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    The attributes of heritage, cultural, and creative tourism in the context of sustainability before and after the COVID-19 pandemic: A comprehensive review
    (2024-01-01)
    The activities and characteristics of heritage, cultural, and creative tourism are notably distinct despite the fact that they are frequently confused and misunderstood. Moreover, these types of tourism have been significantly affected by the COVID-19 pandemic. This review article aims to explore the characteristics of three types of tourism, both pre-and post-pandemic, and seeks to propose sustainable solutions with new opportunities for the tourism industry. The article adopts a PRISMA flow diagram and VOSviewer to perform a systematic literature review, ultimately selecting 179 articles from the Scopus, ScienceDirect, and Google Scholar databases and grouping them into five clusters: 1) heritage, cultural, and creative tourism; 2) co-creation; 3) creative city; 4) sustainability; and 5) technology and innovation. Consequently, this review article proposes a final framework presenting five related clusters suggesting sustainable solutions for creative tourism. It may aid the tourism industries in their transition to creative tourism, which is more sustainable and broadly focused while ensuring safety and enhancing income for local communities in the post-pandemic period.
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    Applying Classic Literature to Facilitate Cultural Heritage Tourism for Youth through Multimedia E-Book
    (2024-09-01)
    The majority of cultural heritage tourism globally lacks the diversity of young tourists since there is a universal trend among youth worldwide considering that cultural and heritage stories are unrelated to their lifestyles and not designed for them. This research therefore makes use of classic Thai literature that the target group (grade 12) has studied, “Khun Chang Khun Phaen (KCKP)”, which includes actual heritage places in the province of Suphan Buri. It aims to create and evaluate design guidelines applying classic literature to facilitate cultural heritage tourism and interest in learning classic literature and history, specifically for youth, in three phases. In Phase 1, design guidelines are developed based on the answers of on-site questionnaires distributed to 600 young people. In Phase 2, a multimedia KCKP e-book is created, and in Phase 3, this multimedia KCKP e-book is evaluated using the results from 100 on-site questionnaires—serving as the research’s success criterion. The findings indicate that this e-book may spark a strong interest in youth for KCKP literature (mean = 4.53/5), cultural heritage tourism (mean = 4.56/5), and history (mean = 4.72/5). These findings affirm that the design guidelines effectively engage young tourists and promote an appreciation for cultural heritage, history, and classic literature.
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    Teaching art via digital technology for the elderly applying with inclusive design: A review
    Art studies and activities for older adults have received significantly less attention as a result of prohibitively expensive materials that are unfit for commercial use, and research utilizing digital technology to investigate artistic activities for older adults is extremely limited. The purpose of this article is to analyze and review recent research in these fields to summarize the current trends. The literature review comprised 108 articles from databases that included Scopus, ScienceDirect, and Google Scholar. The papers were subjected to a thorough examination by the VOSviewer program and researchers, who utilized content analysis to classify them into four themes: 1) inclusive design; 2) accessibility; 3) digital art therapy and 4) digital technology environments. Further investigation and development are necessary to propose a novel approach to instructing senior-level art utilizing cutting-edge technologies, which could be enhanced by the findings of this review article.
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    UDL-Based Photography Educational Resource for Older Adults: Design Guidelines for Mobile Education
    (2026-01-01)
    This research aims to develop design guidelines for the smartphone-based photography educational resource for older adults through Universal Design for Learning (UDL) principles. Employing a two-phase methodology, the research collected data from 100 older adults in Bangkok through questionnaires examining barriers, drivers, and learning preferences, followed by design guideline development. Analysis revealed a perception of difficulty as the primary barrier, while post-retirement income potential emerged as the strongest driver. All participants preferred smartphones for learning photography, yet simultaneously favored along with physical books as reference materials. The research contributes to human–computer interaction (HCI) knowledge by providing validated design guidelines that address typography preferences, visual contrast requirements, and layout specifications while accommodating older adults’ dual-modality learning preferences. These findings advance age-appropriate mobile interface design while offering practical implementation strategies for developers creating educational applications supporting creative engagement among older adults.
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    Sustainability at Home: The Development of an Efficient Framework for Home Energy-Saving Applications
    (2023-08-01)
    Tongsubanan, Sarunporn
    ;
    Energy consumption is increasing due to the rise in the world population, industrialization, and urbanization, particularly in the residential sector, attributed to a lack of user-friendly tools. This study seeks to create a research framework and wireframe for home energy-saving applications. A systematic literature review (SLR) was conducted using the VOSviewer software version 1.6.18 tool to pinpoint the research problems. Three key research problems were identified: Inadequate information presentation for both experts and non-experts, insufficient consideration for middle-aged and elderly users, and difficulties in interpreting graphics or images on the application’s display screens. This qualitative research involved three rounds of co-creation activities with nine experts and nine non-experts to identify major problems and preliminary solutions. As a result, two key issues were addressed from the qualitative data: The problem of area calculation, resolved by simplifying data entry processes, and the issue of material selection within homes, improved by incorporating illustrative images with concise, easily understandable descriptions. The outcome of this research is a framework and wireframe that lays the groundwork for developing user-friendly applications that promote sustainable behaviors in residential energy usage. This research contributes valuable guidelines for developers and stakeholders to create more efficient and user-friendly applications, thus promoting environmental action and sustainable practices in residential settings.
