Establishing a hybrid-methodology model for co-designing behaviour change: within the context of adventure sport participation in Scotland
type: CreativeWork
description: Adventure sport participation numbers have significantly increased over the period of the past ten years; it has been suggested that the emergence of an experience economy, where experiences have more value than possessions, could be a key factor for this increase. Motivations for taking part in an adventure sport activity varies between participants, and perhaps even more so than those motivations that were expressed by participants’ pre-experience economy. There are a number of theories about increased participant numbers; for example, the type of demographic, how they approach participation, and approximate suggestions of how the trend for experiences rather than possessions will evolve in the future. However, there is little that explores the experiences of these newer participants, how they behave, and how they are being received by the adventure sport industry. Additionally, there is no evidence to suggest a definite understanding of the needs and requirements of these participants, nor has an investigation been conducted to measure how well the industry is meeting these. Likewise, the potential to adapt existing provision, to expose untapped opportunities, appears unconsidered, and therefore may have benefit for both providers and participants. This study took its lead from using a process of problematization, whereby the problem is explored, identified and defined by the designer(s), rather than presented to them to solve. Using this approach, a hybrid methodologies model was designed and tested to explore the perceptions and experiences of adventure sport participants, to identify any changes that may be occurring as a result of the experience economy and increased numbers of participants taking up an adventure sport activity. Immersive ethnographic and qualitative methods were implemented to better understand identified changes and issues, and quantitative methods were used to elaborate on, confirm and validate the findings. By doing this it was also possi…
abstract: Adventure sport participation numbers have significantly increased over the period of the past ten years; it has been suggested that the emergence of an experience economy, where experiences have more value than possessions, could be a key factor for this increase. Motivations for taking part in an adventure sport activity varies between participants, and perhaps even more so than those motivations that were expressed by participants’ pre-experience economy. There are a number of theories about increased participant numbers; for example, the type of demographic, how they approach participation, and approximate suggestions of how the trend for experiences rather than possessions will evolve in the future. However, there is little that explores the experiences of these newer participants, how they behave, and how they are being received by the adventure sport industry. Additionally, there is no evidence to suggest a definite understanding of the needs and requirements of these participants, nor has an investigation been conducted to measure how well the industry is meeting these. Likewise, the potential to adapt existing provision, to expose untapped opportunities, appears unconsidered, and therefore may have benefit for both providers and participants. This study took its lead from using a process of problematization, whereby the problem is explored, identified and defined by the designer(s), rather than presented to them to solve. Using this approach, a hybrid methodologies model was designed and tested to explore the perceptions and experiences of adventure sport participants, to identify any changes that may be occurring as a result of the experience economy and increased numbers of participants taking up an adventure sport activity. Immersive ethnographic and qualitative methods were implemented to better understand identified changes and issues, and quantitative methods were used to elaborate on, confirm and validate the findings. By doing this it was also possi…
author: Morton, Sarah
language: eng
keywords: (auto) ethnoraphy, adventure sport participation, design thinking (ideation), problematization, behaviour intervention
date published: 2016-8
date modified: 2026-07-24T00:50:03Z
provider: Abertay University
publisher: Networked Digital Library of Theses and Dissertations
type: WebPage
source organization: Abertay University