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Big Ideas
Big Ideas
Services and products can be designed through consultation and collaboration.
Personal design choices require the evaluation and refinement of skills.
Tools and technologies
tools that extend human capabilities
can influence communications and relationships.
Content
Learning Standards
Content
design for tourism and hospitality services and products
consumer types
for example, excursionist, international tourist, domestic tourist, guest, visitor
factors that influence tourism
for example, target markets, explorer quotient (EQ), travel motivators, consumer decision-making processes
products and services and consumer choices
evolving sectors
for example, travel services, transportation, accommodation, food and beverage, recreation and entertainment
of the tourism industry in a changing marketplace outbound tourism, inbound tourism; adapting to/mitigating disruptors
economic influence
for example, multiplier effect, relationship with other industries (e.g., forestry, fishing, mining)
of tourism
characteristics of services
variability (heterogeneity), intangibility, perishability, simultaneity
as distinct from goods
local factors
for example, political, environmental, economic, social, technological
in the evolution for example, ancient times, Grand Tours, organized travel, rail travel, steam boats, automobiles, air travel, jet age, mass tourism, technological shift, sustainability
of tourism over time
agencies
local, regional, provincial, national, and international support organizations; for example, destination marketing organizations, chambers of commerce, visitor information centres, economic development offices, industry associations, government departments and ministries, non-governmental organizations NGOs
that influence the development, management, and marketing of tourism products, services, and destinations
marketing considerations
for example:
and strategies for industry management
- for businesses, public service agencies, hospitality
- experiential tourism or sightseeing
- advertising, public relations/media, personal selling, direct marketing, sales promotion
- unique characteristics of Canadian and BC history, physical geography, arts
marketing through evolving industry technologies
for example, point-of-sale (POS) systems, property management systems (PMS), customer relationship management (CRM) systems, social media, Internet, apps
First Peoples tourism
tourism businesses that are majority-owned and operated by First Nations, Métis, or Inuit and that demonstrate a connection and responsibility to the local First Peoples community and traditional territory where the operation resides
and the local/provincial market and economy
cultural sensitivity and etiquette, including ethics of cultural appropriation
using or sharing a cultural motif, theme, “voice,” image, knowledge, story, song, or drama without permission or appropriate context or in a way that may misrepresent the real experience of the people from whose culture it is drawn
hospitality and communication skills to interact effectively
for example, welcoming discourse or body language; ways to communicate with people who may have limited local language skills/proficiency or diverse cultural heritages
with local and international tourists
Curricular Competency
Learning Standards
Curricular Competency
Applied Design
Understanding context
- Engage in consumer-centred researchresearch done directly with potential consumers to understand how they do things and why, their physical and emotional needs, how they think about the world, and what is meaningful to themand empathetic observationaimed at understanding the values and beliefs of other cultures and the diverse motivations and needs of different people; may be informed by experiences of people involved; traditional cultural knowledge and approaches; First Peoples worldviews, perspectives, knowledge, and practices; places, including the land and its natural resources and analogous settings; experts and thought leaders
Defining
- Establish a point of view for a chosen design opportunity
- Identify potential consumers, intended impact, and possible unintended negative consequences for a chosen tourism design opportunity
- Identify criteria for success, constraintslimiting factors, such as consumer requirements and wishes, expense, environmental impact, copyright, and possible unintended negative consequences
Ideating
- Identify gaps to explore in the tourism industry
- Generate ideas and enhance others’ ideas to create possibilities
- Critically analyze how competing social, ethical, and community factors may impact design
- Screen ideas against criteria and constraints, and prioritize them for prototyping
- Collaborate with potential consumers throughout the design process when possible
Prototyping
- Identify and use a variety of sources of inspirationmay include personal experiences; First Peoples perspectives and knowledge; the natural environment and places, including the land, its natural resources, and analogous settings; people, including consumers, experts, and thought leadersand informationmay include professionals; First Nations, Métis, or Inuit community experts; secondary sources; collective pools of knowledge in communities and collaborative atmospheres both online and offline
- Compare, select, and employ techniques that facilitate a given task or process
- Develop a product plan and/or service plan that includes key stages and resources
Testing
- Identify and obtain critical feedback from multiple sourcesmay include peers; consumers; First Nations, Métis, or Inuit community experts; other experts and professionals both online and offline, both initially and over time
- Based on feedback received and evaluated, make changes to product and/or service plan or processes as needed
Making
- Identify tools, technologies, materials, processes, and time needed for development and implementation
- Use project management processessetting goals, planning, organizing, constructing, monitoring, and leading during executionwhen working individually or collaboratively to coordinate processes
- Sharemay include showing to others or use by others, giving away, or marketing and sellingprogress to increase opportunities for feedback, collaboration, and, if applicable, marketing
Sharing
- Decide on how and with whom to share or promote their product or servicefor example, a physical product, process, system, service, activity, or environment, their creativity, and, if applicable, their intellectual propertycreations of the intellect such as works of art, inventions, discoveries, design ideas to which one has the legal rights of ownership
- Critically reflect on their design thinking and processes, and identify new design goals
- Assess their ability to work effectively, both individually and collaboratively
Applied Skills
Apply safety procedures for themselves, co-workers, and consumers in both physical and digital environments
Identify and assess skills needed for design interests, and develop specific plans to learn or refine them over time
Demonstrate the ability to apply a framework for problem solving
Applied Technologies
Explore existing, new, and emerging tools, technologies, and systems and evaluate their suitability for the task at hand
Evaluate impacts, including unintended negative consequences, of choices made about technology use
Analyze the role and personal, interpersonal, social, and environmental impacts of technologies in societal change
Examine how cultural beliefs, values, and ethical positions affect the development and use of technologies