecimento sobre o tema. Um quadro teórico conceitual foi montado a partir da literatura sobre co-criação, sobre experiência de marca e sobre atitudes, identificando os conceitos fundamentais para se entender o fenômeno sob análise. Tal quadro foi base para realização de nove entrevistas em profundidade com consumidores que participaram de um caso de co-criação e analisadas por meio da técnica de análise de conteúdo. Os resultados apresentaram 31 categorias relacionadas à co-criação, destacando entre elas 20 sentimentos distintos gerados a partir das experiências vivenciadas pelos consumidores. Foram identificados elementos antecedentes do comportamento co-criador, destacando atitudes positivas para a realização de ações em ambientes presenciais, interação entre empresa-consumidor, consumidor-consumidor e inspirações da empresa para incentiva novas ideias. O grupo influenciador representado por professores e o tempo como fator limitante no controle percebido dos consumidores completam os antecendentes encontrados sobre o comportamento co-criador. A contribuição do trabalho se deve ao fato de capturar experiências e impressões do tema co-crição sob a perspectiva dos próprios consumidores co-criadores.
Consumers of the Internet age are increasingly informed, active, with more options to choose, and therefore, they are more demanding and difficult to be satisfied. Currently, companies seek to offer experiences with their products and services to the generate value for their customer. The co-creation of value occurs when the consumer creates products and experiences together with the company or brand. This action has been studied in the literature as a company\'s strategy, but there are few published studies on co-creation from the customer\'s point of view. This dissertation aims to understand how is the process of co-creation from the consumers perspective, seeking to contribute to the lack of studies on this subject. The theoretical concepts were studied from the literature of co-creation, of brand experience and of attitudes, aiming to identify the main concepts to understand the phenomenon studied. Such framework was the basis to conduct in-depth interviews with nine consumers who participated in a case of co-creation, the interviews were analyzed with the content analysis technique. The results presented 31 categories related to co-creation, highlighting, among them, 20 distinct feelings generated from the consumers\' experiences. Antecedents elements of the co-creator behavior were identified, emphasizing the positive attitudes to perform actions in face-to-face environments, the business-consumer and consumer-consumer interactions, and the company inspirations to encourage new ideas. The group of influencers, represented by teachers, and time as a limiting factor of the consumers perceived control complete the antecedents found on the co-creator behavior. The contribution of this work are the experiences and impressions captured from the co-creation subject from the perspective of consumers that have been co-creators.
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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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13

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 user experience software teams in managing their interaction as a means to improving how user experience knowledge is managed. Results from a qualitative comparative analysis (QCA) were that: a combination of trust and shared meaning are associated with the impediment of knowledge construction and dissemination; a combination of lead governance, trust, and shared meaning are associated with knowledge dissemination; and a combination of lead governance and shared meaning are associated with the impediment of knowledge use. Review from an expert review of the Team Interaction Framework were that there are benefits to using the framework and ways to ease it use, but also limitations and anticipated challenges to its application. The findings from this research suggest that each theoretical component of the framework is relevant, but it is unclear whether the structural dimension is useful when studying agile user experience teams given environment similarity across teams. The contributions of this research are the Team Interaction Framework as a guide to evaluating the social interaction in agile user experience teams, a method for assessing the social interaction in agile user experience teams via a Team Interaction Assessment, and lightweight practices for improving the social interaction in these teams.
Ph. D.
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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 partners and others to understand how co-teaching partnerships are formed, develop, and work in classrooms. This understanding may be helpful to others as they seek to overcome barriers and form relationships that facilitate successful co-teaching partnerships. Elementary co-teachers in a rural school district were interviewed face-to-face, and a document analysis was conducted to examine how co-teachers experience co-teaching partnerships. Six general education co-teachers and six special education co-teachers were randomly selected for interviews, and they were asked to bring any literature that they had received on co-teaching to the interviews. Results indicate that co-teachers thought compatibility was important when working as co-teachers. They expressed the need for a mutual planning time during the school day, and both general and special education co-teachers were concerned about the amount of uninterrupted time special education teachers could spend in inclusion classrooms. When co-teachers thought they had a compatible partnership, they were willing to make alternative planning arrangements, and they were accepting of the time special education co-teachers could spend in the classroom.
Ed. D.
