A.E. Pohlmeyer
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25 records found
1
Orchestrating acts of kindness
An exploratory framework for designing beneficial kindness interventions
Daily doses of wellbeing
How everyday technology can support positive activities
Editorial
Design for wellbeing, happiness, and health
Background: Taking care of products is a relevant approach to prolong products’ lifetimes and retain their desired level of performance, and is thus an important aspect of sustainable consumer behaviour. Although consumers have a general motivation to take care of their products, previous research has shown that they struggle to repair, maintain or treat their products carefully in daily life. Design has the potential to increase consumers’ product care activities, but designers need more knowledge and distinct strategies to evoke this product care behaviour with consumers. Methods: By the means of a multi-method approach—individual and group brainstorming sessions as well as an analysis of existing solutions—we created a large number of ideas on how to stimulate product care among consumers. Results: We were able to summarize these ideas in a clustering session into eight strategies and 24 sub-strategies that can foster product care through design. These eight strategies are: social connections, informing, enabling, appropriation, control, awareness, antecedents & consequences, and reflecting. The integration of the consumer perspective into strategies for product care extends currently known design strategies for repair and maintenance. To support designers in the implementation of these strategies, we developed a toolkit that can be used in the product development process of different product categories. Conclusions: This paper identifies product care strategies that have a distinct focus on the consumers’ perspective of sustainable behaviour and that can be stimulated through design. These rather psychologically-driven strategies thereby complement existing technology- and product-oriented design strategies. Furthermore, to facilitate implementation, a design toolkit has been developed that points to key requirements in practice.
In this paper, we introduce a framework that conceptualizes a multi-stage process through which technology can promote sustained wellbeing. Intentional wellbeing-enhancing activities form the centerpiece linking direct product interaction to, ultimately, wellbeing. The framework was developed following a bottom-up–top-down approach by integrating theoretical knowledge from positive psychology, behavioral science and human–computer interaction (HCI)/design with empirical insights. We outline (a) the framework, (b) its five main stages including their multidisciplinary theoretical foundations, (c) relations between these stages and (d) specific elements that further describe each stage. The paper illustrates how the framework was developed and elaborates three major areas of application: (design) research, design strategies and measurement approaches. With this work, we aim to provide actionable guidance for researchers and IT practitioners to understand and design technologies that foster sustained wellbeing.
Designing for Positive Emotions
Issues and Emerging Research Directions
characteristics of positive emotions. Ethical issues of designing for positive emotions are reflected regarding its implications for well-being with suggestions to resolve them. Besides, the paper discusses emerging research directions,
ranging from design tools to distinguish diverse positive emotions, the added value of exploring expressive interaction qualities of positive emotions, to advantages of involving tool users (e.g., designers and project stakeholders)
in the development process. ...
characteristics of positive emotions. Ethical issues of designing for positive emotions are reflected regarding its implications for well-being with suggestions to resolve them. Besides, the paper discusses emerging research directions,
ranging from design tools to distinguish diverse positive emotions, the added value of exploring expressive interaction qualities of positive emotions, to advantages of involving tool users (e.g., designers and project stakeholders)
in the development process.
TinyTasks at Work
Improving Work Engagement and Performance using Behavioral Intervention Technology
Editorial
Design for Subjective Wellbeing
What role does the design of products, services, and the built environment have on people's psychological well-being? This chapter introduces the emerging field of Positive Design, which studies the mechanisms and manifestations of design that stimulates human flourishing. After a brief account of research on Positive Psychology Interventions, this chapter examines the possibilities and limitations of design for well-being. It is argued that especially the enablement of pleasurable and meaningful experiences and activities in daily life is a promising approach. Four Positive Design examples related to taking notice and savouring are provided in order to illustrate new forms of Positive Psychology Interventions. These examples range from designs whose explicit core function is the promotion of well-being to common, everyday products that foster determinants of well-being as an additional effect. A number of challenges that Positive Psychology Interventions in practice currently face and the potential benefits of Positive Design are considered. In particular, this chapter discusses the strengths of Positive Design in terms of reach, adherence, and person-context-activity-fit.
for an approach to design for well-being that includes three main ingi-edients: design for pleasure, personal significance and virtue. These ingredients will be detailed in depth and several directions to design for well-being will be introduced, addressing both challenges and opportunities for design theoiy and practice. ...
for an approach to design for well-being that includes three main ingi-edients: design for pleasure, personal significance and virtue. These ingredients will be detailed in depth and several directions to design for well-being will be introduced, addressing both challenges and opportunities for design theoiy and practice.
