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College of Public Health, Yala

II. RESEARCH METHODOLOGY A. Population and sample

Population in this study was 36 students who studied diploma of department of Emergency Medical Operation year 2015 at Sirindhorn College of Public Health, Yala.

The samples were 16 first-year students who studied diploma of department of Emergency Medical Operation year 2015 semester III at Sirindhorn College of Public Health, Yala.

B. The instruments used in the study

1. Lesson plans about a group discussion and simulation scenario in Diploma of Academic Emergency Medicine Course, academic year 2013 on patient transportation topic.

The techniques of teaching an integrated approach between group discussion and simulation scenario. In addition, satisfaction assessment questionnaire for the lesson plans which was consisted of four minor lesson plans, as detailed below.

1.1 Lesson plan no.1 is about setting body position for injured or illness patients.

1.2 Lesson plan no. 2 is about lifting and moving patients without any device.

1.3 Lesson plan no. 3 is about lifting and moving patients with equipment.

1.4 Lesson plan no. 4 is about lifting and moving patients with fixation device.

Four lesson plans were brought to third qualified persons to check the validity content, appropriate language, presented as Index of Item – Objective Congruence (IOC). A score is acceptable during 0.50 to 1.00. The outcome of expert opinions was showed 1.00.

Recommendations from the experts were developed six lesson plans and tried out with students who were studying diploma 3rd semester of academic year 2015, Sirindhorn College of Public Health, Yala. After trying out, developed plans were improved the six final lesson plan and were ready to apply to the student samples.

2. Treatment skill assessment in emergency medical operation was created by exploring a composition of emergency medical operation skills, identifying emergency medicine skills, and creating skills assessment test applied from scenarios evaluation in basic emergency medical organizations manual for facilitators * (7). The assessment form were brought to three experts to check the validity as presented as IOC. The results from the three experts showed IOC = 1.00 and the assessment was improved followed the three expert suggestions.

The developed assessment was brought to try out with another first-year diploma students who studied the same topic but a group sample that aimed to test the coefficient alpha (Α-Coefficient) * (8). Consequently, the test alpha showed a reliability of 0.81 so that the treatment skill assessment was brought to apply with a student sample of this study.

3. Solving problem ability assessment in operational emergency medical care was developed by studying a composition of scenarios to measure the ability of solving problems in medical emergency operation, determining composition of skills, and improving skills assessment tests applied from scenario evaluation in basic manual emergency medical organizations for facilitator * (9). The assessment were passed to three experts to check the

validity as showed as IOC and the IOC was 1.00 that was reasonable. All three opinions were developed the assessment before trying out with another first-year diploma students who studied the same topic but a group sample to find the confidence with coefficient alpha. (Α-Coefficient) * (10). As a results the test alpha showed a reliability of 0.82 so that the problem solving skill assessment was brought to apply with a student sample of this study.

4. Questionnaire assessed student satisfactions towards learning activities and media for learning process. Steps for making the questionnaire were 1) explore documents related to assess a satisfaction on learning and on media for learning. The questionnaire was identified satisfaction level followed Likert, a five-star rating scale.

C. Data Collection were conducted as follows.

1. Testing the study sample.

2. Teaching based on four lesson plans

3. After learning students were tested by using treatment skill tests in operational emergency medicine and solving problems abilities in operational emergency medical care.

In addition, teaching satisfaction was evaluated by students every lesson plan and learning satisfaction integrated between a group discussion and simulation scenario was also assessed.

Then the scores were brought to analyze data.

III. RESULTS

1. The comparison on pre-and-post care skills in emergency medicine after students learning with the integrated approach between group discussion and simulation scenario (see Table 1).

Table 1 compares treatment skills on emergency medical care before and after learning based on teaching with the integrated approach between group discussion and simulation scenario.

Treatment skills on emergency medical operation

Full score Before After t

X S.D. X S.D.

1. Using device fixed patients 15.00 1.53 0.27 3.67 0.00 -79.43 2. Opening airway without device 15.00 1.53 0.41 3.60 0.62

3. Moving patient without device 15.00 1.67 0.43 3.20 0.27

Total 45.00 1.58 0.26 3.49 0.29

Qualitative level poor good

Table 1 showed treatment skills on emergency medical care before and after learning based on teaching with the integrated approach between group discussion and simulation scenario (total score is 45). The findings showed an average pretest score of first year students was poor level (X=1.58, S.D. = 0.26) that level should be improved. On the other hand, posttest scores showed an average mean of 3.49 (S.D.= 0.29 that means as good level.

All in all, post treatment skills of students in emergency medical care were significantly higher than pre skills at a level of 0.05, which according to the hypothesis.

2. The pre-and-posttest comparison of student abilities of solving problems in emergency medicine after learning with group discussion and simulation scenario (see Table 2)

Table 2 compares solving problems abilities in emergency medicine before and after learning based on teaching with the integrated approach between group discussion and simulation scenario.

