Science (Universidade Europeia)
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an analysis of the Portuguese context during the COVID-19 pandemic
This study aims at analysing the development of digital co-creative strategies adopted by museums during the COVID-19 pandemic and the transformative potential of co-creative experiences with the help of digital tools to redefine the relationship between the museum and its audiences. This is exploratory research using online qualitative surveys applied to Portuguese museums during the COVID-19 pandemic for participation of virtual audiences for data collection and analysis. Results from this study contribute to managers’ awareness of museum digital transformation around the world sharing similar contexts and that may want to develop the participatory approach with the support of digital technologies. Results show new avenues for the adoption and implementation of digital strategies in museum management. To the authors’ knowledge, this is one of the first studies to explore the participatory museum framework combined with the development of digital strategies applied to museums following COVID-19
How Artificial Intelligence can leverage relationship marketing strategies
Increased competition and consumer demand for personalized marketing messages and content have led to the increased adoption of relationship marketing. Through a systematic bibliometric literature review, this study aims not only to demonstrate how leveraging Artificial Intelligence can improve relationship marketing strategies but also to address the various ethical considerations and challenges of using AI in relationship marketing. The review includes 22 articles published up to 2024 in the Scopus® database, presenting up-to-date knowledge on the topic. The research findings demonstrate that the integration of Artificial Intelligence into relationship marketing strategies offers both theoretical insights into consumer behavior and practical tools for enhancing customer engagement, satisfaction, and loyalty. However, businesses need to approach Artificial Intelligence implementation thoughtfully, considering both the opportunities and challenges it presents
Managing design innovation challenges in a digital environment
The post-pandemic transition pushes in-person design innovation to the digital environment, requiring a new approach that fosters team engagement and facilitates collaborative work. This paper discusses managing design innovation challenges in the ever-changing digital environment. Building on design innovation literature and a rich-data case study, it proposes a conceptual framework to help organizations effectively manage digital innovation challenges. The framework comprises three theory-based aggregated dimensions: digital empathy, resources and capabilities, and workflow. The paper provides practical insights and recommendations for managing the innovation challenge and how organizations can commit to and engage their teams, involving higher levels of collaboration, guidance, and empathy. Empirical study findings also shed light on what needs to be improved in online interaction. Despite all the advantages of digital technology, organizations should provide mechanisms to encourage more creative and spontaneous collaboration and cultivate proper digital empathy with all stakeholders. Digital empathy will be particularly relevant whenever there is a lack of human agency, such as developing new solutions with the support of artificial intelligence
Consumer reactions to technology in retail: Choice uncertainty and reduced perceived control in decisions assisted by recommendation agents
The emergence of artificial intelligence technologies, such as recommendation agents, presents new challenges and opportunities for marketing. Recommendation agents assist consumers in their online grocery shopping decisions by analyzing data on preferences and behaviors. This research highlights that while recommendation agents can reduce choice overload and make purchase decisions easier for consumers, they are also associated with higher uncertainty in decision-making. Three experimental studies confirmed that purchases aided by recommendation agents are perceived as more uncertain and reduced perceptions of control over the choices explain this outcome. Furthermore, lower choice satisfaction and purchase intentions are confirmed as consequences of perceived uncertainty. Personal characteristics such as risk aversion and maximization tendencies are considered boundary conditions for these effects
Evolution of executive education in interactive digital design field: A case study analysis
The educational landscape in Portugal encompasses a diverse array of non-degree courses, including executive training, lifelong learning courses, professional certifications, and specializations. These programs play a vital role in addressing the dynamic demands of a rapidly evolving labor market, providing individuals with opportunities to continuously develop skills, adapt to changing environments, and enhance their career prospects. However, a clear framework for informed and timely planning of curriculum changes is currently lacking, leading institutions to react to complaints of misalignment in their offerings. This study, part of a broader investigation aimed at establishing this framework, seeks to contribute to the understanding of contextual and social factors influencing executive education in the field of Digital Design in Portugal in recent years. A ten-year Portuguese case study was analyzed, incorporating questionnaire results, workshops with current and former students, and interviews with various academic stakeholders. Interviews with relevant public and private actors in the Portuguese market complemented the analysis. The crucial insights gathered lay the foundation for essential knowledge, informing the formulation of future educational strategies in the design of curricula for postgraduate courses in Interactive Digital Design. These insights could inform the creation of a comprehensive framework. The knowledge obtained serves as a valuable resource for institutions seeking to refine their educational offerings in response to evolving industry demands
Improving software design teaching, a comparative study
