This document summarizes a presentation on developing a framework to enable tourists' pursuit of meaningful experiences through an eTourism platform. It discusses key concepts like eudaimonic pursuit and the dimensions of meaningful experiences, and uses the example of two nature lovers, Jules and Jim, to illustrate how tourists can progress from pleasure-seeking experiences to more meaningful experiences involving personal growth. The presentation proposes a two-stage research approach to first understand the qualities of meaningful tourist experiences and then conceptualize an eTourism platform to support the development of such experiences.
8. 27.07.2015
8
IFITT Doctoral Summer School 2015 Slide Number 15
Why does it matter to eTourism?
IFITT Doctoral Summer School 2015 Slide Number 16
Why does it matter to eTourism?
1. Tourism provides opportunities to explore and exercise our
potentials. (Filep & Pearce, 2013; Kler & Tribe, 2012; Little, 2012; Noy, 2004; Pearce,
2009; Reisinger, 2013)
2. Technology becomes our “third nature”. (Baeva, 2014; Verbeek, 2005)
3. eTourism takes an integral role in the construction of tourist
experience. (Buhalis & Amaranggana, 2014, 2015; Neuhofer, Buhalis, & Ladkin, 2014)
4. Our society is undertaking positive transformation. (Pine &
Gilmore, 1999; Anderson et al., 2013; Diener & Seligman, 2004; Seligman &
Csikszentmihalyi, 2000; Tromp & Hekkert, 2014; White & Waters, 2015)
5. A new human computer interface (HCI) framework is needed
to cope with the “positive” change. (Calvo & Peters, 2014; Sander, 2011)
6. Scanty similar research has been conducted in the field of
eTourism.
9. 27.07.2015
9
IFITT Doctoral Summer School 2015 Slide Number 17
The role of ICT in the tourism industry
Past
• Computer Reservation
System
• Focused on productivity
and efficacy
• Business and
management centric
• Technology as means to
streamline transactions
Present
• Multi‐media platforms
• Focused on usability
and user experience
• Consumer and user
centric
• Technology as means
to response user
needs
Create
meaningful
tourist
experience
(McCabe,
Sharples, & Foster,
2012)
Future
(Buhalis, 2003; Buhalis & Law, 2008) (Andersson, 2007; Benyon,
Quigley, O’Keefe, & Riva, 2013;
Berger et al., 2007; Buhalis &
Amaranggana, 2014, 2015;
Neuhofer, Buhalis, & Ladkin, 2014)
IFITT Doctoral Summer School 2015 Slide Number 18
The role of ICT in the tourism industry
Past, present, and the future
Could meaningful tourist experience be addressed by
current usability and user experience (UX)
enhancement?
Positive interaction (design) solutions are beyond the
pragmatic view on efficiency and effectiveness (as in
usability) or the hedonic goal on emotional aspects and
pleasurable experiences (as in UX) – HCI for
eudaimonia concerns about living well (virtuously)
rather than merely feeling good.
(Peters & Calvo, 2014; Pohlmeyer, 2013)
13. 27.07.2015
13
IFITT Doctoral Summer School 2015 Slide Number 25
Causal leisure vs Serious leisure
Casual leisure Serious leisure
Immediately and intrinsically
rewarding
Intrinsically rewarding with
progression paths
Relative short‐lived Long‐term involvement
Pleasurable activity Activity leading to self‐actualization
Little to none training is required Specific skills and knowledge are
required
Fundamentally hedonic Eudaimonic and transformational
Pure enjoyment and pleasure Satisfaction
Stebbins, 1992
IFITT Doctoral Summer School 2015 Slide Number 26
Value in Action (VIA) classification of character strengths and
virtues (Peterson & Seligman, 2004)
`
A framework which lists six universally prominent virtues and 24 related
character strengths. Exercising character strengths can enable positive
experience, engagement, meaning, and the development of virtues for
eudaimonia (Harzer & Ruch, 2013; Littman‐Ovadia & Steger, 2010; Peterson & Seligman,
2004).
Stage 1 ‐ deconstruct meaningful tourist experience
Identify how one’s character strengths are
developed through his/her serious leisure
activities
14. 27.07.2015
14
IFITT Doctoral Summer School 2015 Slide Number 27
VIA Classification of Character Strengths and Virtues - Peterson & Seligman (2004)
Virtues Character Strengths Virtues Character Strengths
Wisdom Creativity – originality, adaptive, ingenuity;
Curiosity – interest, novelty-seeking, exploration,
openness to experience;
Judgment – critical thinking, thinking things through,
open-mined;
Love of learning – mastering new skills & topics,
systematically adding to knowledge;
Perspective – wisdom, providing wise counsel, taking
the big picture view.
Transcendence Appreciation of beauty &
excellence – awe, wonder, elevation;
Gratitude – thankful for the good, expressing
thanks, feeling blessed,
Hope – optimism, future-mindedness, future
orientation;
Humor – playfulness, bringing smiles to others,
lighthearted;
Spirituality – religiousness, faith, purpose,
meaning
Courage Bravery – valor, not shrinking from fear, speaking up for
what’s right;
Perseverance – persistence, industry, finishing what
one starts;
Honesty – authenticity, integrity;
Zest – vitality, enthusiasm, vigor, energy, feeling alive and
activated.
