Belevingsdesign: Experience Design & Storytelling

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Flashcards covering the foundational concepts of leisure time trends, experience economies, Pine & Gilmore's framework, impactful experience design, storytelling architecture, and immersive technologies.

29 Terms

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Between 19941994 and 20242024, how much available free time was lost per person, and what is its annual equivalent?

Available free time decreased by 7 hours7\,\text{hours} per week, which equals 364 hours364\,\text{hours} per year or 2 full weeks less free time.

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What is the difference between objective and subjective time pressure in modern leisure trends?

Objective time pressure refers to the measurable factual decrease in free time available to individuals, whereas subjective time pressure is the psychological perception or feeling that one has less time.

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What is 'tijdconfetti' (time confetti), and what four psychological effects does it produce?

Tijdconfetti refers to small bits of time that become fragmented and scattered throughout the day, creating the feeling of constantly being busy while accomplishing very little. Its four consequences are feeling rushed (gejaagd), mentally fatigued (mentaal vermoeid), less productive (minder productief), and less present with family and friends.

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How has leisure behavior changed across the five dimensions of capital intensity, diversity, home-staying, organization, and planning?

  1. Kapitaalintensiteit: spending more money on leisure activities; 2. Diversiteit: choosing varied activities without loyalty and following hypes; 3. Uithuizigheid: leaving the house less often; 4. Organisatiegraad: decline in formal memberships and club affiliations; 5. Planning: scheduling leisure rigorously to maximize experience yield at the cost of spontaneity.
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What is 'compensatiegedrag' (compensatory behavior) in the context of free time?

It is an innate psychological urge to compensate for an ongoing deficit, stress, or frustration experienced in one area of life (such as work) through behaviors in another life area (such as leisure).

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What are the four core pillars of the experience economy (beleveniseconomie)?

  1. Experience as value (ervaring als waarde), 2. Emotional connection (emotionele connectie), 3. Sensory stimulation (zintuiglijke stimulatie), and 4. Authenticity and storytelling (authenticiteit & storytelling).
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What are the four core principles of the meaning economy (betekeniseconomie)?

  1. Human-centered value creation (mensgerichte waardecreatie), 2. Purpose and meaning prioritized over profit maximization (zingeving > winstmaximalisatie), 3. Authenticity and sustainability (authenticiteit & duurzaamheid), and 4. Consumers treated as co-creators (consumenten als mede-makers).
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<p>What model is depicted in this diagram, and what are its two constituent axes?</p>

What model is depicted in this diagram, and what are its two constituent axes?

The Four Realms of Experiences Model by Pine and Gilmore, defined by a vertical axis of Absorption (Absorptie) versus Immersion (Onderdompeling) and a horizontal axis of Passive participation (Passieve deelname) versus Active participation (Actieve deelname).

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In experience management (belevingsmanagement), which quadrant combination results in the highest level of learning?

Active participation (actieve deelname) combined with immersion (onderdompeling).

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What are the three levels of experience in the Model of Wijngaarden / van Gool?

  1. Basale beleving (basic experience, e.g., a standard cinema trip), 2. Memorabele beleving (memorable experience generating lasting memories, e.g., a vacation), and 3. Transformerende beleving (transformative, life-changing, and impactful experience).
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<p>According to this coordinate model, what four zones describe the relationship between risk and competence?</p>

According to this coordinate model, what four zones describe the relationship between risk and competence?

  1. Play, 2. Adventure, 3. Frontier adventure, and 4. Misadventure.
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<p>According to the Toerisme Vlaanderen model shown, what three core domains shape an impactful experience?</p>

According to the Toerisme Vlaanderen model shown, what three core domains shape an impactful experience?

  1. Plek (Place: undergoing and experiencing), 2. Doen (Doing: physical challenges and mental reflection), and 3. Mensen (People: meeting and conversing).
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What three sub-categories generate an impactful experience through a 'PLEK' (Place)?