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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 which are unique to AR affordances which can be integrated in the school textbooks to develop a collaborative AR textbook for primary school children. The research follows a participatory design approach to involve the users of the AR textbook in the design process. The researcher has conducted three co-design studies involving primary school children and adults using cooperative inquiry techniques. The first study uses low-tech prototyping to find the overall direction of designing the AR textbook. After the development of the first AR textbook prototype, two formative evaluations have been conducted using cooperative inquiry critiquing, and layered elaboration techniques. Throughout these studies, a conceptual framework has been developed namely, Experience, Learn and Use (ELU) for the designing and evaluation of children s AR textbooks for collaborative learning experience. This framework is based on the adaption of Janet Read s Play, Learn, Use (PLU) model that defines children s relationships with the interactive technologies. The research proposes the ELU framework as a useful classification framework in the evaluation process, which informs the design features of the AR textbook which are related to the concepts of collaborative experience, learning and usability. The practical component of the thesis proposes a sample of an AR textbook that is integrated in the regular school curriculum. It demonstrates the design features which can be implemented in other textbooks to support collaborative learning experiences for primary school children. The documentation of the co-design process provides a practical framework for co-designing an AR textbook with children, as well as an evidence of using the ELU framework in practice. 4 This research also contributes in bridging the gap between AR and Child-Computer Interaction (CCI) communities, through the use of common CCI methods in the AR development. This research has resulted in key design principles which contribute original knowledge to the literature of the AR for children s education considering the CCI perspective. These important principles are informed by the collaborative experiences, learning and usability aspects that establish a framework for the design and evaluation of collaborative AR textbook for children. The eight identified principles by this research are, Joint Textbooks, Personalised AR Experience, Interactive AR Book, Communication-Based Learning, Rewarding AR feedback, Audio AR Textbook, Intuitive AR Markers, and Mutual AR Display. The research introduces the definition for each of the concepts and a demonstration of the related design features in the outcome of the AR textbook prototype.
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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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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 process map on how resources are integrated through the consumer-to-sales person interaction. Third, discover various outcomes that are developed through the story swapping perspective of human interaction. The findings suggest that: first, the utilisation of life story swapping aspect of vocal performance provides a platform for the consumers to deploy personal resources that are enriched with everyday life and practices. Second, role playing and switching can facilitate the value-in-use process, and thus to convert the consumers’ life experiences into meanings, identity, and solutions. Finally, the story swapping associated outcomes provide a consumer-centric point of view in looking into the customer’s side of benefits gaining as well as the retailer’s side of relationship building and maintaining. An important contribution of this research is the notion that it extends the Service-Dominant Logic perspective to develop a better understanding of the relationship between the consumer’s stock of sociocultural operant resources and the co-creation of experience in the retail environment. In particular, it explores and examines the roles of the consumer-to-sales person interaction in facilitating the value-in-use process.
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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 & 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 paper: Customer involvement (e.g. von Hippel); experience co-creation (Prahalad & Ramaswamy) Methodology: We conducted in-depth interviews with nine Swedish, Norwegian and Chinese e-commerce companies from different industries to collect data on how they use customer involvement and/or co-creation. The interviews were semi-structured interviews which consisted mostly of open-ended questions. In order to be able to identify patterns and learn about the nature of how companies involve customers, a qualitative multi-case study design was used. Findings: The main findings are that some e-commerce companies have already realized the importance of the customer experience and also already involve their customers in various forms for co-creating experience. However, none of the companies completely fulfils the criteria of experience co-creation as defined in the theoretical articles by Prahalad & Ramaswamy (2000, 2003, 2004). Practical implications: E-commerce companies have many options to provide a better online shopping experience by involving customers as co-creators. Research limitations: Due to the sample size and the fact that a convenience sample was chosen, the results cannot be generalized. Originality/value: This study can provide insights into opportunities for the co-creation of experience in the case of e-commerce companies. Keywords: Customer involvement, Experience co-creation, Experience, E-commerce, Innovation community
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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 aim of the study the following objectives were set: To explore current communication in an emergency department as experienced by patients and healthcare professionals. To collaboratively co-design strategies to enhance patient-centred communication in an emergency department. Research design and methods: An Experience-based Co-design has been used. Unstructured observation was done to observe existing communication in the emergency department. Patients have told their stories through narrative-based film interviews and healthcare professionals have been interviewed to share their experiences regarding communication in the emergency department. The observation notes and interviews have been shared during a Co-design event. Patients and healthcare professionals have collaboratively analysed the data to identify key touch points and co-design strategies to enhance patient-centred communication in the emergency department. Results: Three (3) key touch points were identified namely; professionalism, communication and daily focus. The patients and healthcare professionals were equal partners to change the communication culture in the emergency department to be more patient-centred. This may lead to positive patients' experiences with an increase in patient satisfaction. Conclusion: The ultimate goal of this study was to raise awareness relating existing communication in the emergency department and collaboratively plan strategies to work towards patient-centred communication.
Dissertation (MCur)--University of Pretoria, 2017.
Nursing Science
MCur
Unrestricted
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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, acknowledging the diversity of symptoms beyond the diagnostic criteria of PTSD. Five participants were interviewed about their experiences. Interpretative phenomenological analysis (IPA) was used to analyse the data. An IPA analysis revealed six superordinate themes: 1) “Every day is just such a struggle”; 2) Isolation; 3) The relationship between chronic pain and traumatic stress; 4) Chronic pain and traumatic stress change the relationship with the self; 5) Ways of coping with chronic pain and traumatic stress; 6) Moving forward; learning to adjust and live with chronic pain and traumatic stress. The super-ordinate themes highlight the everyday reality of living with this co-morbidity, suggesting that co-morbid chronic pain and traumatic stress do not exist as separate isolated symptoms but are impacted by individual, relational and social factors. The results also highlight the complex interrelationship between chronic pain and traumatic stress. Implications for policy and clinical practice include raising awareness and providing access to effective care pathways for clients who live with this distressing co-occurrence. An integrated treatment approach is required to address the meaning and multi-dimensional nature of living with this co-morbidity. Recommendations are made for further research in this area.