With the constant development of software technologies, it has become increasingly difficult for universities to design curricula that provide students with technical skills that stay relevant by the time they join the workforce; this is particularly true for design. This paper proposes an approach for training students in design software. We aim to understand whether alternative methods for teaching Adobe Photoshop, Illustrator, and InDesign to undergraduate students could effectively replace traditional approaches. We conducted a comparative study with first-semester students: two groups underwent training following traditional methods (lectures followed by in-class exercises), whereas two groups learned using the eduScrum methodology. For the latter approach, students were given 15 assignments to be developed during the semester, with complete freedom on where and how to research the necessary knowledge to achieve the required results. During this process, the instructor acted as a facilitator rather than an instructor, as the Scrum methodology advocates. As we foresaw, some of the tools studied during the semester were surpassed by software updates Adobe introduced, thus adding to our initial argument for developing the methodology in the first place. While we firmly believe that the eduScrum methodology can become a successful approach for teaching design software, further studies are necessary to investigate whether a hybrid methodology might be a better solution to help students transition to a more independent way of learning
Methodological quality of user-centered usability evaluation of digital applications to promote citizens’ engagement and participation in public governance: A systematic literature review
This systematic literature review aimed to assess the methodological quality of user-centered usability evaluation of digital applications to promote citizens’ engagement and participation in public governance by (i) systematizing their purposes; (ii) analyzing the evaluation procedures, methods, and instruments that were used; (iii) determining their conformance with recommended usability evaluation good practices; and (iv) identifying the implications of the reported results for future developments. An electronic search was conducted on Web of Science, Scopus, and IEEE Xplore databases, and after a screening procedure considering predefined eligibility criteria, 34 studies were reviewed. These studies performed user-centered usability evaluation of digital applications related to (i) participatory reporting of urban issues, (ii) environmental sustainability, (iii) civic participation, (iv) urban planning, (v) promotion of democratic values, (vi) electronic voting, and (vii) chatbots. In terms of the methodological quality of the included studies, the results suggest that there is a high heterogeneity of the user-centered usability evaluation. Therefore, there is a need for recommendations to support user-centered usability evaluations of digital applications to promote citizens’ engagement and participation in public governance to improve the planning and conduction of future research
El poder mediador de la adaptabilidad profesional entre el trabajo digno y la calidad de vida: estudio con trabajadores independientes del turismo
The promotion of decent work plays a central role in the transformation of tourism into a sustainable activity. The literature on this topic has multiplied, but it is imperative to pay more attention to workers in the potentially most vulnerable sectors, such as those without employment contracts and without formal higher education. The aim of this study on independent workers in tourism is to investigate how they perceive their work as decent and to analyze their quality of life. In addition, the study aims to analyze the mediating effect of career adaptability on the relationship between decent work and quality of life. The sample consists of 228 tourism workers in Portugal, mainly women, aged between 19 and 71 years. The results support the hypothesis that decent work can improve the quality of life of workers in the tourism industry. They also show that decent work is associated with a greater likelihood that workers are able and feel confident to adapt to changing tasks, to engage in continuous training and to manage their careers, which has a positive impact on their quality of life. The importance of prioritizing decent work and psychosocial resources to cope with the changing working and working conditions of the independent workers in the tourism sector in Portugal is discussed
Craftsdesign for social change: Drafting a framework for co-creation in rural areas
This article presents the primary results of a research exercise deconstructing transdisciplinary models of intervention bringing social change, dynamization, and positive impact into rural areas through crafts and design collaborations. The experiences analyzed brought together designers, craftspeople, and local communities in dialogue, collaboration, and co-creation connections based on design methods, crafts heritage, land resources, and local knowledge. The tools include a primary literature review and multiple case study mapping and analysis. Qualitative research methods allow us to study the connections between personal, social, organizational, cultural, and environmental factors. The case study methodology has been used to extract complexities and particularities. Data collected has been structured in a comparative table of crucial elements such as collaborative methods, organizational models, creative processes, the role played by crafts and design, and the impact generated. This research exercise aims to identify a framework that systematizes those relevant elements and suggests potential transdisciplinary approaches to foster sustainable social innovation initiatives in rural areas through craftsdesign collaborations. The CraftsDesign Framework will evolve into a collaborative tool kit to be tested, evaluated, and re-designed through workshops in simulated and authentic contexts. The findings from the experience will inform the PhD research project conducted by the researcher aimed at identifying sustainable social innovation solutions based on the occasion of design practice
Does your business TikTok? Genuineness, proximity to customers and international expansion with short video marketing
As contemporary lifestyle evolved, social media platforms adapted to be attractive for consumers who spend increasing time in their smartphones and who are interested in content that is short and easy to consume. Short video apps thus emerged, becoming relevant in the social media landscape. TikTok, a social media application used for creating and sharing short videos, has become especially popular. The videos in TikTok usually include music, short plays, lip-synching, dancing, or light-hearted humor. So far, TikTok has been downloaded more than a billion times around the world. Given this context, it was decided to conduct research to address the following research question: Which are the outcomes of short video marketing strategies on TikTok in small business activities? The methodological approach was qualitative, based on interviews to business owners. The findings show that TikTok enables a different way of promoting a business offer, which relies on entertainment and consumer proximity to the businesses. The app TikTok offers an alternative to more traditional communication channels and enables the creation and sharing of low-cost videos that can nonetheless create awareness, traffic and sales, including in international markets. Additionally, on TikTok, business owners can build on their knowledge about their markets to engage with consumers, relying on genuineness, as this research shows