Treatment abilities on

emergency medical operation

Full score Before After t

X S.D. X S.D.

1. The ability of solving basic problems. 5.00 1.60 0.50 4.80 0.41 -24.39

2. Screening patients 5.00 1.80 0.41 4.20 0.41

3. Trauma assessment 5.00 1.40 0.50 4.20 0.76

Total 15.00 1.60 0.33 4.40 0.40

Qualitative level poor good

Table 2 demonstrates solving problems abilities in emergency medicine before and after learning based on teaching with the integrated approach between group discussion and simulation scenario (total score is 15). The results found an average pretest score of first-year students was poor level (X=1.60, S.D. = 0.33) while posttest scores showed an average mean of 4.40 (S.D.=0.29) that means as good level. It can be seen that pre-solving problem abilities of students was higher than pre-abilities at a level of 0.05, which according to the hypothesis.

3. Analyzing student satisfaction on learning process integrated between group discussion and stimulation scenario (see Table 3).

Table 3 shows students' satisfaction on learning process integrated between group discussion and simulation scenario.

Assessment Lists X S.D. Satisfaction levels

Learning activities 4.52 0.27 highest

1. Accordance between learning activities and contents. 4.33 0.48 high

2. Prioritize learning contents. 4.63 0.49 highest

3. Contents covered all topics. 4.50 0.51 high

4. An appropriate of each learning section 4.57 0.50 highest

5. Application in works 4.57 0.50 highest

Media for learning process 4.61 0.24 highest

1. Media content is clear and appropriate. 4.63 0.49 highest

2. Media stimulates learning process 4.60 0.50 highest

3. Media enhance learner understanding 4.50 0.51 high

4. Media is reasonable to content and activities 4.70 0.47 highest

5. A variety of media used 4.60 0.50 highest

The mean average 4.57 0.23 highest

Reliability = 0.72

Table 3 presents satisfaction of first-year students on integrated learning group discussion with simulation was found that the students were satisfied on learning process, a group discussion and simulation, and overall learning process at the highest level (average mean = 4.57). For each section, learning activities indicated an average score was at 4.52 (S.D.= 0.27), and media for learning process was also presented at 4.61 (S.D.=0.24). Total satisfaction score was at highest level that followed to hypothesis.

IV. CONCLUSION

1. The findings of comparison of treatment skills in emergency medical care operations were demonstrated post skills of students in the field of emergency medical care after learning with integrated approaches between group discussion and demonstration with scenario were significantly higher than previous skills at a level of 0.05.

2. The comparison to solving problem abilities in the field of emergency medical care was showed the abilities of problem solving about emergency medical care after learning with integrated approaches between group discussion and demonstration with scenario were higher than before learning with significance at a level of 0.05.

3. The outcomes of student satisfaction on teaching methods showed that student satisfied towards the integrated techniques between group discussions and demonstration with scenario was presented at highest level.

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‘New wine in old urn’: Evoking Customer Awareness through Interaction Design in the Brand Heritage Hostel

Siao-Yun Yang and Hui-Wen Lin

Institute of Creative Industries Design, National Cheng Kung University, Tainan, Taiwan Abstract

With the advent of experience economy, ‘design’ has been valued to help a business to differentiate their products from their competitors. And this trend influenced the lodging industry as well. This paper intends to apply digital technologies in the hostel which is transformed from a single staff dormitory in a plastics factory in Taiwan. This factory is a significant an industrial heritage from Formosa Plastics Corporation (台灣塑膠工業股份有 限公司, FPC) in Taiwan since its contribution for Taiwan economy in the second half of the 20th century. However, FPC has negative image in most Taiwan people’ mind on account of environmental pollution. In fact, they are one of small and medium enterprises (SMEs) in Taiwan who created ‘Taiwan Miracle’ (1950-2000). On the other hand they established many green corporations since 1999. As a result, we try to help them to do ‘green wash’ through the digital design in the hostel. Because we believe the hostel provide an opportunity for visitors to stop over and get the information what the corporation wants to convey. To do this, we focus on the research of Interaction Design (IxD) which considered the goal of users, the need of business, and the constraint of technology. From the analysis, we reveal up a significant linkage in user satisfaction and brand value diffusion. The IxD models, requirements, or frameworks will be presented for offering the design solutions to provide customer experience for evoking customer awareness of FPC.