Temperance Forgiveness – mercy, accepting others’
shortcomings, giving people a second chance;
Humility – modesty, letting one’s
accomplishments speak for themselves;
Prudence – careful, cautious, not taking undue
risks;
Self-regulation – self-control, disciplined,
managing impulses & emotions;
Humanity Love – both loving and being loved, valuing close relations
with others;
Kindness – generosity, nurturance, care, compassion,
altruism, “niceness”;
Social intelligence – emotional intelligence, aware
of the motive/feelings of self/others, knowing what makes
other people tick.
Justice Teamwork – citizenship, social responsibility,
loyalty;
Fairness – just, not letting feelings bias decisions
about others;
Leadership – organizing group activities,
encouraging a group to get things done.
IFITT Doctoral Summer School 2015 Slide Number 28
Stage 1 ‐ deconstruct meaningful tourist experience
Patterns may emerge by probing into the developmental
aspects of those character strengths involved in one’s
serious leisure practice, which can inform the researcher in
devising a framework for the future design of eTourism
platform.
From deconstruction to reconstruction of
meaningful tourist experience
20. 27.07.2015
20
IFITT Doctoral Summer School 2015 Slide Number 39
Positive Computing (Calvo & Peters, 2014)
Engineering - HCI
Actor Network Theory (ANT) (Latour, 1999)
Authenticity (Wang 1999, Knudsen & Waade, 2010)
Hopeful tourism (Pritchard, Morgan, & Atelijevic, 2011)
Mobility paradigm (Urry, 2007)
Performance turn (Haldrup & Larsen, 2010)
Positive psychology and tourism (Filep, 2012, Filep & Pearce, 2013)
Transformational tourism (Reisinger, 2013)
Etourism (Neuhofer, Buhalis & Ladkin, 2013)
Tourism studies (listed in alphabetical order)
Stage 1 deconstructing tourists’ eudaimonic pursuits through serious leisure activities
Empirical research
Flourishing through eTourism
Values in Action (VIA) classification of character
strengths and virtues (Peterson & Seligman, 2004)
Positive Psychology
Serious Leisure (Stebbins, 1982)
Leisure studies
Stage 1 investigation – Empirical research
Vision in Product Design (ViP) (Hekkert & van Dijk, 2011)
Research through Design (RtD) (Zimmerman, Forlizzi, & Evenson, 2007)
Design
An overview of the research project pathways – Flourishing through eTourism
Research pathway – adaptation based on this study based on Zimmerman, Forlizzi, and Evenson’s RtD model (2007)
Field data
Patterns and
particularities
on tourists’
eudaimonic
pursuits
Research
artifacts
• Framework
• Blueprint
• Prototype
• Scenario
• User Case
• Evaluation
model
Unanticipated effects
Enable Eudaimonia through
eTourism platform
Theories
• Tourist in quest of existential authenticity
• Tourism, performance and the everyday
• Positive psychology in tourism studies
• eTourism, Smart tourism initiatives etc.
Stage 2
Interaction Design Research
flourishing
through
eTourism
Design opportunities
Research-oriented Design
Technical opportunities
A HCI framework for eudaimonia
IFITT Doctoral Summer School 2015 Slide Number 40
Flourishing through eTourism platform
(Research model on design for eudaimonia)
Adaptation based on ViP model, Hekkert & VanDijk (2011)
Research approach
Hermeneutic phenomenological
qualitative inquiry
Framework
Well-being factors for positive computing
Self (Intrapersonal) - positive emotions,
motivation & engagement, self-awareness,
mindfulness, resilience;
Social (Interpersonal) - gratitude, empathy;
Transcendent (Extra-personal) - compassion,
altruism.
(Calvo & Peters, 2014, PP.85-86)
Connections
Co-creationwith
technology
Tourism
Tourist well-being
pursuit
Serious Leisure
Everydayness
Framework
VIA Classification of Character Strengths
and Virtues
Wisdom – creativity, curiosity, judgment, love of
learning, perspective;
Courage – bravery, perseverance, honesty, zest;
Humanity – love, kindness, social intelligence
Justice – teamwork, fairness, leadership;
Temperance – forgiveness, humility, prudence,
self-regulation;
Transcendence – appreciation of beauty and
excellence, gratitude, hope, humor, spirituality.
(Peterson & Seligman, 2004)
Activities
Signature
character
strengths
Objective
To identify cross-sectional and
developmental aspects of character
strengths involved in constructing
tourists’ eudaimonic pursuits through
serious leisure activities.
Flourishing
Framework for
transformative
tourist experience
Empirical plane (activity)
Theoretical plane (eudaimonic pursuit)
Research approach
Interaction Design with Research through
Design approaches (RtD)
Stage 1 – deconstruction Stage 2 – construction
Objective
To propose future scenarios, frameworks,
applications, design methods, evaluation
models for the future development of
eTourism platform supporting tourists’
eudaimonic pursuit.