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    What Information Content Do Students Want from a Postgraduate Design Course Website? A Case Study Applied to User-Centered Design
    (2023-01-01) ; ; ;
    Sumthumpruek, Apinantn
    Information content is the first factor to consider when creating a successful website. However, a limited number of studies focus on this factor of creating a university's website, especially a website for a design course, as it is different from others. Moreover, most university websites do not include and involve students' needs in the website design process. Therefore, this research aims to investigate what information on a postgraduate design course website leads prospective students to be interested. This research set up online group interviews for 37 design program students in Thailand in March 2021 with three structured questions about what ideal content they would like to have on a design course website. Before interviewing, all participants were asked to watch presentations and review the top five design university websites. After that, the researchers transcribed and used thematic coding analysis; these were analyzed, discussed, and rechecked by four researchers for reliability. The findings show participants prefer to see "curriculum information," "students' and lecturers' showcases," and the "strength and uniqueness of the curriculum." Regarding multimedia/video presentations, most students prefer "presenting by storytelling," "presenting by both students and lecturer," and "presenting by students." In terms of infographics and motion graphics, they need "details of the curriculum," "branding and strength of the curriculum," and "occupations or opportunities." Finally, this research contributes to knowledge by presenting what information to include on a postgraduate design course website and how to present it. As a result, universities could improve their design course website to match the target group's needs and increase marketing competition and recruitment.
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    Co-creation in cultural industries: Developing art toys for youth tourism through theoretical integration
    (2026-03-01) ;
    Nickpour, Farnaz
    This research addresses two key challenges in cultural tourism. First, youths aged 18–25 show limited interest in cultural tourism due to outdated presentation methods and cultural products. Second, there is insufficient understanding of how to create culturally authentic products for youths while maintaining sustainable business models. The study aims to understand youth tourist preferences and develop a co-creation framework for designing art toys that promote cultural tourism. A mixed-methods approach was used, combining questionnaires completed by 400 youths in Bangkok with co-design workshops involving 11 professionals from marketing and design teams. The findings show that 31 % of the youths prioritized the cuteness of art toys. Participants expressed a preference for art toys that reflect Thai identity without an old-fashioned style (Mean = 3.81/5) and reported high interest in cultural tourism (Mean = 4.01/5). Workshop outcomes emphasized simplifying patterns, using nostalgia marketing, and creating location-exclusive cultural art toys. The study proposes the Youth-Centered Art Toy Framework for Cultural Tourism, which demonstrates how co-creation can transform cultural industries through stakeholder collaboration. The framework contributes to existing knowledge by providing empirical data to support cultural preservation within business model development and by demonstrating how the integration of four theories can generate sustainable revenue streams.
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    Mobile application of local baba-peranakan food tourism for generation y: A case study of phuket province, thailand
    (2024-08-01)
    Surapiyawong, Paranee
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    Local food in Phuket, which was awarded UNESCO’s City of Gastronomy in 2015, has received attention, especially the local cuisine representing the Baba–Peranakan people. However, studies and information about Thailand’s Baba cuisine are vague, limited, and in need of support because of the lack of storytelling, technology, and targeted tourist channels. Therefore, this research aimed to study Baba cuisine, to design guidelines, and to create and evaluate a mobile phone application (or app, in popular usage) prototype to promote food tourism in Phuket province for Generation Y. First, 20 mobile food apps were analyzed, reviewed, and interviewed by ten experts from the fields of local food tourism and app design. Next, the researchers designed a logo, icons, and site map; chose a color scheme and font; and took pictures for a Baba food mobile app prototype. In the evaluation stage, 100 online questionnaires were distributed and evaluated in terms of the following five factors: User experience, user interface, information content, usefulness, and building a good image. The average mean score for all factors was 4.55 (strongly agree). This research contributes to knowledge about how to promote local food and cultural tourism for Generation Y through mobile applications. It could be applied not just in Phuket but in all cities, leading to an improvement in local economies.
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    Museums for Older Adults and Mobility-Impaired People: Applying Inclusive Design Principles and Digital Storytelling Guidelines—A Review
    (2024-04-01) ; ;
    Harrison, David
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    Nickpour, Farnaz
    The research problems addressed in this article pertain to the limited understanding and insufficient availability of digital storytelling guidelines for elderly and physically impaired individuals in museum presentations. The objective of this review is to explore digital storytelling guidelines along with the latest technology in museums catering to older adults and those with mobility impairments. This literature review included databases such as Scopus, ScienceDirect, and Google Scholar, covering the period from 2000 to 2023. Researchers comprehensively examined and employed content analysis to categorize all papers into three primary themes: (1) inclusive design for museum presentations; (2) trends in technology for digital storytelling in museum presentations; (3) guidelines for digital storytelling in museum presentations. This review article could enhance understanding and promote diversity, accessibility, and motivation among two specific groups of museum visitors, both onsite and online.
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    A Conceptual Framework and Website Design for Promoting Cultural Tourism in Kalasin Province for Travelers Using Big Bikes
    (2024-12-01)
    Wongpracha, Boonyarich
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    ; ; ;
    Sumthumpruek, Apinantn
    Motorcycle tourism is considered a source of high-value tourists, as this group is willing to pay a premium for their unique experiences. This premium provides the benefit of increased income for the local economy. However, compared to mass tourism, there is a lack of information for motorcycle tourists that is specific to their lifestyle and needs. Moreover, there is no conceptual framework or official website about tourist information, accommodations, and facilities for motorcycle tourism in Thailand. Therefore, this study aims to propose a framework, and to create and evaluate a big bike cultural tourism website of Kalasin province. Three sub-studies with different methods were applied. First, four experts and 18 big bike tourists were interviewed to identify guidelines that would help to create a website. Next, the website, www.kalasin.city, was created from the users’ needs. Finally, the website was evaluated for four main factors (user experience (UX), user interface (UI), content, and desirability), and the conceptual framework was proposed. The findings indicate that UX received an average mean score of 4.47 (satisfied); UI, 4.47 (satisfied); content, 4.48 (satisfied); and desirability, 4.54 (very satisfied)-meaning that big bike users are motivated to travel in Kalasin province.
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