Keywords: Interaction Design, Experience Design, Customer Awareness

Introduction

Digital content industry can be mainly broken down into 8 fields, which are video game, computer animation, e-learning, audiovisual, mobile services and applications, web service, content software and digital publishing and archive. (Industrial Development Bureau, MOEA, 2002). Most of these fields are belong to creative industry (CI) or cultural creative industry (CCI). From the policies of several important countries in the world, we can see digital content industry is attached importance. ‘Creative Industries Task Force‘ established by UK government in 1997; ‘e-Europe - An information society for all’ proposed by European Union (EU) in 1999; “e-Japan” in 2001; “Korea Culture and Content Agency”

(KOCCA) established in 2001.

With the digital content industry grew since 2002, the innovations of digital interaction have made HCI becoming one of the most important scientific and technological issues in

21th century. ‘C’ in HCI doesn’t only mean the physical computer equipment. It also can be referred as equipment, household goods and other pan-computer systems developed by any application of integrated circuit (IC) technology. With HCI being ubiquitous, the depth and breadth of IxD are expanding. Forlizzi (2008) stated that interaction designers do research contributions through reframing problems and making innovative artifacts in HCI, more than considered as practice design research. (Forlizzi, Zimmerman, &Evenson, 2008).

In Experience Economy, consumption is no longer a mere transaction, it become a process capable of leaving memory in customer’s mind after consuming. Numerous traditional brands started to apply Experience Economy in their branding strategy. There are several cases can explain the strong rise of the trends correspond to the theory, for example, Starbucks through the field of context design, professional service quality to create a wonderful and pleasant consumer experience that makes their the good coffee is no longer the only focus of differentiation, Disney established Disneyland in California in 1955 let their customers have personal, memorable contact with them and Heineken transformed their original beer brewery into Heineken Experience to root their brand value deeply into their customer’s mind.

Prasad and Dev (2000) have demonstrated that brand is a quick way for hotels and hotel chains to identify and differentiate themselves in the minds of the customer (Prasad &Dev, 2000). Kim, Gon Kim and An (2003) found customer awareness positively associates with financial performance in the hotel industry (Kim, Gon Kim, &An, 2003). Fang, C., &

Mohnen, P. (2003) pointed out that the companies with heritage is supposed to use it, because it taking advantage of differentiation that is valuable for the customer and other stakeholders, distinctive for the brand, and difficult to imitate for the competitors (Fang &Mohnen, 2003).

Particularly it can generate stronger corporate marketing through the management mindset of brand stewardship. Digital technology allows for interactivity and rich information exchange between the corporation and consumer. So author focus on the IxD in HCI community to manage the mind set of customer.

The different sensory experience can cause different effects to reach the goal of the design. For instance, commerce, attractive display or information conveying, etc. This project explores the IxD approaches in HCI in brand heritage for the communication of corporate image.

Formosa Plastics Corporation (台灣塑膠工業股份有限公司, FPC, 1954) is one of the important enterprise in Taiwan economic development. Its start-up factory is in Kaohsiung

Cianjhen district, making Cianjhen district becoming the cradle of Taiwan plastic industry. In 2012, Cianjhen district is concerned as Kaohsiung Multifunctional Commerce and Trade Area in Urban Planning. Instead of removing, FGC plan to transform it into 王永慶 Memory Park to retain their monumental factory. Fortunately, both local and central public sector supported the plan of Memory Park. After all, the memory park can benefit the local cultural and historical heritance and local sightseeing.

In 2015, they had a project collaboration with academic field ‘A preliminary study of Kaohsiung Formosa Plastics factory’s industrial heritage preservation’. We plan to add some new elements such as creativity, education and new technology into the transformation of the factory to make it become an attractive heritage park.

On the meanwhile, helping them to do ‘green wash’ owning to FPC has negative image in most Taiwan people’s mind on account of environmental pollution. In fact, they are one of small and medium enterprises (SMEs) in Taiwan who created ‘Taiwan Miracle’ (1950-2000).

On the other hand they established many green corporations since 1999. In this thesis author will generate IxD approaches to provide them some design suggestions in the hostel (transforming from the single dormitory) in this heritage park.

After reframing the problems (Forlizzi et al., 2008) and the goal of FPC wants to achieve by the memory park. We defined their goal is to have good relations with their consumers or potential customers. To achieve this, some touch points which can evoke sensory experience to change customer’s mindset can help them.

Methodology

Exploring these IxD approaches involves defining the mix of tangible interfaces and people’s rules in the processes, and the technology solutions that provide crucial support to the entire system. The interaction design principles in last chapter provided guidance in determining appropriate system behavior in a variety of contexts. This chapter presented the research methods for exploring the interaction design patterns that with variations dependent on the context in heritage hostel.

Anticipating Outcomes

Under the FPC master plan and back up by literature. Author would propose digital design to FPC, by exploring the creative representation patterns concerning cultural heritage in customer awareness. Also the IxD approaches that will give them a better understanding of the composition of customer experience and how these events influence customer awareness.

Moreover, the approaches would be able to adapt to other similar contexts.

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Exploring the Transformation of Customer Relationship in