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Design for Happiness Deck

Research conducted in collaboration with Delft Institute of Positive Design
Publication:

  • Desmet, P. M. A., Pohlmeyer, A. E., & Yoon, J.(2018). Design for Happiness Deck.Delft, Delft University of Technology. ISBN: 978-94-92516-86-2. Download

Repost from Delft Institute of Positive Design

To design for happiness sounds like a grand undertaking. Some might even say an overly ambitious one – but we disagree. We believe that explicitly focusing on customer happiness is an indispensable part of user-centred design and, ultimately, a reliable predictor of a design’s success.

The Design for Happiness Deck is a tool that you can use to tap into the vast potential of lasting wellbeing. Use it to break down the seemingly overwhelming phenomenon of happiness into manageable components that offer you a direct doorway to ideation and analyses of your design project.

Based on the Positive Design framework developed by Pieter Desmet and Anna Pohlmeyer, these three card sets explore three essential aspects of designing for happiness:

  • Pleasure – happiness that comes from enjoying the moment
  • Personal Significance – happiness derived from having a sense of progressing towards a future goal and from the awareness of past achievements
  • Virtue – happiness that is the result of morally valued behaviour

For each aspect, a fine-grained overview of 24 potential manifestations is provided – 24 shades of pleasure, 24 human goals and 24 virtuous character strengths, combining to a total set of 72 cards.

By considering these concrete units of human experience, you will immediately be able to challenge the wellbeing prospects of your future designs. We leave it to you to decide how and when to use the card sets – to inform your research, trigger new ideas, get specific about targeting wellbeing, justify your design decisions, or simply inspire your team.

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Call for papers – DISEÑA: Designing for aesthetic interaction: current practice and emerging directions

CFP Diseña # 15: Design for Aesthetic Interaction: Current Practice and Emerging Directions
http://www.revistadisena.uc.cl/index.php/Disena/announcement/view/13

Guest editors:

  • Juan Carlos Ortiz Nicolás
    • Universidad Autónoma de Ciudad Juárez, Mexico
    • Assistant Professor of User Experience
  •  JungKyoon Yoon
    • Cornell University, USA Assistant Professor of Design and Environmental Analysis
  • Angélica Martínez de la Peña
    • Universidad Autónoma Metropolitana, Mexico
    • Professor and Researcher, Department of Theory and Design Processes

Submission deadline: February 22, 2019
Submission guideline: PDF download

Aesthetics of interaction is a knowledge area with several domains of application in the field of design, among which are industrial design, product and service systems, social networks, built environments and artificial intelligence, as well as human-robot interactions and human-computer interactions. Given that emerging technologies are increasingly integrated with design – for example, through the use of mixed reality interfaces through multimodal technologies – the ways of approaching aesthetics in interaction are under development and constantly evolving.

Although aesthetics in interaction has gained more attention in recent years, our ability to understand its scope remains limited and fragmented, especially in terms of its impact on user experience in the short and long-term, as well as with reference to its implementation, both in practice and in design education. The different areas of application and the consequent variety of approaches make it difficult to pursue interaction-informed design processes and methods able to demonstrate their full potential in order to add value to the design processes and their results, whether they are products, services or systems development.

In response, this edition aims to present experiences and knowledge related to the practice of design for aesthetics in interaction, contributing ideas about its approaches, its access, its acceptance, and its implementation, as well as about its role in innovation through design.

Thus, this edition aims to bring together researchers and professionals in order to establish a discussion platform where they share, on the one hand, the state of the art of the theory related to aesthetics in interaction, and on the other hand, the methods implicit within it.

We intend to bring together researchers and practitioners to establish a discussion platform that shares state-of-art insights into theories and methods of design for aesthetic interaction. We also aspire to promote the exchange of ideas on issues such as the following:

  • Benefits of aesthetic interaction for the user experience;
  • Integration of aesthetic interaction with emerging technologies;
  • Opportunities and obstacles that arise when incorporating aesthetics of interaction in design processes;
  • Methods and tools that are being used for designing for aesthetic interaction;
  • The need to approach aesthetic interaction through transdisciplinary collaborations.

