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Globally, coastal areas can be seen as the most popular tourist-recreational destinations. Consequently, these destinations generate major visitor flows. Furthermore, they are interpreted differently by every visitor, for example depending on lifestyles and age. These two problems, or maybe chances, are the central focus in this article. More specifically, this conceptual paper examines what the typical coastal experience consists of and in which ways the producers of the tourist-recreational coastal product can anticipate this. After explaining the principles of visitor management, as defined by Ennen, a theoretical framework is presented that tries to capture the total coastal experience. Then, two existing coastal areas are projected onto this framework. Finally, some conclusions are drawn.
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Artikel student Facility Management. Beoordeling: 7.
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Het aantal banen neemt toe. Jaarlijks ontstaan er volgens CBS (2019) ongeveer 900 duizend vacatures. Deze keer is de verandering op de arbeidsmarkt niet het resultaat van één enkele factor, maar eerder een combinatie van vijf factoren: snelle technologische vooruitgang, diepgaande veranderingen in gezondheid en demografie, een groeiende economie, toenemende globalisering en belangrijke maatschappelijke veranderingen - die samen een groot deel van wat we als vanzelfsprekend beschouwen, fundamenteel transformeren (Gratton, 2011). Digitalisering en automatisering spelen een grote rol bij deze veranderingen. Er zijn optimistische voorspellingen dat nieuwe technologieën de arbeidsmarkt ten goede komen. Technologie verlaagt bijvoorbeeld de werkdruk. We zouden door technologie zelfs naar een kortere werkweek kunnen en nieuwe banen erbij krijgen, zodat niemand ongewild zonder werk komt te zitten (Ford, 2015; Giang, 2015; Mahdawi, 2017; MGI, 2017). Echter, de angst dat automatisering banen over gaat nemen en er een tekort aan werk gaat ontstaan, is ook een veelgehoorde zorg (Alexis, 2017; Ford, 2015; Giang, 2015; MGI, 2017; WRR. 2013).
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ABSTRACT Purpose of this paper This paper aims to study different aspects of a logistics purchasing process from both the buyer's and supplier's perspective to compare literature and practice. Design/methodology/approach A multiple case study approach is chosen based on the exploratory character of the study. Seven recent logistics purchasing projects are studied by means of semi-structured interviews and company documents. Findings Literature review makes clear that the complexity of outsourced logistics services increased. As a result, buyers of these services should adapt their purchasing process to thoroughly think through its purchasing processes before going on the market, and to fully benefit from the expertise of service providers. Nevertheless, the cases show that most buyers still follow a traditional purchasing approach and process where service providers are not involved in defining the specifications of the logistics services. As a result shippers do not fully benefit from the expertise and possibilities of the service providers. Research limitations/implications The research is qualitative in nature and therefore limited to making theoretical propositions and to generalizing the findings to the total population. This must be accomplished through additional empirical verification. Practical implications The paper shows that both shippers and logistics service providers could improve their competitive position by changing the purchasing process and approach for logistics services. What is original/value of paper Our research differs from existing publications on logistics outsourcing for two reasons: 1) Existing publications do not primarily focus on the aspect of supplier involvement in purchasing logistics services. 2) Our study involves both the buyer's and the supplier's perspective.
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Recent developments in digital technology and consumer culture have created new opportunities for retail and brand event concepts which create value by offering more than solely marketing or transactions, but rather a place where passion is shared. This chapter will define the concept of ‘fashion space’ and consumer experience, and delves into strategies for creating experiences that both align with a brand’s ethos and identity and build brand communities. It will provide insight on creating strong shared brand experiences that integrate physical and digital spaces, AR and VR. These insights can be used for consumer spaces but also for media and buyer events, runway shows, test labs and showrooms. Since its launch in 2007, international fashion brand COS has focused on creating fashion spaces that build and reinforce a COS fashion community. COS retail stores with their extraordinary architecture, both traditional and contemporary, contribute stories and facilitate intense brand experiences. Moreover, COS’ dedication to share the artistic inspirations of its people led to collaborating on interactive and multi-sensory installations which allow consumers to affectively connect to the brand’s personality and values. Thus, the brand was able to establish itself firmly in the lifestyle of its customers, facilitating and developing their aesthetics and values. This is an Accepted Manuscript of a book chapter published by Routledge/CRC Press in "Communicating Fashion Brands. Theoretical and Practical Perspectives" on 03-03-2020, available online: https://www.routledge.com/Communicating-Fashion-Brands-Theoretical-and-Practical-Perspectives/Huggard-Cope/p/book/9781138613560. LinkedIn: https://nl.linkedin.com/in/overdiek12345
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The shortage for ICT personal in the EU is large and expected to increase. The aim of this research is to contribute to a better understanding of the roles and competences needed, so that education curricula can be better aligned to evolving market demand by answering the research question: Which competence gaps do we need to bridge in order to meet the future need for sufficiently qualified personnel in the EU Software sector? In this research, a mixed method approach was executed in twelve European countries, to map the current and future needs for competences in the EU. The analyses shows changes in demand regarding technical skills, e.g. low-code and a stronger focus on soft skills like communication and critical thinking. Besides this, the research showed educational institutes would do well to develop their curricula in a practical way by integration of real live cases and work together with organizations.
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Ondanks de in de managementliteratuur beloofde voordelen leidt het concentreren van ondersteunende processen in shared service centers (SSC’s) in de praktijk vaak tot problemen, vooral op het terrein van de coördinatie. Dit heeft grote gevolgen voor de effectiviteit van SSC’s. Een strategie die steeds vaker toegepast wordt om deze problemen op te lossen, is de vorming van een regieorganisatie die verantwoordelijk is voor het afstemmen van de vraag naar en het aanbod van ondersteunende diensten. Deze strategie blijft gericht op het realiseren van efficiencyvoordelen door ‘economies of scale’. Maar is de regieorganisatie wel effectief? In dit artikel analyseren we de regieorganisatie vanuit het systeemtheoretisch perspectief op organisatieontwerp en evalueren we de effectiviteit ervan in een recent, diepgaand onderzoek in een grote Nederlandse organisatie. We concluderen dat de regieorganisatie de problemen niet oplost. Integendeel: de problemen nemen toe en de kosten stijgen. Wij pleiten daarom voor de ontwikkeling van een andere, meer effectieve strategie, gericht op het realiseren van ‘economies of flow’ in de ondersteunende processen.
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Immersive technologies are redefining and revolutionizing the staging of experiences and co-creation of value, implicating the management of customer experiences. However, limited studies have looked at the role of immersive technologies as part of the customer experience management (CXM) process. Incorporating the concepts of experience economy and value co-creation, this study proposes a dynamic CXM framework that highlights the emerging field of immersive technologies like augmented and virtual reality as part of business and marketing research. The framework acts as a guide for researchers and industry practitioners to initiate immersive technology ventures that are rooted in the co-creation and management of customer experiences
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