1,721,114 research outputs found

    Design for healthy behaviour

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    Over the last decades, people in societies all over the world have moved from barely being able to survive to living in a state of abundance. While this development is of course very positive, it has also led to unhealthy lifestyles. Statistics on unhealthy eating habits in the UK and the USA (England, 2014; Stark Casagrande et al., 2007) tell us that only a small proportion of peoples diet meet the general dietary recommendations (consuming less saturated fat, added sugars and salt and eating enough fruit and vegetables). In addition, recent statistics on the degree to which peoples diet are active in these countries, as well as in others are low. In England, 66% of men and 56% of women claim to meet the recommendations of being active for at least 30 minutes five times a week (Centre, 2013). Similar results (including higher levels of self-reported activity and lower levels of measured activity) have been found for activity of USA residents (Tucker et al., 2011). Eventually, these unhealthy lifestyles will negatively affect the wellbeing of many people and lead to ever-increasing costs and demands in healthcare. Specifically, there is a dramatic increase in so-called lifestyle diseases such as obesity and diabetes (Lee et al., 2012). Although low levels of inactivity and unhealthy eating habits are not the only factors contributing to this trend, they do play a major role. Lifestyle changes could counter this trend and, consequently, multiple efforts have been made to raise people’s awareness of the importance of living a healthier life. Traditionally, health interventions have taken the form of mass media campaigns aimed at raising awareness of health issues and of the benefits of living a healthy lifestyle. More recently, more innovative means of designing for healthy behaviour have been sought that include monitoring and coaching systems and the design of environments that encourage an active lifestyle. In this chapter, I will give an overview of the different means to design for healthy behaviour and I will introduce a design framework that is based on a dominant theory in the psychology of health behaviour change, the transtheoretical model of behaviour change developed by Prochaska and colleagues (TTM, Prochaska & Velicer, 1997). This design framework challenges designers to look at health behaviour change as a process and offers strategies to design products that guide people through a process of behaviour change until they have durably changed their behaviour

    Conclusion

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    Together, the three preceding sections contribute to, and expand on, current understandings of how we can (and should) use design for behaviour change models and tools. We can see that the body of work on design for behaviour change is starting to mature and there are many important developments that are worth noting. We therefore use two final chapters of this book to summarize the insights gained, to draw more general conclusions and to discuss the contribution, benefits and limits of the book (this chapter). Further, we will outline future questions and challenges for the sector and provide an overview of the work that is needed to address thes

    Design for Behaviour Change: Theories and practices of designing for change

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    Design impacts every part of our lives. The design of products and services influences the way we go about our daily activities and it is hard to imagine any activity in our daily lives that is not dependent on design in some capacity. Clothing, mobile phones, computers, cars, tools and kitchenware all enable and hold in place everyday practices. Despite design's omnipresence, the understanding of how design may facilitate desirable behaviours is still fragmented, with limited frameworks and examples of how design can effect change in professional and public contexts. This text presents an overview of current approaches dedicated to understanding how design may be used intentionally to make changes to improve a range of problematic social and environmental issues. It offers a cross-disciplinary and cross-sectoral overview of different academic theories adopted and applied to design for behaviour change. The aim of the volume is twofold: firstly, to provide an overview of existing design models that integrate theories of change from differing scientific backgrounds; secondly, to offer an overview of application of key design for behaviour change approaches as used across case studies in different sectors, such as design for health and wellbeing, sustainability, safety, design against crime and social design. Design for Behaviour Change will appeal to designers, design students and practitioners of behavioural change

    Future prospects

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    Numerous design for behavioural change theories have been presented in this edited text, with supporting case studies illustrating how the models and tools have been applied successfully to lead to positive change. One of the greatest challenges we are facing today is to achieve social and environmental change under a magnitude of scale and time pressures, such as to drastically reduce emissions in a limited time frame. We have argued that design can and has to play a leading role in achieving this challenge and, in this regard, we have synthesized four interrelated themes from the edited text, which we discuss in the following. We believe that these four themes require attention by the field of design for behavioural change in order to progress the aforementioned challenges under the given pressures of scale and time. The four themes are these:• Who decides: who will own and administer required behaviour change interventions and how may they be brought about