This edition will also address projects that demonstrate the potential of design for aesthetic interaction in general cases related to human-computer interaction or service design. Along with this, it is hoped to report on particular cases in various areas such as health, safety, social networks, and media, among others.

We hope that this collective effort stimulates discussions about the potential of aesthetics of interaction, proposing future challenges and a set of recommendations to consolidate this field of design.

If you are interested, kindly send your manuscript to www.revistadisena.uc.cl before February 22, 2019. Revisions and modifications subsequent to the revision process by the evaluators must be made during the first weeks of May. This edition will be published in August 2019.

The length of the manuscripts will be from 3,500 to 4,000 words. The authors can include figures and images. Authors should also provide an abstract (140 words maximum) and five keywords, as well as a brief biographical account of 150 words. The citations and the list of references must follow the APA style.

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Call for workshop papers “Design contributions to pervasive healthcare”

Conference: Pervasive Health 2019—13th EAI International Conference on Pervasive Computing Technologies for HealthcareWorkshop DCPH
Location: Trento, Italy
Website: http://pervasivehealth.org/workshop-dcph/ 

Background

Healthcare costs for long term conditions such as chronic diseases are a heavy burden on the public purse. At the same time, chronic diseases are significant constraints on patients, in particular those conditions that are detrimental to the quality of life of individuals. In this workshop we focus on the design of Pervasive Healthcare Systems (PHS) for patients of a life-long chronic condition (both mental and physical). A PHS includes a collection of devices to be integrated into a seamless patient’s experience, with the potential to significantly help the patients’ self-management in their daily lives, improve their condition, and reduce their clinics visits.

Motivation

We argue that a design approach (e.g. Interaction Design, Product Design…) to PHS will deliver a better quality of care and quality of life to the patients. The workshop is about design projects that encourage and support patients into adopting better lifestyles to improve their condition, and into practicing better self-management of condition. This could be done with design interventions to stimulate long-lasting effects on patient motivation, affects and engagement. There is also a focus on the medical benefits of such a design approach, notably improvement of medication compliance and reduction of the patients’ demand on health services (visits to the hospital clinics, and interaction with healthcare professionals for routine issues).

Workshop Topics

This workshop has been planned as a forum to discuss the contribution design (e.g. industrial, interaction, service, or product design), and in particular design methodologies and processes, can make to pervasive healthcare. It is also a forum to identify the main opportunities and challenges of designing for PHS. Such design opportunities and challenges, to be addressed within the workshop, can be summarised as design approaches, processes and methodologies to:

  • Deliver long-lasting motivation and engagement changes that are conducive to effective support and assistance healthcare
  • Address daily interaction of patients with a PHS and with their medical and personal data
  • Allow for the personalisation and adaptation of the PHS to patients, their condition, lifestyle, culture and socio-economics.

We seek paper contributions with studies, theories, case studies, and (preliminary) experimental results aiming to address issues, such as (but not limited to):

  • Patient lifestyle, preferences and needs and how they should be considered in the implementation of the PHS
  • Patient (and close relatives) as fully participating partners in the management of the patient’s condition and the operation of the PHS
  • The PHS configuration, the management of the condition and the objectives to achieve as clearly communicated, shared and agreed with the patient
  • Negative aspects of the condition, notably psychological ones and how they are integrated in the self-management planning, and are focus points of the PHS implementation
  • Privacy, participation of close relatives, connection with patients-to-patients moderated social network, and how they are managed according to patient choices
  • Daily patient interaction with the PHS and in particular with their personal and health data.

Submissions key dates

  • 25th February 2019 – Deadline for paper submission to the workshop
  • 15th March 2019 – Workshop papers notification
  • 25th March 2019 – Deadline for camera ready submission

Workshop Schedule

It is anticipated that the workshop will be a one-day event, with the morning session dedicated to the presentation of the workshop vision (by the workshop organisers), and then presentations of the position papers followed by Q&A.

