Print Email Facebook Twitter Implication design; design for changing behavior and emotional well being for people who are diagnosed with disruptive behavior disorders. Title Implication design; design for changing behavior and emotional well being for people who are diagnosed with disruptive behavior disorders. Author Bruil, A.W.C. Contributor Visch, V.T. (mentor) Tromp, N. (mentor) Faculty Industrial Design Engineering Department Industrial Design Programme Master of Science Design for Interaction Date 2011-07-08 Abstract Summary The outcome of this graduation project aims to change aggressive behavior and emotional well being for youngsters who are being treated at Fjord, an Ortho-psychiatric and Forensic youth psychiatry centre. Reactive visible aggression is a problem for society as it generates feelings of not being safe and costs the society money. Therapeutic centers as Fjord try to change aggression amongst other psychical disorders. Although aggressive behavior is difficult to change they do not use products yet to support behavioral change. Furthermore, youth who is diagnosed with a disruptive behavior disorder suffers from their disorder and often regrets their behavior. Other people, such as neighbors, family and friends also suffer from behavior from disordered patients. They, patients, Fjord and society will benefit if their aggressive behavior can be diminished through product use. Aggression is not an emotion but is a behavioral response on a negative emotion. What negative emotions does Fjord youth experience? How do they regulate those emotions so that they eventually behave aggressive? These questions needed to be answered to understand the problem and above all formulate an answer on the question: Where should a product intervene and what should the products function be? Through extensive literature and user research answers to those questions could be formulated. Design research led to a concept design Beat-it which was prototyped and evaluated through qualitative interviews and an effect test. Beat-it is a smart phone application that asks users to express their emotion through shaking with their phone. Based on the intensity of the shaking movement, Beat-it starts to play a song that matches the user’s arousal. The user has to reflect whether or not this song fits his emotion, if yes, he can start the game by moving his phone to his hart. He accepts the song and implicitly his emotion. The challenge of the game is to swing along with your phone on the beat. The game will distract and calm down the user. After the game, the user can save his score. As a reward for the game he now hears his favorite song. On top of his favorite song he hears himself sharing helping thoughts and insights concerning his emotion. Beat-it uses embodied emotion interaction, game play and music to emotionally and physically calm down users. Acceptance, distraction and reappraisal are emotion regulation strategies that Beat-it applies in order to regulate negative emotions and prevent aggressive outbursts. Beat-it regulates emotions generated by the knowledge system through reappraisal, generates positive emotions through the body by game play and physical interaction and diminishes emotions generated by the attention system by distraction. This graduation project comes to the conclusion that when needing to prevent aggression, Beat-it can be an addition for Fjord employees. Beat-it proved to calm down users and to positively influence the emotion of users. Furthermore, Fjord youth liked to use Beat-it. Subject Implication designEmotionBehaviorSocial design To reference this document use: http://resolver.tudelft.nl/uuid:3e0fc1a5-a5cf-4f3f-b982-d8bbf676a705 Access restriction Campus only Part of collection Student theses Document type master thesis Rights (c) 2011 Bruil, A.W.C.