    Introduction:Designing for behavioural change

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    Design impacts every part of our lives. The design of products and services we encounter in all areas and walks of life influences the way we go about our daily activities. It is hard to imagine any activity of our daily lives that is not dependent on a designed artefact in some capacity. Our clothing, mobile phones, computers, cars, tools and kitchenware all enable and hold in place our everyday practices. Design impacts our built and natural environment through urban planning and architecture, and it impacts our health and safety by promoting or restricting activities that may or may not be healthy, or cause harm. Cooper et al. (2011) explain that in the past 100 years, ‘we have designed systems of transport, work, and entertainment that mean we are less active’ (p. 135) and which can be counter productive to our health where they lead to a lack of exercise. Simultaneously designers have improved the diagnostic and treatment devices for the non-communicable diseases affected by this lack of exercise (Cooper et al., 2011). Design can furthermore shape our views and expectations of how we should behave in our world through its implicit values. For instance, designs of the mobile phone and web 2.0 platforms have changed the way we interact and plan for work and leisure, as well as shifting the expectations for when and where we are available

    Design for healthy behavior: design interventions and stages of change

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    Designers have increasingly used the capacity of design to influence human behavior and consequently to address the challenges that our society faces. One of these challenges is the rise of ‘lifestyle diseases’, such as obesity and diabetes. A change towards a more healthy lifestyle could in many cases prevent or diminish such diseases, which would reduce demands and costs in care. Moreover, it could lead to a higher level of wellbeing for many people. In response to this challenge, designers and computer scientists have created interventions that help people adopt a healthier lifestyle. We argue that designers need to consider the different stages that people go through to durably change their behavior. In this paper, we discuss how design interventions aimed at adopting a healthier lifestyle correspond to different stages in the Transtheoretical Model of Health Behavior Change. Furthermore, we discuss how designers could design for stages of change

    Design for behaviour change for health and wellbeing

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    With an ageing population, increase in stress-related diseases and unhealthy lifestyles, to name but a few, there are a myriad of challenges for improving both health and wellbeing of people. These challenges might be addressed by design. Design within this domain can aim to elicit positive behaviour changes to address health and wellbeing issues. The field of health and wellbeing is broadly defined. The official WHO definition of health formulated in 1948 (WHO, 2006) describes health as “a state of complete physical, mental and social wellbeing and not merely the absence of disease or infirmity.” This definition would “leave most of use unhealthy most of the time” and recently there has been some debate about this definition (Huber et al., 2011) suggesting a less stringent view on what being healthy really means. Broadening to the definition of wellbeing, Seligman (2011) proposes that wellbeing is a multi-componential concept comprising positive emotions, engagement, meaning, positive relationships and accomplishment (PERMA)

    Compassionate technology, value-based design for (e-)mental health

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    Efforts to integrate technological support in mental healthcare seem promising but are not always adopted in mental healthcare practice. Information and Communication Technology (ICT) in mental healthcare seems to be perceived by mental health professionals as an inferior option in terms of addressing emotions, and that is mostly ignored in favour of face-to-face options. This chapter proposes that a value-based approach to the design of e-mental health focusing on compassion might lead to better solutions that can further a transition to sustainable mental health(care) for the future. This chapter discusses how compassion is viewed within design research and shows how applying a value-based design approach, in which the values of all stakeholders are considered, can support design for compassion in e-mental healthcare.<br/

    Teaching design and emotion in the foundation year : an industrial design approach

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    This paper showcases two design tools; the ‘storyboard’ and ‘a day in the life’ demonstrated to design students in their foundational year (first year) of study. By employing these tools during the design process the aim was to provoke students to consider and design for emotional experiences for potential users. The assessment asked students to design an MP3 player using these tools. This is demonstrated through a student project that successfully used the tools and method introduced. The teaching theory, project context, student outcome as well as challenges faced by students using this approach are discussed. The paper concludes with implications for teaching emotion theory at an undergraduate level and potential future directions
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