The afternoon session will be divided between a general discussion about what contributions design can make to Pervasive healthcare and the identification of design processes and methodologies to guide further developments in the area of PHS.

Workshop Outcomes

The workshop will conclude with the identification of promising design approaches and processes to pervasive healthcare, and key opportunities and challenges pertaining to the design of a PHS. The organisers of the workshop will gather insights and summarise the workshop outcomes in a journal paper on design processes and methodologies contributions to pervasive healthcare. The workshop position papers will also be invited, after extension (8000 words), for resubmission for publication in a special issue on design contributions (as processes and methodologies) to Pervasive Healthcare of Design Studies.

Your resubmitted and extended paper must be submitted following the Design Studies submission instructions https://www.elsevier.com/journals/design-studies/0142-694x/guide-for-authors

Key dates for Resubmission of the paper to Desigh Studies:

  • 26th July 2019 – Resubmission of revised paper (8000 words)
  • 3st October 2019 ­– Resubmission outcome notification
  • January 2020 – Submission of Camera-Ready Copy for online publication
  • May 2020 – Early estimate of planned publication date of special issue as a single volume of Design Studies

Workshop Organisers

Ben SALEM – The University of Liverpool, UK
I am a senior lecturer (associate professor) in the School of Engineering, and I have a lasting interest in the combination of Interaction Design, Product Design and System Engineering applied to healthcare. I am running a project where design disciplines contribute to the delivery of healthcare to clinic outpatients, focusing on lifestyle and habits that can have a detrimental effect on the patient’s condition.

JungKyoon YOON – Cornell University, US
I am an assistant professor in the Department of Design + Environmental Analysis. I investigate how products can be systematically designed to enrich users’ momentary as well as long-term experiences by means of emotions, building on knowledge and methods from user-centred design, positive psychology, and persuasive technology.

Martijn ten BHÖMER – Xi’an Jiaotong-Liverpool University, CN
I am a lecturer (assistant professor) in the Department of Industrial Design, where I am investigating how an embodied approach to technology and interaction design can underpin the design of personalised smart textiles products and services. I am working on projects in the context of dementia care, and more recently cardiovascular diseases.

Natalia ROMERO – Delft University of Technology, NL
I work as an assistant professor in user-centred design, interested in the design of self-reporting and self-experimentation practices in daily life, as a means to support vulnerable groups (low SES) in the transition from mindlessness to mindfulness actions and evidence-based decision making.

Technical Programme Committee (To Be Confirmed)

  • Aysar GHASSAM – Coventry University, Design Thinking
  • Kadian DAVIS-OWUSU – Delft University of Technology, User-Centred Design (tbc)
  • Martijn VASTENBURG – ConnectedCare, Interaction Design (tbc)
  • Hai-Ning LIANG – Xi’an Jiaotong-Liverpool University, Computer Science
  • Bahar KHAYAMIAN-ESFAHANI – University of Liverpool, Health & Human Centred Design
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[Closed] Cornell University Fully-funded Ph.D., Application Deadline: November 1, 2018

The Department of Design and Environmental Analysis, College of Human Ecology, Cornell University invites applicants to the Doctoral Program in Human Behavior and Design. The Ph.D. in Human Behavior and Design at Cornell University is a multidisciplinary program integrating the social sciences and design. Research focuses on environmental settings across a range of scales (from products to buildings to cities) that support safe, healthy and productive behaviors and foster sustainable design and lifestyles. See: http://dea.human.cornell.edu/phd-hbd

Among the many faculty-led labs within DEA are: The Architectural Robotics Lab led by Keith Evan Green, Design & Augmented Intelligence Lab led by Saleh Kalantari, DUET Lab led by So-Yeon Yoon, Meta Design & Technology Lab led by Jay Yoon, and Cornell Wearable & Human Computer Interaction (HCI) Design Lab led by Cindy Hsin-Liu Kao. We invite applicants to apply to the Human Behavior and Design Ph.D. program in DEA at Cornell University (Ithaca, New York) to begin in the Fall 2019 semester.

