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
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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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