  1. Overwhelming art, heritage, and history (overweldigende kunst, erfgoed en geschiedenis), 2. Overwhelming nature (overweldigende natuur), and 3. Experiencing the culture or condition of a location (such as confronting inequality, poverty, environmental damage, or unique atmosphere).
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What three types of interpersonal encounters create an impactful experience through 'MENSEN' (People)?

  1. Meeting the local host (lokale gastheer: local population or passionate service providers), 2. Interacting differently with one's travel companions (family or friends), and 3. Connecting and collaborating with other travelers.
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What two categories of activities constitute an impactful experience through 'DOEN' (Doing)?

  1. Boundary-pushing activities (grensverleggende activiteiten, such as pilgrimages or physical trials that push limits outside the comfort zone) and 2. Inspiring activities (inspirerende activiteiten offering space for silence, reflection, spiritual connection, and contemplation).
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What six criteria define an 'ideale beleving' (ideal experience)?

It must be finished to perfection down to the smallest detail, target the widest possible audience, offer a layered offering for young and old, be accessible, be available in multiple languages, and align with visitor interests and prior knowledge.

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What four distinct forms of authenticity are categorized as experience design instruments?

  1. Natural (purest state, untreated by humans), 2. Original (innovative, authentic character of goods/services), 3. Exceptional (delivering surprising, out-of-the-ordinary performances), and 4. Influential (driven by meaningful goals and positive societal impact).
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What are the seven experience instruments (belevingsinstrumenten) used to construct an experience?

  1. Authenticiteit (authenticity), 2. Animatie (animation), 3. Thematiseren (thematization), 4. Storytelling, 5. Zintuigen activeren (sensory stimulation), 6. Spel (games and gamification), and 7. Link met sociale media (social media integration).
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What is 'Masai walking' and what is its primary health benefit?

It is an exercise-based walking method practiced on uneven ground that promotes spinal posture and alleviates back problems.

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What is 'fierljeppen' and where does it originate?

It is the traditional sport of vaulting across ditches or canals using a long pole, originating in Friesland in the Netherlands.

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What are 'Icoonfietsroutes' in Flanders?

They are long-distance themed cycling routes that combine cycling infrastructure (hardware) with cultural identity (software) to showcase the heritage and DNA of Flanders.

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What is a 'trekkershut' (hiker's cabin) and what is the maximum duration of stay allowed?

It is a budget cabin accommodation situated on a campsite or recreation park, permitting a maximum stay of 7 nights7\,\text{nights}.

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Why is a narrative video considered the most effective medium for long-term memory retention?

Narrative videos evoke emotions, focus on essential themes rather than excessive data, use relatable characters, and connect the audience to the storyteller, allowing facts to be remembered far longer than raw figures or static pictures.

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What is a 'premisse' (premise) in storytelling design?

The single core message or summary sentence that the audience retains and uses to encapsulate the entire narrative after experiencing it.

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What is the structural difference between a protagonist and an antagonist?

The protagonist is the main character or hero who possesses an inner drive and undergoes personal evolution, whereas the antagonist is the secondary opposing force or character that generates resistance, obstacles, and conflict.

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What are the three components of Aristotle's 3-act dramatic structure (3-aktenstructuur)?

  1. Beginning: set-up (concluding with Plot Point 1), 2. Middle: confrontation (concluding with Plot Point 2), and 3. End: resolution.
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How must storytelling adapt to high-involvement versus low-involvement audiences?

High-involvement audiences (high prior knowledge) require depth, professional terminology, intellectual challenges, and factual analysis; low-involvement audiences (low prior knowledge) require entertainment, visual appeal, humor, and short video clips.

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What technical definitions differentiate Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR)?

Augmented Reality (AR) superimposes computer-generated virtual content onto the real physical world without replacing it (e.g., Pokémon GO); Virtual Reality (VR) fully replaces reality with an artificial digital environment using a headset; Mixed Reality (MR) seamlessly integrates interactive virtual and real-world elements together.

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What economic calculation must tourism managers balance before adopting immersive technologies?

Because immersive technologies depend on third-party suppliers and elevate production costs, managers must define a realistic ambition level and evaluate expected visitor intake to secure a viable return on investment (terugverdieneffect).