EmotionPrism
A design tool that communicates 25 pleasurable human-product interactions
Developing Usage Guidelines for a Card-Based Design Tool
A Case of the Positive Emotional Granularity Cards
research insights and to make them usable in a design process. There are various examples of card
tools and guidelines for developing a card set itself, yet there has been little research into how the
usage of card tools can be systematically formulated. Although the existing literature on card tools
often presents certain usages, it rarely explicates how the usage was structured, and provides few
references to the underlying decisions.
Methods Through a case study of the positive emotional granularity cards, this paper presents
a bottom-up approach in which designers’ needs and their own techniques to use the cards are
reflected in formulating new card usage guidelines. Three design workshops were conducted, each
of which explored how designers made use of the cards in the three design activities respectively: (1)
assimilating nuances of positive emotions; (2) specifying emotional intentions; and (3) generating
product ideas. In a creative session with design researchers, the workshop findings were translated
into usage guidelines.
Results There were individual differences in designers’ ability to make use of the PEG cards.
At one end of the spectrum was the designer who immediately started to play and explore the cards,
creating his or her own usage rules. At the other end of the spectrum was the designer who needed
instructions to get started. Most designers explored usage, but at the same time they felt insecure
about getting value without having some guidance. The workshops allowed us to spot the benefits
and drawbacks of the techniques the designers used, and to identify their needs in using the PEG
cards. The creative session resulted in the PEG card guidelines that assist and inspire designers in
the three design activities.
Conclusions Provisional usage guidelines can considerably contribute to a card tool’s usefulness,
even if the card usage is envisioned to be open-ended and versatile. The bottom-up approach proved
valuable to generate new insights into how a card set can best be used and how designers can be
guided when using the card set. ...
research insights and to make them usable in a design process. There are various examples of card
tools and guidelines for developing a card set itself, yet there has been little research into how the
usage of card tools can be systematically formulated. Although the existing literature on card tools
often presents certain usages, it rarely explicates how the usage was structured, and provides few
references to the underlying decisions.
Methods Through a case study of the positive emotional granularity cards, this paper presents
a bottom-up approach in which designers’ needs and their own techniques to use the cards are
reflected in formulating new card usage guidelines. Three design workshops were conducted, each
of which explored how designers made use of the cards in the three design activities respectively: (1)
assimilating nuances of positive emotions; (2) specifying emotional intentions; and (3) generating
product ideas. In a creative session with design researchers, the workshop findings were translated
into usage guidelines.
Results There were individual differences in designers’ ability to make use of the PEG cards.
At one end of the spectrum was the designer who immediately started to play and explore the cards,
creating his or her own usage rules. At the other end of the spectrum was the designer who needed
instructions to get started. Most designers explored usage, but at the same time they felt insecure
about getting value without having some guidance. The workshops allowed us to spot the benefits
and drawbacks of the techniques the designers used, and to identify their needs in using the PEG
cards. The creative session resulted in the PEG card guidelines that assist and inspire designers in
the three design activities.
Conclusions Provisional usage guidelines can considerably contribute to a card tool’s usefulness,
even if the card usage is envisioned to be open-ended and versatile. The bottom-up approach proved
valuable to generate new insights into how a card set can best be used and how designers can be
guided when using the card set.
Diseño positivo
Guía de referencia
Still in its infancy
Design for co-wellbeing among different user groups
This paper introduces a design approach for co-wellbeing. We exemplify how design enables designers to facilitate a meaningful interaction between two diverse groups of people with different pleasures, needs, concerns, strengths and virtues. Given that people meet each other constantly in daily interactions, it is relevant to look at these social interactions from a Positive Design perspective, which has hardly been done before. In the presented approach, the perspectives of both parties are studied separately first, before aligning them to create one positive experience that is meaningful for both. The identification of ‘co-experience states’ is essential in this process, to give the designer insight into why certain complications and matches during mutual interactions occur, and how design can be used to achieve co-wellbeing among the two parties. This approach is demonstrated in a research and design case of parents and toddlers (1,5 up to 3 years old). It builds on existing knowledge in the field of Positive Design and design for co-experience, and intends to support and inspire designers in their aim to design for the subjective wellbeing of diverse user-groups in interaction.
'Feeling good' unpacked
Developing design tools to facilitate a differentiated understanding of positive emotions
The range of positive emotions experienced in human-product interactions is diverse, and understanding the differences and similarities between these positive emotions can support emotion-driven design. Yet, there is little knowledge about what kind of tool would be effective to leverage the differentiated nature of positive emotions in a design process. The current study explores the possibilities to develop design tools that facilitate a nuanced understanding of positive emotions and the considerations for developing such tool. Four new tools were developed that were different regarding how they described distinctiveness of positive emotions, formats, and usages. This paper introduces the tools and reports a focus group study that investigated when and how the tools would be of use in design processes, and their strengths and weaknesses.