Humour Matters in Service Design Workshops

Published on Jan 1, 2016
Helena Ahola1
Estimated H-index: 1
,
Päivi Aro1
Estimated H-index: 1
,
Taina Vuorela2
Estimated H-index: 2
Source
Abstract
References21
Newest
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Purpose – Fun means different things to different people and the purpose of this paper is to attempt to answer the question “what is fun at work?”. Given that perceptions of fun differ among people, the answer is that a pluralistic concept of fun best captures different notions of what constitutes fun at work. Design/methodology/approach – The research combines two separate studies. The first is an in-depth ethnographic project involving interviews, participant observations and document collecti...
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Purpose – The purpose of this paper is to extend research on fun in the workplace by focussing on its relationship with job embeddedness among Millennials. This research examined the influence of four dimensions of fun, including fun activities, manager support for fun, coworker socializing, and fun job responsibilities, on embeddedness. In addition, this research assessed the impact of fun relative to other aspects of the employment experience. Design/methodology/approach – Data were obtained f...
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Purpose – The purpose of this paper is to examine how the development and experimentation with a designer-assisted and collaborative concept-creating approach can provide new insights into the emergent field of service innovations. Design/methodology/approach – The paper were independent researcher with no commercial interests in the method investigated. The paper adopted qualitative methodology informed by 12 innovation workshop series among three Norwegian service companies, followed up by for...
9 CitationsSource
Jun 21, 2014 in DIS (Designing Interactive Systems)
#1Yeonsu Yu (Baekseok University)H-Index: 1
#2Tek-Jin Nam (KAIST)H-Index: 18
Humor and its relationship to user experience have received limited prior attention in design and HCI. In this paper, we present a framework of design principles that could be used to design humorous products. First, we identified three aspects of experience with humorous products by collecting various amusing products and analyzing them with designers. Next, we conducted a workshop with professional comedians and designers to understand methods for creating humorous products. Through this proce...
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In addition to playing an important role in social bonds and group dynamics, humor has a long association with creativity and creative thinking. This study attempts to utilize this relationship in the context of design by enhancing brainstorming with the use of humor. The theories of Incongruity, Superiority, and Relief are central in the creation of humor. This research hypothesizes that these can be applied to enhance creative performance in brainstorming by (1) inducing a humorous atmosphere ...
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Purpose – The purpose of this paper is to explore the nature of humour within two different organisations, policing and ambulance work, which are linked by their focus on emergency work.Design/methodology/approach – Semi structured interviews with 45 police officers and ambulance staff sought to understand more about the relationships between these two distinctly different professions who work together closely and regularly in often very difficult situations.Findings – Interviews with police off...
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The study of user emotions is hindered by the absence of a clear overview of what positive emotions can be experienced in humanproduct interactions. Existing typologies are either too concise or too comprehensive, including less than five or hundreds of positive emotions, respectively. To overcome this hindrance, this paper introduces a basic set of 25 positive emotion types that represent the general repertoire of positive human emotions. The set was developed with a componential analysis of 15...
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How to design and market services to create outstanding customer experiences Service design thinking is the designing and marketing of services that improve the customer experience, and the interactions between the service providers and the customers. If you have two coffee shops right next to each other, and each sell the exact same coffee at the exact same price, service design is what makes you walk into one and not the other. Maybe one plays music and the other doesn't. Maybe one takes credi...
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The working atmosphere within an organization has an important influence on its level of innovative productivity. Organizational leaders influence innovative productivity as well as the climate for creativity and innovation. This exploratory study included 140 respondents from 103 different organizations, 31 industries, and 10 countries, all of whom completed an online survey focused on examining the intervening nature of the climate for creativity and innovation. First, those who perceived more...
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This conceptual article discusses the roles of playfulness and well-being at work in the retail sector with a specific emphasis on service encounters. The aim is to create a new conceptual framework to enhance research on how the element of playfulness can be part of an employee's working environment in the retail sector, and to discuss how playfulness could enhance employee's well-being at work. The framework identifies various interactive relationships characteristic to the retail environment....
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An integrative approach to theorising behavioural, affective and cognitive processes in model-driven group decision support (GDS) interventions is needed to gain insight into the (micro-)processes by which outcomes are accomplished. This paper proposes that the theoretical lens of situated affectivity, grounded in recent extensions of scaffolded mind models, is suitable to understand the performativity of affective micro-processes in model-driven GDS interventions. An illustrative vignette of a ...
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