  • Cornell’s Architectural Robotics Lab strives to address problems and opportunities of an increasingly digital society by developing and testing meticulous, artfully-designed, cyber-physical environment that act, think, and grow with their inhabitants. The novelty of the lab lies in its recognition of the physical, built environment, from furniture to the metropolis, as the next frontier of computing, robotics, and design.
  • Cornell’s Design and Augmented Intelligence Lab promotes a range of advanced technologies, innovative design approaches, and new analytical frameworks that can improve the relationship between people and their created environment. Two of the major research themes at DAIL are the use of embodied intelligent assistants in design processes, and human-robot interactions in fabrication.
  • Cornell’s Meta Design & Technology Lab investigates how products, including services and systems, can be purposefully designed to enrich users’ momentary as well as long-term experiences. The lab’s research agenda revolves around experience-driven design with a focus on emotions in human-product interactions, design-mediated behavior change and psychological well-being, and development of design tools and techniques that support designers in designing for them.
  • Cornell’s DUET Lab is devoted to the empirical study of emerging visualization technologies in conjunction with user experience design in the context of physical and/or virtual environments. Advances in technology have enabled unprecedented improvements in the emerging fields of design visualization and bio-sensing. The DUET lab research focuses on understanding how people feel, think, and act in designed environments using advanced visualization including VR/AR and bio/motion sensing technologies.
  • Cornell Wearable & Human Computer Interaction (HCI) Design Lab Cindy Hsin-Liu Kao’s lab will work at the intersections of HCI, Ubiquitous & Wearable Computing, Interaction Design, Digital Fabrication, Material Innovation, Fashion Design, Anthropology, and Body Art. We will design across scales, exploring culturally-designed body scale, on-skin interfaces in relationship with everyday products and environments.

Research in the labs is highly collaborative, developed in partnership with faculty and students from departments including Information and Computer Science, Mechanical, Electrical, and Computing Engineering, Cognitive Science, Psychology, and Digital Humanities. Preferred applicants are individuals interested in pursuing a Ph.D. focused in design research who have earned prior degree(s) in a design discipline, broadly defined, including architecture, industrial design, product design, interior design, interaction design, user experience, media arts, HCI, HRI, human factors psychology, and/or human-centered design/computing/engineering.

Applications:

Complete applications are due no later than November 1, 2018, without exception. Full funding and living stipend may be offered to qualified Ph.D. applicants. The degree of Ph.D. will be awarded in DEA (Design + Environment Analysis) at Cornell University. (The Architectural Robotics Lab also has a track for Ph.D. students in the field of Mechanical Engineering—for this, apply to Cornell’s Sibley School of MAE.)

One of the eight Ivy League Universities, Cornell consistently ranks among the top-20 research universities globally, benefits from its beautiful natural surroundings in upstate New York, and adjoins the lively, inclusive downtown of Ithaca.

Contacts and Links:

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Openings for research collaboration (Cornell students and researchers)

Cornell students and researchers (e.g., post-doc and visiting researchers) who are interested in collaborating with the members of Meta Design & Technology Lab can participate in a project. The project can be either part of the lab’s current research agenda or be newly formulated and proposed. Either way, we will be delighted to have a conversation to explore opportunities.

Students can receive credits for the independent study of Design and Environmental Analysis, through which they will get to know the lab members and develop design and research skills. The project can be a research project, a design project, or a combination of both. Activities involved in the project may vary depending on the nature of the project and research interest, e.g., collecting, processing, analyzing data and publishing the resulting outcomes.

If interested, please send your curriculum vitae, a description of your research interest, and portfolio (design students only) to Jay Yoon—jy846[at]cornell.edu.

In your description, please indicate provisional schedule (i.e., start and end date). If you have your own project idea, you may include a title of the project and a project brief that outlines its background, objective, methodology and expected outcomes.

