240 likes | 357 Vues
This project focuses on reimagining tourism by leveraging innovative solutions and mobile technology to enhance visitor experiences in Odense, Denmark. The objective is to increase profits for local businesses while addressing tourists' needs through a conceptualized approach. Utilizing tools like the six thinking hats and engaging with local and international stakeholders, we aim to create impactful activities and attractions. Key initiatives include the Viking Festival, personalized marketing strategies, and sustainable city development to increase Odense's appeal to a diverse age group.
E N D
Research & Innovation Project • Objectives • Rethinking • Technology • Increase profits • Innovative solutions
The Task • Conceptualization • Creating innovative solutions • Implementing the six thinking hats. • Implementing technology. • Research: • Current technologies. • Current activities. • Identify needs.
Technology Mobile technology • www.mobileguide.dk • Pilotproject • Primary data
Euman Tourist unions Private business' VisitDenmark GuideDanmark KMS Digital Background cards Theme Tours GPS Xml content Mobileguide pilot project
TXT4 • TXT4 and Visit Britain. • TIC • How • SMS • Call-back
www.visitodense.dk • English and German • Hans Christian Andersen • H. C. Andersen Museum • The Tinderbox • H. C. Andersen’s childhood home • More sights: • Danish Railway Museum • Odense City Museum • The Iron Age Village • The Funen • Odense Zoo • art museums and galleries • churches • activities, accommodations: • bike rides, canoeing, fishing, golf, swimming-pools, wellness, walking and cycling tours, river cruise, sculpture guides • restaurants, hotels, youth hostels, theaters, bars, shops • seasonal outgoings: • festivals • H. C. Andersen and Arts and Crafts Market Christmas
Activities Planned and Development “Den Kreative By” – “The Creative City” • www.odense.dk • Budget: 1 billion DKK over a period of 10 years
High impact on tourism • Arena Fyn: • Sport arena with 4000 and later 5000 spectator • Budget: 90.000.000 DKK • Event house Odense: • attract big events to Odense • Kulturmaskinen: • Studenterhus Odense, International Hus, Badstuen • Budget: 31.000.000 DKK • Music- and Theaterhouse: • Budget: 90.000.000 DKK • Rytmeposten: • Budget: 11.000.000 DKK • Water culture House • Development of City Space: • www.liveablecity.dk is involved • Odense Idrætshal: • Budget: 40.000.000 DKK • Low Impact on Tourism
Liveablecity.dk • Who is involved? • Cities • Persons • Organizations • Objectives of the Project • Local • International • Pro vs. Contra
Interview with Lars Bojen • Technical products made for communicate with tourists • Liveable City • Mobile Bristol Project in England • Norway • Have to think big!
Jette Flinch Nyrop • Who is Jette? • What is her function? • For whom does she work? • Liveablecity • How does it work? • What are the goals and objectives?
Identification of Tourist Needs • Alot of activities currently. • Attraction value of each activity is low. • Current activities/attractions target people at the age of 30+ • Some planned activities will potentially attract 18+ • Mobile technology implementation is very small-scale. • Active marketing of Odense is limited. • Shotgun marketing: Trying to be all things to all people. • Think big!
Project Conceptualization Accomodations & Restaurants Viking festival (first week in July) Attractions all year around
Accomodations & Restaurants • Viking Hotels & Restaurants
Accomodations & Restaurants • Viking Bars & Pubs
Accomodations & Restaurants • Giftshops with Viking clothes & attributes
Viking Festival (first week in July) • Viking Music Festival – Viking Metal Bands & Folk musik • Viking Battles • Shows theater, showing important historical viking events. • Try it yourself, become a part of the battle ( reinactment ) • Toy swords and axes for sale and to tryout. • Accsessories for sale
Mobile Technology Concept • Consumer environmet • Technology – what? • Tourist – what? • O.T.S. • Network environment • How? • Client environment • Services? • Consumer?
Mobile Technology Concept • Consumer environmet • SMS • Call-back • Client environment • SMS • Call-back
Conclusion • Concept • Wide concept. • Many possibilities. • Technology implemented. • Research • Thorough. • Possibly too extensive. • Learning styles • Different styles for different situations. • Language barrier • More activists please. • The six thinking hats • Great for creative effort. • ”Black-hatter”