This conceptual paper develops and justifies a pro-active, design-driven approach to sustainable destination development. Using insights from design science, it helps explain the limited practical usability of concepts such as the Tourism Area Life Cycle, by noting that these often focus on an aggregated ‘topological’ level of destination design, while a focus on experiences and product development on a ‘typological’ and ‘morphological’ level is key to constitute change. The ‘Tourism Destination Design Roadmap’ is introduced, its potential to scrutinise ‘visitor flows’ is explored as well as ways in which it can contribute to developing desirable qualities in a destination, while minimising negative impacts. The paper concludes by highlighting its conceptual contribution and identifying directions for future research.
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This conceptual paper develops and justifies a pro-active, design-driven approach to sustainable destination development. Using insights from design science, it helps explain the limited practical usability of concepts such as the Tourism Area Life Cycle, by noting that these often focus on an aggregated ‘topological’ level of destination design, while a focus on experiences and product development on a ‘typological’ and ‘morphological’ level is key to constitute change. The ‘Tourism Destination Design Roadmap’ is introduced, its potential to scrutinise ‘visitor flows’ is explored as well as ways in which it can contribute to developing desirable qualities in a destination, while minimising negative impacts. The paper concludes by highlighting its conceptual contribution and identifying directions for future research.
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Collaborative approaches to destination design require conscious and reflexive stakeholder involvement in activities and decision making. Design science studies such participatory processes by observing design teams in practice. From these observations, scientists have identified design strategies and processes that design teams use to support their work in identifying problems and developing solutions. Observing design processes in tourism destinations provides an opportunity to identify successful co-design strategies for destination design. This study presents three key co-design strategies based on data collected from five living labs in five destinations. Each co-design strategy is presented with a recommended use, suggestions for stakeholder involvement, and activities to develop solutions efficiently and effectively with the available resources. Together, the strategies provide a framework to optimise decision-making in relation to shaping destination design processes, and to validate processes and outcomes.
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The impacts of tourism on destinations and the perceptions of local communities have been a major concern both for the industry and research in the past decades. However, tourism planning has been mainly focused on traditions that promote the increase of tourism without taking under consideration the wellbeing of both residents and visitors. To develop a more sustainable tourism model, the inclusion of local residents in tourism decision-making is vital. However, this is not always possible due to structural, economic and socio-cultural restrictions that residents face resulting to their disempowerment. This study aims to explore and interpret the formal processes around tourism decision-making and community empowerment in urban settings. The research proposes a comparative study of three urban destinations in Europe (The Hague in the Netherlands, San Sebastian in Spain and, Ioannina in Greece) that experience similar degree of tourism growth. The proposed study will use a design-based approach in order to understand tourism decision-making and what empowers or disempowers community participation within the destinations. Based on the findings of primary and secondary data, a community empowerment model will be applied in one the destinations as a pilot for resident engagement in tourism planning. The evaluation of the pilot will allow for an optimized model to be created with implications for tourism planning at a local level that can contribute to sustainable destinations that safeguard the interests of local residents and tourists.
In this project we utilize the conversational model of delivering destination information as an experimental intervention to provide tips to a sub-group of visitor participants in one specific destination, Overijssel. By contrasting the experience of this group to a randomly assigned control group will be able to test the effectiveness of hyper-personalized information. Furthermore, we will investigate the effectiveness of integrating, in the tips provided, the policy of the DMO to direct visitors to certain places while reducing the pressure on others. For this variable as well––policy-driven vs. demand-driven information sources––random assignment to test and control groups will allow us to draw conclusions about causes of differences in tourist behavior and experience.The main question is: Does the conversational information model, as exemplified by Travel with Zoey, create the possibility to direct people to the places destination managers would like them to go, while assuring they benefit equally––or even more–from their travel experience? Partners: NBTC, Marketing Oost, Travel With Zoey.
i-DEMO aims at supporting EU tourism professionals in acquiring and developing key competences in game-based tourism in order to foster innovation and improve overall tourism organizations’ performance by: enhancing specific skills and competences in game-based tourism; designing an i-DEMO course "Game-based Tourism"; creating an i-DEMO toolkit to apply gamification to tourism; enhancing the application and replicability potential of innovative game-based solutions.Societal IssueThe tourism and hospitality industry has rapidly evolved with technological advancements, especially through ICT and the rise of the sharing economy. Digital platforms, social media, and mobile technologies have popularized gamification in tourism, creating engaging experiences and enhancing consumer loyalty. Gamification immerses tourists in simulated travel worlds, improving satisfaction, behavior, and involvement. Benefits include increased visitor engagement, loyalty, improved marketing, and support for sustainable tourism. However, despite its potential, gamification adoption remains limited in tourism. To address this, initiatives like i-DEMO aim to enhance skills and competences, improving employability in the evolving tourism market.Benefit to societyThe benefits that gamification can offer in the travel and tourism industry are: 1: More Engaged Visitors: we must not underestimate the immersion level that games can offer to travelers; 2: Increased Visitor Loyalty: when somebody is truly satisfied with their experience, they are much more likely to come back; 3: Improved Marketing for Hospitality and Tourism: tourism and hospitality have been the biggest ones impacted by all of the lockdown restrictions; consequently they are using all kinds of marketing methods to motivate people to start travelling; 4: Sustainability: gamification could help promote more environmentally, socially and culturally sustainable forms of tourism, supporting the twin green and digital transition.