利用共同创造设计和展示高品质的公园和娱乐体验

Andrew Lacanienta, Mat D. Duerden
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引用次数: 3

摘要

虽然公园和娱乐领域长期以来一直专注于设计和提供高质量的休闲体验,但在过去的二十年里,体验的概念在几乎所有行业都变得越来越突出。自从Pine和Gilmore在1998年《哈佛商业评论》的一篇文章中首次提出体验经济的概念以来,体验已经成为经济的主要驱动力(Pine和Gilmore, 1999;2011)。如果一个组织不能提供被消费者认为是高质量和可取的体验,那么这个组织很可能无法生存。与体验设计相关的一个核心概念是共同创造——参与者和提供者之间创造价值的协作过程(Payne, Storbacka, & Frow 2008;Prahalad & Ramaswamy, 2004a)。本文探讨了共同创造的概念及其与公园和娱乐管理领域的相关性。这是通过引入一个三阶段的共同创造模型来实现的,该模型跨越了休闲的三个阶段(即期待、参与和反思),并通过描述性案例研究讨论了共同创造在公园和娱乐环境中的适用性。我们将共同创造定义为参与者、生产者和各种其他利益相关者在设计、参与和反思经验的过程中积极参与、对话和合作(Prahalad & Ramaswamy, 2004b;Rossman & schlater, 2015)。基于Duerden, Ward, and Freeman(2015)的工作,我们提出了一个三阶段的共同创造模型,其中包括在体验的预期阶段的共同设计,在体验的参与阶段的共同实现,以及在体验的反思阶段的共同策展。本文提供了在每个体验阶段中不同形式的共同创造的具体例子。本文还介绍了共同创造的DART(对话、获取、风险评估和透明度)模型(Prahalad & Ramaswamy, 2002;2004年;2004c),并举例说明其适用于公园及康乐专业人士。本文最后以一个案例研究来说明如何使用共同创造及其相关概念来设计游泳项目体验。尽管公园和娱乐专业人士在设计和提供体验方面有着悠久的历史,但如果他们不能找到保持体验经济前沿的方法,他们的产品可能会被淘汰。随着越来越多的组织开始将自己视为体验提供者,对员工时间和资源的竞争将会加剧。我们希望本文的见解能够帮助公园和娱乐专业人士在他们的体验产品中接受并应用共同创造的概念。订阅JPRA
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing and Staging High-Quality Park and Recreation Experiences Using Co-Creation
While the field of park and recreation has long been focused on designing and delivering quality leisure experiences, the concept of experiences has become increasingly salient across almost all industries over the last two decades. From the time that Pine and Gilmore initially proposed the concept of the experience economy in a 1998 Harvard Business Review article, experiences have become a primary driver of the economy (Pine & Gilmore, 1999; 2011). If an organization is not providing experiences perceived by consumers as high quality and desirable, the organization most likely will not survive. A core concept associated with the design of experiences is co-creation—a collaborative process of value creation between participants and providers (Payne, Storbacka, & Frow 2008; Prahalad & Ramaswamy, 2004a). This paper examines the concept of co-creation and its relevance for the field of park and recreation administration. This is accomplished by introducing a three-phased model of co-creation that spans over the three phases of leisure (i.e., anticipation, participation, and reflection) and discussing co-creation’s applicability to park and recreation settings through a descriptive case study. We define co-creation as active participation, dialogue, and collaboration between participants, producers, and a variety of other stakeholders throughout the process of designing, participating in, and reflecting on an experience (Prahalad & Ramaswamy, 2004b; Rossman & Schlatter, 2015). Based on the work of Duerden, Ward, and Freeman (2015), we propose a three-phased model of co-creation, which includes co-design during the anticipation phase of an experience, co-actualization during the participation phase of the experience, and co-curation during the reflection phase of the experience. This paper provides specific examples of the different forms of co-creation during each experience phase. This paper also introduces the DART (dialogue, access, risk assessment, and transparency) model of co-creation (Prahalad & Ramaswamy, 2002; 2004a; 2004c) and provides examples of its applicability for park and recreation professionals. This paper concludes with a case study exemplifying how co-creation and its associated concepts can be used to design a swim program experience. Although park and recreation professionals have a long history of designing and delivering experiences, they risk seeing their offerings become obsolete if they do not find ways to stay on the forefront of the experience economy. As more organizations come to view themselves as experience providers, the competition for people’s time and resources will increase. We hope the insights in this paper will help park and recreation professionals embrace and apply the concept of co-creation in their experience offerings. Subscribe to JPRA
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