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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 workshop and a mini-exhibition, we uncovered four unique characteristics and two takeaways regarding its potential to design for co-experience. The results indicated that holograms were perceived as immersive and presented properties related not only to the hologram but also the environment, as to why. It was concluded that even though holograms can benefit art exhibitions, the social aspects could be explored further.
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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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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 how to co-operate with the schools. One of the informants has had the opportunity to give an in-dept interview and this gives an example of a more diversified picture of the Romani parental patterns in relation to school. The adult Ro-mani group that has been interviewed thinks that a close co-operation with school is very im-portant. One suggestion of improvement from the interviewers is teacher-assistans to improve the schools parental co-operation. There where also suggestions that educational efforts of the school is needed for all students and to include knowledge about who the Romani people are and about their history, culture and language. Some of the parents even showed examples of giving suggestions to teachers to increase the contact by writing in a dairy for each student. The parents in this study also reports of institutionalized antigypsyism and discrimination. In that view the in-dept interview gives an explanation to why the co-operation is believed to be so crucial. There is a fear that the public authorities in somewhat way would hurt the Romani children.

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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. Studies suggest that using technology-based services installed in patient homes can play a part in safely reducing demand for in-clinic appointments and emergency hospitalisations. Conceptualising the research problem involved unpacking extant patient experience concepts. The thesis applies marketing theoretical perspectives to explicitly question the assumptions in the healthcare literature relating to patient experience and argues for application of a service-dominant logic (S-DL) (Vargo & Lusch 2004; 2008; 2016) to address provider-led biases. The perspectival shift enables patient experience to assume patients participate in service experiences as social actors rather than objects. In committing to marketing perspectives, the thesis draws on explanations of consumers agentically experiencing service interactions through resource integration aimed at deriving value from their consumption experiences (Arnould et al. 2006). It also conceptualises telehealth as a self-service technology (SST) (Dabholkar 1996) within a multi-interface, multichannel service context. Using an S-DL approach grounds the study of patient experience in their interactions with various aspects of services based on patient goals and interests. This is consistent with the S-DL’s explanation of value emergence by advocating attention to structure and agency in order to account for value as it is subjectively determined by the patient in context. Applying the S-DL perspective is consistent with the critical realist (Bhaskar 1978) standpoint adopted in the thesis (Löbler 2011; Peters et al. 2013). Critical realism is capable of maintaining consistency between the ontology of patient perspectives of service experiences while accounting for the influence of provider-led social structures. As a philosophical background, critical realism also provides epistemological tools for investigating the interaction of agency and socio-technical structures of healthcare services to explain social change. Its theory of morphogenetic social action (Archer 1995) provides a methodological route to logical conjecture about the generative mechanisms that explain the structure of interactions between patients and providers implicit in service structures even if the actors involved are unaware of them. Therefore, the conceptual framework is philosophically equipped to engage with debates between epistemological approaches in the healthcare literature about the role of individual agency and deterministic service structures. Critical realism also provides analytical tools useful for adducing the potential of telehealth services to disrupt ingrained attitudes and behaviours. The theoretical stance adopted in the thesis suggests that identification of generative mechanisms at the micro level of telehealth service experience can be used to theorise about changes introduced by patient use of telehealth to trigger meso-level structural change, toward transformation of wider healthcare service interactions in different service channels. Transformation is argued to be signalled by the selection of alternatives that challenge the relationship dynamics sustaining ingrained interdependencies that contribute to the problem of unsustainable demand for chronic disease care. An in-depth case study of an NHS telehealth service informed by multiple case studies of experienced telehealth users provides rich empirical data. Employing interviews and participant observations with a heterogeneous sample of 27 complex chronic comorbid adults, data collection took place in patient homes in a large English city over an 18-month study. The findings show telehealth to involve effortful experiences challenging the prevailing view that telehealth is convenient, easy to use, cost-saving for patients, and that it extends the ‘objective’ clinical lens on the patient condition in non-clinical settings. The thesis highlights the relationship between telehealth and wider healthcare service relationships by showing that the outcomes from telehealth use are valued by patients as they compensate for inappropriate functional outcomes and poor relational outcomes that result from full-service interactions. Telehealth is a resource that enables patients to manage service relationships with healthcare services. Patients are shown to regain control over what happens to them through customising clinical decision-making processes. Patient participation in decisions about access to further healthcare resources is argued to be transformative because it makes healthcare interactions patient-led. The core contributions of the thesis are a patient-centred framework improving the construct validity of patient experience and patient value research. By studying disadvantaged and vulnerable consumer experience of SST in a highly institutionalised healthcare service context, it contributes to the SST literature by moving beyond psychology-based focus upon ‘use’ and applying a S-DL to consider the role of ‘experience’. It contributes to the S-DL literature on consumer-provider value misalignment by showing the importance of service channel affordances as opportunities for patients to co-create subjective value. The findings contribute insights into debates about patient choice and autonomy and evidences strategic value from loosely integrated multichannel services in order to counteract effects of misaligned provider and patient value systems. Practical implications include support for continuing telehealth provision, and acknowledgement of non-economic costs of use for patients by ensuring availability of full-service options to provide much-needed support and feedback in response to changing needs. Additional resources are needed to guide users to learn more about clinical measurement and interpretation of vital signs to develop their practical self-management skills. This could improve patients’ ability to derive improved value from their healthcare service interactions. Managers should understand that telehealth is valued by patients because it increases patient autonomy which is missing from full-service experiences. Customisation is an important part of the value that patients derive from using telehealth, enabled by provision of multichannel services. Work is needed to transform organisational culture and values currently focused on clinical outcomes at the expense of the functional and relational outcomes valued by patients.
