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Use of Virtual Environment and Virtual Prototypes in Co-Design: The Case of Hospital Design
10 references·0 citing·45 second hop
Use of Virtual Environment and Virtual Prototypes in Co-Design: The Case of Hospital Design (2019)Use of Virtual Environment and Virtual Pr…On the use of Virtual Reality for a human-centered workplace design (2018)On the use of Virtual Reality…A co-design approach to service improvement resulted in teams exhibiting characteristics that support innovation (2017)A co-design approach to servi…The hybrid designer/end-user: Revealing paradoxes in co-design (2015)The hybrid designer/end-user:…Empowering the new traveller: storytelling as a co-creative behaviour in tourism (2014)Empowering the new traveller:…Evidence Against a Correlation Between Ease of Use and Actual Use of a Device in a Walk-in Virtual Environment (2013)Evidence Against a Correlatio…Co-Creation in Virtual Worlds: The Design of the User Experience1 (2011)Co-Creation in Virtual Worlds…Benefits of Co-design in Service Design Projects (2011)Benefits of Co-design in Serv…Co-creation and the new landscapes of design (2008)Co-creation and the new lands…A Review of the Research Literature on Evidence-Based Healthcare Design (2008)A Review of the Research Lite…User participation and democracy: a discussion of Scandinavian research on systems development (1995)User participation and democr…The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Brand Community (2001)Online Customer Experience in e-Retailing: An empirical model of Antecedents and Outcomes (2012)Positioning and Presenting Design Science Research for Maximum Impact1 (2013)Examining branding co-creation in brand communities on social media: Applying the paradigm of Stimulus-Organism-Response (2017)The Experience Economy (2012)You are what you can access: Sharing and collaborative consumption online (2013)The Archetypes and the Collective Unconscious (2014)Business model innovation and value-creation: the triadic way (2018)Storytelling about places: Tourism marketing in the digital age (2018)The impact of tourism activity type on emotion and storytelling: The moderating roles of travel companion presence and relative ability (2020)An Exploratory Investigation of User Involvement in New Service Development (2002)Consumer Cocreation in New Product Development (2010)Co-Production and the Co-Creation of Value in Public Services: A suitable case for treatment? (2016)Co-Production and Co-Creation (2018)Customer journeys: a systematic literature review (2018)Department of Labor (1941)From hospital to community psychiatry (1970)Handbook of environmental psychology (1987)Guidelines for intensive care unit design* (2012)Healing environment: A review of the impact of physical environmental factors on users (2012)COVID-19 Lockdown: Housing Built Environment’s Effects on Mental Health (2020)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Research in Organizational Behavior. (1986)Qualitative research practice: a guide for social science students and researchers (2003)Characteristics of Innovation and Innovation Adoption in Public Organizations: Assessing the Role of Managers (2008)Staying Strong Toolbox: Co-design of a physical activity and lifestyle program for Aboriginal families with Machado-Joseph disease in the Top End of Australia (2021)Labor and Monopoly Capital (1974)Reengineering Work: Don’t Automate, Obliterate (1990)Reengineering the Corporation (1993)A Paradigmatic Analysis Contrasting Information Systems Development Approaches and Methodologies (1998)Fighting Against Windmills: Strategic Information Systems and Organizational Deep Structures1 (2007)Stories We Tell About Labor (2016)Case Study Research: Design and Methods (1984)Case study research: Design and methods (1986)Understanding the Influence of the Co-Design Process on Well-Being (2016)Generate don’t evaluate: how can codesign benefit communication designers? (2017)Co‐Design Education Based on the Changing Designer's Role and Changing Creativity (2018)Experience-based Co-design and Healthcare Improvement: Realizing Participatory Design in the Public Sector (2015)What is co-creation? An interactional creation framework and its implications for value creation (2017)Innovation orientation and performance of small and medium-sized enterprises (SMES) in Ghana: evidence from manufacturing sector (2021)Virtual Reality and Digital Human Modeling for Ergonomic Assessment in Industrial Product Development: A Patent and Literature Review (2022)
this work references cited by second hop

References

  • 2008Co-creation and the new landscapes of design5,552 cited
  • 2008A Review of the Research Literature on Evidence-Based Healthcare Design1,427 cited
  • 2011Benefits of Co-design in Service Design Projects580 cited
  • 2011Co-Creation in Virtual Worlds: The Design of the User Experience1482 cited
  • 1995User participation and democracy: a discussion of Scandinavian research on systems development339 cited
  • 2014Empowering the new traveller: storytelling as a co-creative behaviour in tourism150 cited
  • 2018On the use of Virtual Reality for a human-centered workplace design78 cited
  • 2015The hybrid designer/end-user: Revealing paradoxes in co-design54 cited
  • 2017A co-design approach to service improvement resulted in teams exhibiting characteristics that support innovation29 cited
  • 2013Evidence Against a Correlation Between Ease of Use and Actual Use of a Device in a Walk-in Virtual Environment10 cited

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