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幸福设计 DESIGN FOR WELL-BEING

FROG | YOUGE XIAO 肖⼜又歌 JULY 2015 BEIJING


AGENDA 1. WARM UP - INTRODUCE YOURSELF (5 MIN) 2. FIRST SESSION (10 MIN) 3. INTRODUCE DESIGN FOR WELL-BEING THEORY (15 MIN) 4. SECOND SESSION (15 MIN) 5. INTRODUCE TU DELFT DESIGN METHOD (20 MIN) 6. DESIGN FOR WELL-BEING IN PRACTICE (40 MIN) 7. THIRD SESSION (30 MIN) 8. SHARE OUT (FLEXIBLE) 14:00-17:00

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SESSION 1

CAN YOU WRITE DOWN THREE THINGS/ACTIVITIES THAT MAKE YOU HAPPY? -

Play computer games Have a nice dinner Solve a problem Help a stranger

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WHAT IS WELL-BEING? “the state of being happy, healthy or prosperous”

Merriam-Webster Dictionary, http://www.merriam-webster.com/dictionary/wellbeing

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WHAT IS HAPPINESS? “Experience of joy, contentment or positive well-being, combined with a sense that one’s life is good, meaningful and worthwhile.”

Lyubomirsky, S. (2008). The how of happiness: A scientific approach to getting the life you want. Penguin. com.

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DETERMINANTS OF HAPPINESS

Lyubomirsky, S., Sheldon, K. M., & Schkade, D. (2005). Pursuing happiness: The architecture of sustainable change. Review of General Psychology; Review of General Psychology, 9(2), 111.

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THE “FLOW” MODEL Anxiety Challenge Level

Arousal

Worry

Apathy

Flow

Control

Boredom

Relaxation

Skill Level

Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life. Basic Books.

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25 POSITIVE EMOTIONS

Desmet, P.M.A. (2012). Faces of product pleasure: 25 positive emotions in human-product interactions. International Journal of Design, 6(2), 1-29.

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AUTHENTIC HAPPINESS THEORY

Seligman, M. E. (2002). Authentic happiness: Using the new positive psychology to realize your potential for lasting fulfilment. Free Press.

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WELL-BEING THEORY (PERMA)

POSITIVE EMOTION

ENGAGEMENT

RELATIONS

MEANING

ACHIEVEMENT

Seligman, M. E. (2011). Flourish. New York. Free press.

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EXPERIENCE DESIGN THEORY

Hassenzahl, M. (2010). Experience Design: Technology for all the right reasons. Synthesis Lectures on Human-Centered Informatics, 3(1), 1-95.

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THREE ELEMENTS OF WELL-BEING

pleasure

personal significance

virtue

Experiencing positive aect

Pursuing personal goals

Being a morally good person

Desmet, P. M., & Pohlmeyer, A. E. (2013). Positive design: An introduction to design for subjective well-being. International Journal of Design, 7(3), 5-19.

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VIRTUES

Peterson, C., & Seligman, M. E. (2004). Character strengths and virtues: A handbook and classification. Oxford University Press, USA.

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SESSION 2

CLUSTER AND SHARE YOUR WELL-BEING FACTORS

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HOW TO DISCOVER WELL-BEING

TU DELFT DESIGN METHOD CONTEXT MAPPING

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CONTEXTMAPPING Preparation

Session

After

1.

2.

3.

4.

5.

Define research goal and plan the activities

Provide homework to participants to sensitise the topic.

Record the sessions on video or audio.

Do a number of exercises with stimuli materials.

Analyse the outcomes to find patterns and possible directions.

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HOW TO DISCOVER WELL-BEING

TU DELFT DESIGN METHOD VISION IN DESIGN

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T

T X E T N O C

DESIGNING

FU TU RE Domain

1

Context Factors

2

Context Structure

CO N T

3 4

Interaction Vision

CT U

7

T UC OD PR

8

6

W

Detail Design

Domain

2

Context Factors

3

Context Structure

4

Design Statement

5

Interaction Vision

6

Product Qualities

7

Concept

8

Detail Design

N E

Concept

5

ER NEW INT ACTION

ERACTION T N I D OL

Design Statement

Product Qualities

1

T EX

PA S

DECONSTRUCTION

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O L D

PR O D


Delft Design Guide

Vision in Design

Convivial Toolbox

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DESIGN FOR WELL-BEING

pleasure

personal significance

virtue

Team interac+on;  

Solve a  problem;  Reach  a  goal  work;  

Empathy in  teamwork;  

Humour in  work;

Posi+ve Feedbacks;  

Helping colleagues  in  work  and  life;  

Learning ac+vi+es;

Sharing goals  with  colleagues  in  life  and  work;     Remind  people  of  their  values;

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DESIGN FOR VIRTUE

Gratitude

Appreciation

Teamwork

Open-minded

Kindness

Empathy

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DESIGN FOR VIRTUE

Fairness

Users love  the  fairness  of   Fairphone,  including  social  fairness   and  environmental  fairness.  They   feel  proud  to  use  it.

Curiosity

Fairphone users  are  curious   to  know  why  the  phone  is   fair  and  the  problems  of  the   current  industry.

Love of learning

70% Fairphone  users  have  a   bachelor  degree  or  higher.  They   love  to  learn  new  knowledge  and   share  with  their  friends.

Hope

Most Fairphone  users  are  op+mis+c   about  the  world.  They  believe  they   can  make  a  movement.  Star+ng  by   buying  a  phone,  Fairphone  users  are   expec+ng  a  fair  economy  and  a   sustainable  world.    

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ECONOMY

PEOPLE

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SESSION 3

DESIGN FOR YOUR WELL-BEING (COMBINE WITH YOUR PRODUCT)

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CONCEPT NAME

GROUP NUMBER

DESCRIPTION

WELL-BEING FACTOR

CONCEPT SKETCH

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OPEN HARDWARE

GROUP NUMBER

1

DESCRIPTION

WELL-BEING FACTOR

FUTURE CONTEXT / DESIGN STATEMENT/ INTERACTION VISION

Design for virtue: love of learning, curiosity

The phone is easy to assemble. A visualized instruction can guide the user to understand the hardware structure, thus creating a feeling of ownership.

CONCEPT SKETCH

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T

T X E T N O C

DESIGNING

FU TU RE Domain

1

Context Factors

2

Context Structure

CO N T

3 4

Interaction Vision

CT U

7

T UC OD PR

8

6

W

Detail Design

Domain

2

Context Factors

3

Context Structure

4

Design Statement

5

Interaction Vision

6

Product Qualities

7

Concept

8

Detail Design

N E

Concept

5

ER NEW INT ACTION

ERACTION T N I D OL

Design Statement

Product Qualities

1

T EX

PA S

DECONSTRUCTION

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O L D

PR O D


THREE ELEMENTS OF WELL-BEING

pleasure

personal significance

virtue

Experiencing positive aect

Pursuing personal goals

Being a morally good person

Desmet, P. M., & Pohlmeyer, A. E. (2013). Positive design: An introduction to design for subjective well-being. International Journal of Design, 7(3), 5-19.

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VIRTUES

Peterson, C., & Seligman, M. E. (2004). Character strengths and virtues: A handbook and classification. Oxford University Press, USA.

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visit www.frogdesign.cn or email youge.xiao@frogdesign.com

@frogChina

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