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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). Practical applications for recreation professionals and further research opportunities are discussed.
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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 from the clothing industry - Benetton Group, Nike, Louis Vuitton. In the paper co-creation, gamification and digitalization are identified as the main instruments of the experience economy that could lead to greater value of the products and additionally contribute to other companies’ brand performance criteria as brand loyalty and brand awareness. Furthermore, the study provides discrepancies between retail companies from the clothing industry in terms of implementing experience economy instruments depending on their market segment, strategy and specialization.
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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 hospital in Sweden. Method: An experience questionnaire, derived from the EBCD approach tool set, was used for continuously evaluating each event of the EBCD improvement project. Furthermore, a focus group interview with staff and in-depth interviews with mother-father couples were held in order to collect and understand the experiences of working together according to EBCD. The analysis and interpretation of the interview data was carried through using qualitative, problem-driven content analysis. Themes, categories and sub-categories presented in this study constitute the manifest and latent content of the participants’ experiences of Experience-based Co-design. Results: The analysis of the experience questionnaires, prior to the interviews, revealed mostly positive experiences of the participation. Both staff and patient participants stated generally happy, involved, safe, good and comfortable experiences following each event of the improvement project so far. Two themes emerged during the analysis of the interviews. For staff participants the improvement project was a matter of learning within the microsystem through managing practical issues, moving beyond assumptions of improvement work and gaining a new way of thinking. For patients, taking part of the improvement project was expressed as the experience of involvement in healthcare through their participation and through a sense of improving for the future. Discussion: This study confirms that, despite practical obstacles for participants, the EBCD approach to improvement work provided an opportunity for maternity ward /NICU care being explored respectfully at the experience level, by assuring the sincere sharing of useful information within the microsystem continuously, and by encouraging and supporting the equal involvement of both staff and patients. Staff and patients wanted and were able to contribute to the EBCD process of gathering information about their experiences, analyzing and responding to collected data, and engaging themselves in improving the same. Furthermore, the EBCD approach provided staff and patients the opportunity of learning within the microsystem. Nevertheless, the responsibility of the improvement work remained the responsibility of the healthcare professionals. Keywords: Quality Improvement, Maternity Care, Neonatal Intensive Care, Experience-based Co-design
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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 of the paradigm shifts that are happening in 21st century museums all around the world, in general. Museums of today are highly interested in branding and they invest in it to a great extent. This is in part due to the effects of postmodernism on museums. This fondness for branding seems to turn museums into objects of consumption, makes them like other products in the market. Another aim of this thesis is to investigate how contemporary museums are defined as objects of consumption and managed as brands. For this purpose, Royal Albert Memorial Museum (RAMM), a British museum situated in Exeter, which has been going through an inclusive refurbishment process for the last four years, has been selected for carrying out an extended case study on. Diverse data collection tools have been used such as participant and non-participant observations were made; in-depth interviews with especially staff members and also some other stakeholders like volunteers and visitors were carried out, photographs were taken; website of the museum was analysed; a lot of field notes were taken and then these data have been analysed. The RAMM example and also the literature review made on world museums in general have shown that the museums of the last century have got into the direction of uniting and co-creating value with their visitors, in their museums. This is a thorough democratization process in the museum. In order for this to take place, museums have taken the interaction and participation levels with their visitors much higher. Detailed accounts on these and other phenomena about new museums can be found in the thesis.
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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 introducing the principles of service dominant logic a first person view and the understanding of drivers of customer service experiences could be facilitated. The overall aim of the thesis is to extend and deepen the understandin of drivers of favourable and unfavourable customer service experiences.The context selected is the restaurant context. The overall aim is reflected in four intermediate aims. Two separate studies were conducted. First a two-stage questionnaire based study, describing the phone reservation encounter compared to dining satisfaction; second a critical incident technique study including 195 short narratives of customers’ favourable and unfavourable service experiences at restaurants. Interview data were analysed according to constant comparative analysis principles.The main empirical contributions of this thesis are the move from static descriptions of service to examining dynamic drivers of favourable and unfavourable customers’ service experiences, and especially the analysis of social interactions as a driver of service experiences and the categorisation of drivers. Theoretically the thesis introduces the experience driver constellation, reflecting the dynamic process of co-creation in specific situations,when favourable and unfavourable customer service experiences are formed. Suggestions are made to develop the Five Aspects Meal Model and the Experience Room Framework through the addition of actors, the exterior environment and organisational routines to the models.