We will contact you to organize a meeting once we have received and reviewed the project proposal. Let’s collaborate!

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EmotionPrism: The development of a design tool that communicates 25 pleasurable human-product interactions

Research conducted at Delft Institute of Positive Design
Publication:

  • Yoon, J., Pohlmeyer, A. E., & Desmet, P. M. A. (2018). EmotionPrism: The development of a design tool that communicates 25 pleasurable human-product interactions, Journal of Design Research, 15(3/4), 174-196. Download

Some products are routinely described as “nice”, but what lies beneath that word? The range of positive emotions experienced in human-product interactions is multifarious. Differentiating positive emotions (e.g., joy, love, hope, and interest) and having an awareness of associated expressive interaction qualities (e.g., playful, careful, persistent and focused interaction) can support designers to influence users’ interactions in a favorable way. The emotionPrism is a design tool for designers to gain a better understanding specific positive emotions and related expressive interaction qualities. EmotionPrism is a collection of movie-sets that represents 25 different positive emotions in dynamic hand-object interactions, combined with theoretical descriptions of the emotions. Designers can use the tool to envision and discuss what kinds of interactions would be appropriate or desirable to incite and to select a set of relevant positive emotions accordingly by referring to the set of information as a repertoire to choose from.

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Interactive emotion exploration toolkit

Research conducted at ID-StudioLab and Delft Institute of Positive Design (Delft, the Netherlands)
Publication

  • Yoon, J., Pohlmeyer, A., & Desmet, P. (2016). “Feeling good” unpacked: Developing design tools to facilitate a differentiated understanding of positive emotions (pp. 266–274). Presented at the 10th International Conference on Design and Emotion – Celebration and Contemplation, Amsterdam, the Netherlands. Download

This interactive playground is a package of three emotion-specific experience setups, ‘Assurance’, ‘Enjoyment’, and ‘Interest’, each of which enables designers to explore three similar positive emotions in an interactive way (nine emotions in total). In an interactive installation, design students can actually feel particular positive emotions and explore the differences by interacting with the installations. We assumed that in line with Buchenau, M., & Suri, J. F.1, offering firsthand experiences of particular positive emotions in a physically staged setup could give a visceral sense of differences between those emotions. This want meant to let designers bodily experience several emotions, and reflect on what caused the emotions, and how they reacted. The installation served as a platform of discussion.

  1. Buchenau, M., & Suri, J. F. (2000). Experience prototyping (pp. 424–433). Presented at the the conference, New York, New York, USA: ACM.
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Towards a holistic design for subjective well-being

Researcher: Roby Michelangelo Vota
Involvement: Research advisor (chair: Dr. Stella Boess)
Research conducted at ID-Studiolab (Delft, the Netherlands)
Publication:

  • Vota, R. M. (2015). Towards a holistic design for subjective well-being. Delft: Delft University of Technology.

In current approaches to Design for Sustainable Behavior (DfSB), the main focus is on “mitigating, controlling or blocking unsustainable or inappropriate behavior by users”. The concept of sustainability appears limited to restraining the environmental impact of behaviors, often at the detriment of people’s subjective well-being. However, personal and environmental well-being are not only compatible but even mutually supportive aspects of sustainability. Hence, a research was conducted to explore how design can address environmental sustainability and subjective well-being as complementary aspects of sustainability. Through observations of sustainability-related design activities, a series of key factors influencing the design approach emerged. Focusing on the factor ’empathy towards people’s positive experiences’, a design method and a set of design tools and techniques was developed to validate the effects of an experience-driven approach on the positivity of Design for Sustainability. The proposed method was built around three key points: (1) positive experiences as the focus of preliminary design explorations, (2) empathic understanding of the components and mechanisms underlying the experiences, and (3) exploration of short- and long-term effects of experiences on both personal and environmental well-being.