Interaction plane (meaning)
Hypothesis
Meaningful tourist experience
necessitates involvement of one’s
signature character strengths in an
activity.
Hypothesis
eTourism plays an integral role in one’s
pursuit of eudaimonia by identifying,
developing, celebrating and reflecting on
its signature character strengths.
Positive Emotion
Motivation
Engagement
Self-awareness
Mindfulness
Resilience
Gratitude
Empathy
Compassion
Altruism
x
x
x
22. 27.07.2015
22
IFITT Doctoral Summer School 2015 Slide Number 43
6. Reference
Neuhofer, B., Buhalis, D., & Ladkin, A. (2013). High Tech for High Touch Experiences: A Case Study from the Hospitality Industry. In L. Cantoni & Z. Xiang (Eds.),
Information and Communication Technologies in Tourism 2013 (pp. 290–301). Springer.
Neuhofer, B., Buhalis, D., & Ladkin, A. (2014). A Typology of Technology‐Enhanced Tourism Experiences, 350(July 2013), 340–350. doi:10.1002/jtr
Noy, C. (2004). This trip really changed me: Backpackers’ narratives of self‐change. Annals of Tourism Research, 31(1), 78–102.
Pearce, P. L. (2009). The Relationship Between Positive Psychology and Tourist Behavior Studies. Tourism Analysis, 14(1), 37–48.
doi:10.3727/108354209788970153
Peters, D., & Calvo, R. A. (2014). Compassion vs. Empathy ‐ design for resilience. Interactions, 48–53.
Peterson, C., & Seligman, M. E. P. (2004). Character Strengths and Virtues: A Handbook and Classification. APA AMERICAN PSYCHOLOGICAL ASSOCIATION.
Pine, B. J., & Gilmore, J. H. (1999). The experience economy work is theatre & every business a stage. Boston: Harvard Business School Press.
Pohlmeyer, A. E. (2013). Positive design: New challenges, opportunities, and responsibilities for design. In A. Marcus (Ed.), Design, User Experience, and Usability
(Vol. 3, pp. 540–547). Springer. doi:10.1007/978‐3‐642‐39238‐2_59
Pritchard, A., Morgan, N., & Ateljevic, I. (2011). Hopeful tourism. Annals of Tourism Research, 38(3), 941–963. doi:10.1016/j.annals.2011.01.004
Reisinger, Y. (Ed.). (2013). Transformational Tourism ‐ Tourist Perspectives. Wallingford, Oxon, GBR: CABI publishing.
Ryan, R. M., & Deci, E. L. (2001). On happiness and human potentials: a review of research on hedonic and eudaimonic well‐being. Annual Review of Psychology,
52(1), 141–66. doi:10.1146/annurev.psych.52.1.141
Sander, T. (2011). Positive Computing. In R. Biswas‐diener (Ed.), Positive Psychology as Social Change (pp. 309–326). Springer. doi:10.1007/978‐90‐481‐9938‐9
Seligman, M. E. P. (2002). Authentic happiness: Using the new positive psychology to realize your potential for lasting fulfillment. New York : Free Press, c2002.
Seligman, M. E. P., & Csikszentmihalyi, M. (2000). Positive psychology. The Science of Optimism and Hope: Research Essays in Honor of Martin EP Seligman, 415–
429.
Stebbins, R. A. (1982). Serious Leisure; A conceptual statement. The Pacific Sociological Review, 25(2), 251–272.
Stebbins, R. A. (1992). Amateurs, Professionals and Serious Leisure. Montreal and Kingston: McGill‐Queen’s University Press.
Tromp, N., & Hekkert, P. (2014). Social Implication Design (SID) – A design method to exploit the unique value of the artefact to counteract social problems. In DRS
2014. Umeå, Sweden: Umeå Institute of Design.
Urry, J. (2007). Mobility. Polity Press.
Verbeek, P. (2005). What Things Do: Philosophical Reflections on Technology, Agency, and Design. Penn state univeristy press.
Wang, N. (1999). Rethinking authenticity in tourism experience. Annals of Tourism Research, 26(2), 349–370. doi:10.1016/S0160‐7383(98)00103‐0
Waterman, A. S. (1993). Two conceptions of happiness: Contrasts of personal expressiveness (eudaimonia) and hedonic enjoyment. Journal of Personality and Social
Psychology, 64(4), 678.
White, M. A., & Waters, L. E. (2015). A case study of “The Good School:” Examples of the use of Peterson’s strengths‐based approach with students. The Journal of
Positive Psychology, 10(1), 69–76. doi:10.1080/17439760.2014.920408
Zimmerman, J., & Forlizzi, J. (2014). Research Through Design in HCI. In J. S. Olson & W. A. Kellogg (Eds.), Ways of knowing in HCI (pp. 1–23). Springer.
doi:10.1007/978‐1‐4939‐0378‐8
Zimmerman, J., Forlizzi, J., & Evenson, S. (2007). Research Through Design as a Method for Interaction Design Research in HCI design research in HCI. In Proceedings
of the SIGCHI conference on Human factors in computing systems. ACM.