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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. För studien, beskriva deltagares erfarenheter av att involveras i förbättringsarbete utifrån EBCD, samt att belysa vad som gör det svårt att engagera patienter i förbättringsarbete. Metod: Övergripande struktur för förbättringsarbetet är Nolans förbättringsmodell och PDSA. Studien utgörs av kvalitativ innehållsanalys av två semistrukturerade fokusgruppsintervjuer. Interventioner: Metoder från EBCD har anpassats efter kontexten och testats. Resultat: Att delta i förbättringsarbete utifrån EBCD har varit uppskattat och utvecklande. Svårigheter har framför allt varit rekrytering av patienter. Slutsatser: EBCD går att använda inom psykiatrisk heldygnsvård, modifieringar är nödvändiga. Vilka och hur behöver studeras vidare. EBCD påverkar individen och organisationen. För att uppnå ett önskat utfall och för att engagera deltagare behöver vissa förutsättningar uppfyllas vad gäller strukturer och maktutjämning mellan patienter, närstående och personal.
Background: Patient involvement and patient participation within health care has been more and more important the last years. One method for patient involvement that has been tested (mostly in somatic care) is Experience-Based Co-Design (EBCD).  Local problem: The organization has structures to gather experiences from patients, but there is no structure to gather experiences from dependants or staff. There is no forum for patients, dependants and staff to meet and together work with improvement. Aim: For the Quality Improvement project (QIP) try methods from EBCD in the context of psychiatric in-patient care. For the study of the QIP describe participant’s experiences of being part of a QIP based on EBCD, and highlight what makes it difficult to engage patients in QIP. Method: The main structure for the QIP is Nolan’s model of change and PDSA. The study consists of a qualitative content analysis based on two semi-structured focus group interviews. Interventions: Methods from EBCD has been adjusted according to the context and then tested. Result: To participate in a QIP based on EBCD has been appreciated and developing. Difficulties have above all been the recruiting of patients. Conclusions: EBCD is possible to use in psychiatric in-patient care, modifications are necessary. Which modifications and how needs to be examined further. EBCD affects both the individual and the organization. To achieve asked goals and to engage patients there are some conditions that need to be fulfilled according to structures and equalisation of power between patients, dependants and staff.
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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 analyze the gathered material, qualitative content analysis was carried out. This kind of study is important within today’s contemporary media environment to have integral approach to users perceptions instead of just analytical figures and numbers. The theoretical context used to enlight some of the conclusions discussed on this research were based on the study of media in everyday life, global cultural industry studies, as well as algorithm culture and the science and technology studies. How algorithms are perceived have major repercussions not only on on-demand apps, technology business models or entertainment industry but also an intense influence on the way people consume content. Re-thinking the user as a co-producer of information and knowledge, considering some of the implications this phenomenon might have on the creative industry and how that affects on our daily life are some of the issues this research elaborated on. It can be said that the selected sample appreciates the suggestion logics and it has multiple functionalities: recommendation, curation, entertainment, companionship and leisure. Netflix Originals are very well validated; being one of the main attractions of the app. Interface, functionality and features are also items that the sample positively highlights. The accuracy perception of the algorithm is good, although low when compared to other countries where the sample used the app. The same applies to the amount of content and titles available, being these last two, issues that Netflix could improve.   This research was conducted for 8 months, from October 2016 to May 2017, for Sodertorn University – Stockholm, Sweden, with the guidance and support of Associate Professor Anne Kaun.
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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 was subsequently analysed post-interview. Data Analysis: The analysis of selected moments involved a broad discourse analysis of the interaction and thematic analysis of client and therapist inner-experiences. Findings: Within strong relationships clients and therapists identified: shared and unshared moments of deep connection and the fluctuating nature of connection. The inner-experience findings yielded five themes which inter-relate and identify deep connection as a relational and individual experience. Both parties were active agents and attended to their own internal process and to the other party moment to moment. Therapist nurturance and understanding were prominent relational qualities. Emotional and cognitive processes were significant outcomes for clients. A range of interaction features in client and therapist talk emerged including: mitigation/vagueness; metaphors; silence; therapist formulations; repetition. Interpersonally they each build bridges to the other’s world. Discussion'. The three aspects were synthesised into existing evidence and how they converge, diverge and extend current literature was considered in order to provide a more holistic portrayal of deep connection with dyads in clinical practice. Implications: Important implications have been deduced from the findings including: deep connection as an unshared experience indicates therapists may be unaware of client moments of deep connection; during deep connection moments corrective emotional experiences occurred, pointing to the healing elements of such moments; the intricate interpersonal ‘dance’ highlights the nuanced nature of communication and how specific features can be used to build relational bridges.
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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 influencer marketing strategy and brand co-creation activities to drive the social identities of their customers and to create a model that visualizes this process. Method: An exploratory study has been conducted by the authors to investigate the influencer marketing and brand co-creation activities of the firm as to address the purpose of this paper. A single case study was performed where NA-KD was the primary subject of research. Semi-structured interviews with key employees working within marketing, collaborations and content creation was the primary source of data collection.    Conclusion: The empirical findings demonstrated the processes which employees at NA-KD created to develop their influencer marketing and brand co-creation strategies. The findings showed that the social identities of customers in an influencer-born firm are able to be directed through the activities within influencer marketing and brand co-creation. From these findings a conceptual model representing the process and management of social identity direction and producer-consumer relationship formation. This process includes influencer marketing, brand co-creation and brand experience, managed by methods of CRM and circle mapping to allow for self-brand connections and continued firm growth to occur.