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The mood street, creating design interventions that support flight attendants

Research conducted in collaboration with KLM Royal Dutch Airlines (Amsterdam, the Netherlands)
Publication:

  • Desmet, P. M. A. , Fokkinga, S.F., Ozkaramanli, D., & Yoon, J. (2016). Emotion-driven product design. In: H. L.  Meiselman (Ed.). Emotion measurement (pp. 406-426). New York: Elsevier. Download
  • Yoon, J., Pohlmeyer, A. E., & Desmet, P. M. A. (2014). The mood street: Designing for nuanced positive emotions (pp. 707–716). Presented at the NordiCHI, Helsinki, Finland: ACM. Download

The KLM Royal Dutch Airlines wanted to introduce products and services in the crew center that evoke positive emotions to improve the mood of flight attendants just before boarding the airplane. At the beginning of the project, 10 positive emotions were chosen to design for, which guided the design process: anticipation, confidence, energized, inspiration, joy, kindness, pride, relaxation, respect, and sympathy. For each emotion, several ideas were generated. Because the emotions differ in terms of causes and behavioral effects, with interviews, observations, and creative workshops, the designers explored when and why flight attendants experienced each of the 10 emotions, and how these emotions contributed to their professional activities. The gained insights were translated into a collection of 30 designed interventions, three for each emotion.

Two examples are “Good Night” and “The Curtain”, which were designed to evoke kindness and anticipation, respectively. Good Night is a smartphone application that enables team members to help each other to be on time when they have early flights. The application is aware of the schedule of a flight attendant and automatically sets the desired wake-up time for each team member. At wake-up time, the application gently reminds the team members to check who might still be asleep by showing each member’s state, and, if necessary, signaling to give them a friendly wake-up call. In this way, the flight attendants kindly look after each other and feel connected even before they meet. The Curtain intends to stimulate positive anticipation for the upcoming flight. As the flight attendants walk from the crew center towards the airport gate, the closed curtain slowly opens and lights around the curtain frame glow, one by one. When the lights are on, the curtain is completely open. This moment builds up a feeling of expectancy and signals that they are ready and prepared to go “on-stage.”

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Playing with paintings to enhance museum experiences in Mauritshuis

Researcher: HungChu Shih
Involvement: Research advisor (chair: Dr. Arnold P. O. S. Vermeeren)
Research conducted in collaboration with Mauritshuis Museum and Kiss the Frog (Delft, the Netherlands)
Publication:

  • Vermeeren, A. P. O. S., Shih, H., van der Lan., Calvi, L., Yoon, J., Keller, I. (2018) Designing trajectories of experience: In museums, around museums, or including museums. In: Vermeeren, A. P. O. S., Calvi, L., & Sabiescu, A. (Ed.). Museum experience design: Crowds, ecosystems and novel technologies (pp. 301-323). Springer international publishing. Download
  • Shih, H., Yoon, J., & Vermeeren, A. P. O. S. (2016). Positive emotions for inciting behavior: Playing with paintings to enhance museum experiences (pp. 222–230). Presented at the 10th International Conference on Design and Emotion – Celebration and Contemplation, Amsterdam, the Netherlands. Download
  • Vermeeren, A. P. O. S., Shih, H., & Yoon, J. (2016). Design for experiences beyond the museum: Classical paintings as an introduction to modern culture. Presented at the CHI ’16 workshop. Download

One of the current trends in the function of museums is the change from a single museum to connected museums or museums as part of large institutional ecosystems. In terms of designing for experiences, this trend implies that one no longer only designs for visitors’ experiences before, during and after museum visits, but that one should think in a more holistic way. This project explored possible implications of the above trend, based on a case of designing a mobile application (an app) for the Mauritshuis, a museum for classical art in the Hague, the Netherlands. The design of the app aimed at providing its visitors with a more engaging way of appreciating the classical Dutch paintings, at the same time, raising interest for and connecting visitors to modern Dutch culture.  The app contains the function of giving travel tips to the young adult travelers for exploring the Hague by means of a game ‘treasure hunting’. The treasures to be found are elements in famous as well as less famous paintings that connect to stories that are interesting for the young adult travelers.