Test 2 Flashcards
Leisure experiences and their tangibility (3)
Product: inclusive
Goods: tangible
Service: intangible
Experience: memories
Goods
Physical entities markets for use in leisure
Supplies: consumable
Equipment: non-consumable products
Services:
personal services
equipment and venue rental
Experiences:
activities and events
Methods of increasing revenue for activities (6)
- selling instruction in the activity
- Renting equipment
- Charging admission
- Selling equipment
- Charging for organizing and arranging
- Selling supplies
Examples for increasing revenue at events: (3)
- entrance fee
- parking fee
- souvenir sales
Service encounter definition:
any interaction between patron and provider
Client
passively receives recommendations from programmers
Consumer:
uses services
Customer
regular
Guest
valued
Member
exclusive
Patron
buys services
Visitor
visits
Goal
broad statement
Objective
specific statements that describe how the goal will be accomplished
Types of goals 8
planning, strategic, outcome, profit, budget, profit, income, learning, performance
Program vs. participants:
-What you (as the programmer) need to accomplish
vs.
-What your participant will gain from participating in your program
3 learning domains
psychomotor, cognitive, affective
Blooms Taxonomy (6)
Knowledge, comprehension, application, analysis, synthesis, evaluation
Mission
Organizational purpose, general, not measurable
Mission statement
is accomplished by a succeeding series of goals and objectives that become more narrow and specific
How can you create goals (3)
- top down
- bottom up
- top down with input and revision
Agency mission
emerges from analysis of individual, organization and community needs
Open space inventory (3)
- total amount of public acreage
- map of recreation areas
- knowledge of recreation areas
Facility inventory
list of public and private facilities
program services
list and info about all leisure services
Strategic directions (3)
- mission (not measurable)
- 3-5 year short range planning goals (not always measurable)
- 1 year management objective goals (must be measurable)
Approaches
-marketing or community approach
Assessing the macro environment for individual needs (5)
- Demographic
- Social
- Technological
- Economic
- Political
Assessing the organization
- strengths and weaknesses
- distinctive competencies
- resource dependency
- organizing rationale
Assessing community needs
- assess current leisure opportunities being offered
- what are the opportunities and threats in your community
How can you choose to design a program? 2
- trial and error
- obtain client input (marketing research)
Key concepts (4)
-need, interest, want, intention
Approaches to needs assessment 4
- citizens advisory groups
- Public meetings and workshops
- Interviews (unscheduled/scheduled)
- surveys
Program design
Planning the step-by-step action scenarios and configurations of the six key elements of a situated activity system
Techniques 5
- design tactics
- imagined interactions
- candidate plans
- multiple forecasts
- visualization (internal, external, social role)
Artistic factors: 6
theme deepening sensitizing customizing characterizing memorabilia
Technical factors 6:
- courtesy of cast
- tangibles
- reliability
- responsiveness
- empathy
- competence
Program planning vs creative programming
Program planning: problem solving, problem of a definition
vs.
Creative programming- innovation
Phases of creativity 4
- Problem definition
- Generate approaches
- Exploration and interpretation
- Innovation
Want
culturally learned behaviour pattern for satisfying specific needs
Intention
the commitment to acquire specific satisfiers of wants
Motivation:
Interest (lowest)
Want (stronger)
Intends (strongest)
Needs 4
Normative needs (standards) felt needs (perception) Expressed needs (fulfilled through participation) Comparative needs (variations of services)
Program design model 3
- Design goals (outcome)
- Design components (means)
- Design tactics (process)
Hard vs. soft transition
Hard: facilitate some transition - have to plan a lot for it
Soft: doesn’t take a lot for participants to do - not much planning
Entering into creativity 4
Preparation
Incubation
Illumination
Verification