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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 methods, opportunities for improving their existing service was identified. Concepts were developed in co-creative workshops, and prototypes were designed and tested using interaction design principles. The final design was an SST kiosk that shows potential of improving the experience for customers and employees at the hotel.
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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 decision making in relation to planned visits, and the subsequent publication of images of places which have been visited. The work considers authenticity and visuality as components of the dissatisfaction with modern tourism, and the experiences it offers, I argue that this dissatisfaction is driving tourists to understand, engage with and experience tourist sites in new ways, seeking liminality and embodiment within the tourist experience. The study will develop this analysis through four key areas:  A clarification of the role of tourism within advanced societies and as a multidisciplinary field of research.  An evaluation of authenticity, visuality and urban exploration  A critical review of tourist consumption, prosumption and co-creation  A review of the methodologies adopted through the papers submitted for this PhD by publication to explore the mixed-method approaches to data collection and the centrality of visual methodologies and discourses in understanding tourism and tourism geography. An exploration of the role of real and virtual experiences in deconstructing and reconstructing urban tourist experiences to evaluate the factors which influence and inform tourist decision making.
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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 purpose of this study is to explain the effects of perceived co-creation benefits on brand loyalty and brand experience (CBBE). Methodology: To meet the purpose, the study proposes an explanatory design with a quantitative approach. After reviewing relevant literature, three benefits were found important for the customers and in connection to the purpose of a researched model based on six hypotheses was developed. The empirical data was collected through a self-administered questionnaire which was distributed online with a total of 119 responses which were recorded and passed the qualification question whether they follow a brand on social media. Findings: The authors found evidence that perceived co-creation benefits have an effect on CBBE. It was found that particularly hedonic benefits have a significant effect on brand loyalty. Another finding was that social integrative benefits also has an effect on brand experience.
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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, knowing, heroic individuals who can stand outside of their organization to plan an ideal future, and who are equipped to make employees follow their instructions in order to reach desired goals. In this thesis I research into my experiences of what is happening in an organization, taking seriously the experience of developing a new strategy. It is an organization working in the public sector in Denmark which is right now trying to find a strategy and its way through a series of 'wicked problems' not easily handled. Through the use of autobiographical narrative-based inquiry and a focus on everyday local interactions between people working together, I research into what is 'really' going on in strategy work. Drawing on the theory of complex responsive processes of relating and reflexivity, I describe and analyse the interactions in our leadership team's efforts to change the organization's strategy. In doing so themes of power, power games and power differentials, politicking and some of the paradoxes in management - such as inclusion/exclusion, local interaction and global patterning, unpredictable predictability, and conflict and cooperation - are investigated. The complex responsive process perspective views organizations as patterns of interaction and conversations between people working together. By analogy from complex adaptive systems models, sociology, psychology and philosophy, it argues that generalizable population-wide patterns emerge in unpredictable ways through exactly these local complex interaction and interplays of people's intentions, thoughts and actions. This leads me to propose generalizable new contributions to knowledge about strategy work. Examining my own experience, I problematize the 'heroic', individualistic, view of what leaders do when working with strategy, preferring to see strategy as a co-created activity that emerges in complex and paradoxical interactions between people in the organization, in the leadership team, in daily cooperation with employees, and through the interface with customers. The understanding of co-creation here being that together we co-create our social life and our social life is co-creating us, our selves, our personalities at the same time. This inseparable paradox of the individual and the group, of the one and the many is investigated. Finally, I suggest that strategy work is inseparable from the everyday messy conflictual power games of organizational life, and that leaders - through actively engaging in ongoing conversations and co-creating meaning - participate in developing new understandings of identity and culture. In talking with one another about what it is we are doing, in influencing and being influenced, and reflecting on this, we are already changing what is going on; this itself is strategy work. The narratives show that to work with strategy effectively, we need to negotiate our intentions in convincing ways through forming strong power alliances. Taking experience seriously also demonstrates a close connection between power, ethics and action, and that it is impossible to decide the 'good' thing to do before acting. Developing reflexivity, both as an individual and in collaborative work, is a prerequisite for working in an ethical way, aware of our mutual interdependence. Finally, the thesis describes some of the consequences of taking experience seriously as a strategy. It has changed the way our staff understand what they are doing, and is beginning to change the kind of assignments we take on, and how we deal with them. One spin-off has been producing two books (with more to come). We also have new and more reflexive contacts in business and knowledge-creating environments, such as universities and business schools. The thesis shows a number of results from working with strategy in this way. This indicates that the act of taking your experience seriously in itself implies a kind of transforming causality, and hereby a strategy of change.
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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 declined overtime making it difficult to fully explore the mechanisms of change from multiple stakeholders’ perspectives. Therefore, the original aim of thesis was modified in order to explore the experience of participation for people involved within an EBCD quality improvement project in an acute health care setting. A systematic review was conducted to assess the implementation and the effectiveness of the EBCD approach. The key findings revealed a variation in fidelity, little exploration of the mechanisms associated with the theory of change and little evidence regarding the experience of patients from black and minority ethnic groups. Through the lens of improvement science three qualitative studies were conducted using interpretative phenomenological analysis to explore the experiences of multiple stakeholders during the EBCD process. The analysis suggests several novel findings that compliment and add to the extant literature: that a richer picture of patient experience is obtained when patients are formally involved in gathering data during the discovery phase; that the use of designers may enhance the approach and help to create a more democratic and user-centred design process; storytelling had therapeutic benefit for patients; that EBCD may be a useful way to engage marginalised groups within quality improvement efforts. However, the consequences of EBCD not being delivered as intended can negatively impact on relationships and achieving successful outcomes. EBCD heralds a different way of improving patient experience and underpins deeper changes to attitudes and behaviour from staff and patients that are required to meaningfully change the way care is delivered and received.
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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’ Hospital NHS Foundation Trust ED. Methods: Experiential narrative data were gathered using audio and filmed interviews, and analysed using a thematic framework to identify the main challenges. Findings were validated by the staff and patient/carer groups, who selected four improvements priorities (IP) each (eight in total). Findings, in the format of a patient/carer film and a staff presentation were shared at a co-design event which enabled participants to collaboratively select shared IPs and began to redesign applicable elements of the service. The study was enhanced by findings from a data collection field trip to a geriatric-only ED at Mount Sinai Hospital in New York. Using interviews and observation additional background contextual data on palliative care coding and ED impact on the patient journey were identified. Findings: The four staff IPs were: ‘helping them [patients and carers] find their way’, ‘being informed and informing them [patients and carers]’, ‘seeing the person in the patient’, and ‘expectations of the care we can give’. Patient and carer IPs were similar: ‘finding our way’, ‘knowing what’s happening’, ‘seeing the person in the patient’, and ‘expectations of care’. The co-design event explored these issues and the group began to develop plans to improve them. Immediate strategies aimed to: improve self-management and ownership, develop ED-based palliative care pathways and staff training, create dedicated palliative care space in the ED, improve IT and databases, improve patient experience, and share the learning of the study. Impact: Early study impact includes palliative care referral improvements, introducing routine ED visits by the palliative care team, development on palliative care pathway processes in the ED, development of mandatory palliative care training in the ED which includes the patient/carer film. Based on feedback from the co-design event, the film was expanded to include the staff experience as well.
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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 erfarenheter av medverkan i ett förbättringsarbete med metoden Experience-Based Co-Design (EBCD).   Metod: Förbättringsarbetet genomfördes enligt Nolans förbättringsmodell och EBCD. Kvantitativ datainsamling skedde genom en enkät före och efter förbättringsarbetet. Studien av förbättringsarbetet är en kvalitativ fallstudie och baseras på fokusgruppsintervjuer. Intervjumaterialet analyserades med kvalitativ innehållsanalys och abduktiv ansats.   Resultat: Förbättringsarbetet visade förbättrade delaktighetsupplevelser efter sex månaders förbättringsarbete och att den sammantagna nöjdheten med delaktigheten ökade. Studien visar att EBCD bidrar till olika grader av delaktighetsupplevelser beroende på vilka steg man deltar i och att metoden genererar förståelse och drivkraft hos personal. Metoden möjliggör även att se vården utifrån patientens perspektiv.   Slutsats: Förbättringsarbetet medförde lärande även om det mätbara målet inte uppnåddes. Att tillämpa EBCD hade stor betydelse då det påverkade de medverkandes motivation.
Background: Patients’ position and participation is strengthened through the Swedish Patient Act that came into force January 2015. Nevertheless, the patients’ position remains unchanged or slightly weakened.   Purpose: The overall purpose with the improvement work was to increase the patients' participation experience. The specific purpose was to discover what patients, relatives and staff considered to be important for experiencing participation and together formulate and test improvement ideas. The purpose of the study was to describe participants' experiences of using Experience-Based Co-Design (EBCD). Method: Nolan's improvement model and EBCD was used as improvement methods. The study is a qualitative case study, based on focus group interviews. To analyse the interviews a qualitative content analysis with an abductive approach was used. Results: Result showed improved participation experiences and that the overall satisfaction of participation increased. The study shows that EBCD contributes to different levels of participation experiences depending on what steps one participates in and that EBCD generates understanding and motivate staff. The method makes it possible to see the care from the patient's perspective. Conclusion: The improvement work resulted in learning even though the SMART goal was not achieved. Applying EBCD was of great importance as it affected the participants' motivation.
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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 organizers of a festival or event actively use the concepts customer experience, co-creation value and brand image? and What is the common denominator that makes a wide target group possible within a festival or event context and makes the customers return? Since the research area were considered as unexplored, the thesis is a qualitative research with a deductive research approach. It has been based on interviews with five respondents from areas that are considered relevant to answer the research question and achieve the purpose. The literature review in this thesis includes theory that are related to target group, customer experience, co-creation value, brand image and festivals and events. The theory chapter have then resulted in a conceptual framework where the different topics are explained in a summarize that demonstrates the relations between them and the different theories. The theory chapter have then been used to analyze the empirical data that where gathered through different companies that are involved in either a festival or event. The empirical and analysis chapter includes a discussion where the empirical data, theory, and statements are presented, compared and analyzed. This is followed by the conclusion chapter that contains answers of the research questions, implications, recommendations, and lastly future research. As this thesis introduces target groups in a context that is seen as new and unexplored, the thesis can be seen as unique and be valuable for Swedish companies that consider to expand and conduct a wide, or wider, target group.
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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 approach. Semi-structured interviews with ten participants with different backgrounds are conducted. Furthermore, primary and secondary data obtained from existing scientific resources built the base for argumentation. Findings & Conclusion: The main findings of the research are clustered in four groups. (1) VR planning creates a new service system and has an influence on the project performance; (2) VR experience and (3) co-creation contributes to generate new competitive advantages; (4) the use of the technology is a trigger for architect companies to differentiate compared to their competitors. Theoretical contribution: This is one of the few studies that combines VR planning with customer experience and co-creation. Furthermore, previous researches do focus on competitive advantages in this context. The developed conceptual model identifies the impact of VR on competitive advantage generation within the architecture business. Managerial implications: The implication of VR leads to both new opportunities and new problems. On one hand, architects can embed their clients better in the planning stage, but on the other hand, customers might become overwhelmed by the multisided VR opportunities. Also, it is outlined that a form of virtual planning will probably become an industry standard, which has to be adopted by architects. Limitations: Cost Leadership, one element of competitive advantages, is not explored through this study. Also, customer response of VR services has to be evaluated more deeply. Therefore we suggest further research in those fields. Keywords: VR planning, co-creation, experience, competitive advantage, architecture
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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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McElearney, Aisling Maria. "Masculinity in Monaghan : an investigation of the experience of young males approaching adulthood and fatherhood in Co. Monaghan in the Republic of Ireland." Thesis, University of Ulster, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.249747.

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Laffond, Mathieu. "Le co-design dans le développement durable : design thinking et design du projet dans l'écosystème des startups." Thesis, Toulouse 2, 2019. http://www.theses.fr/2019TOU20019.

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Proposer un changement de posture vis-à-vis des méthodologies du co-design utilisées dans la résolution de problèmes lors de l’accompagnement de projets de startups innovantes tel est notre objectif. Ce travail entre développement de recherches et pratiques professionnelles nous amène à regarder le design sous un autre filtre, celui des phénomènes de sens. L’approche du design de projet, alimentée d’une science telle que la sémiotique, nous conduit à l’élaboration d’une nouvelle démarche stratégique du co-design, du design thinking, pour repenser les notions d’expériences, d’usages, de compétences, d’interactions, afin d’envisager et de développer une méthodologie disruptive adaptée à l’univers des startups et de l’innovation : Voir – Percevoir – Concevoir. En imaginant cet espace de thèse comme un lieu stratégique d’évolutions et de mutations de la notion d’innovation, mais aussi de nos cultures de consommation, de recherche et de développement de demain, il est désormais important de nous plonger dans un écosystème moteur de notre époque, la startup, pour prendre la juste mesure des évolutions d’une discipline agile telle que le design de service dans un monde de plus en plus complexe. La simple utilisation d’un processus ne suffit plus. À la base de tout design, la mise en place de stratégies de signification, l’agencement et la structure d’éléments sont les éléments clés pour la transmission d’un message, d’un usage et plus largement d’une co-expérience durable
To propose a change of posture vis-à-vis the co-design methodologies used in problem solving when supporting projects of innovative startups is our goal. This work between development of research and professional practices leads us to look at design under another filter, that of phenomena of meaning. The approach of project design, fueled by a science such as semiotics, leads us to the elaboration of a new strategic approach of co-design, of design thinking, to rethink notions of experiences, uses, skills, interactions, to consider and develop a disruptive methodology adapted to the universe of startups and innovation: See - Perceive - Design. By imagining this thesis space as a strategic place for evolutions and mutations of the notion of innovation, but also of our consumption, research and development cultures of the future, it is now important to immerse ourselves in an engine ecosystem. of our time, the startup, to take the right measure of developments in an agile discipline such as service design in an increasingly complex world. The simple use of a process is not enough anymore. At the heart of any design, the implementation of strategies of meaning, the arrangement and the structure of elements are the key elements for the transmission of a message, a use and more largely a co-experience sustainable
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Hejazi, Seyed Jafar. "Quality urban regeneration, co-ordinated professional leadership and integrated urban management in Western Europe : learning from European experience in relation to the Iranian context." Thesis, University of Newcastle Upon Tyne, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.397355.

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Jankowski, Kim. "New ways to interact with devices to change the gaming experience." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21916.

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Gaming experience refers to the players’ overall experience when playing agame. Both game and controller have an impact on it. This project exploreshow different element arrangements on a controller can affect the players’gaming experience. Four lo-fi prototypes were constructed and used to bothtest the reaction of players, but also to educate them into the possibleelements included in controllers. Participants were then invited to designtheir own controller while reflecting about aspects like embodiment,immersion, or latency. Throughout the whole process participants reportedabout their previous experiences with controllers through an interview. Theresearch showed that the elemental arrangements did in fact affect theplayers’ gaming experience but also that there is a cultural understanding ofgames and controllers that constrains the possibility of new designs. Theproject also explored the limitations of conducting research on distance, andreflects about how remote design can be conducted.
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