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Meaningful Experiences:
Meaningful Innovations for Behavior Change

MA in Design for Sustainability

Najmeh (Naz) Mirzaie
Professor Scott Boylston

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 1
Sustainability represents not so much an

"

environmental crisis, but a crisis of meaning;
it prompts us to reassess many of our most
fundamental assumption, and to re-examine
and change our approaches."
Stuart Walker

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 2
Design for
Sustainable Behavior
(DfSB)

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 3
Design for
Sustainable Behavior
(DfSB)

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 4

New
Customers
Design for
Sustainable Behavior
(DfSB)

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 5

New
Customers

Meaningful
Experiences
Research Questions

• What are the different behavior change strategies and frameworks?
• What is experience and what are the influencing factors in creation of an
experience?
• What is a meaningful experience?
• How behavior change strategies might be connected to design process?
• How behavior change has been used as a innovative strategy among
companies?
• How might meaningful experiences inspire users interactions with products
toward reducing products’ environmental and social impacts?

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 6
Design for
Sustainable Behavior
(DfSB)

New
Customers

Meaningful
Experiences

Explore Concepts
• Persona Definition
• Concept Sketching

Frame insights
• Observation to Insights
• Insights Sorting

Frame Solutions
• Morphological Synthesis
• Concept Linking Map

Know people
• Research Participants Map
• Research Planning Survey

Realize Offerings
• Platform Plan
• Innovation Brief

Know Context
• Publication Research
• Subject Matter Interview

Sense Intent
• Key Facts
• Ten Types of Innovation
• Intent Statement

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 7
Title

Author

Rating

Source

Summary

Exploring behavioral
psychology to support
design for sustainable
behavior research

Johannes
Zachrisson* and
Casper Boks

***

Norwegian University
of Science and
Technology

Design behavior Intervention
)Model DBIM

Design for sustainable
behavior: strategies
and perceptions

Debra Lilley

**

Department of Design
and Technology,
Loughborough
University

Interventions which raise
awareness by drawing attention
to a problematic behavior were
seen as more acceptable and
empowering. (These interventions,
many felt, would encourage
behavior change without reducing
the user’s ability.

Design for Socially
Responsible behavior
: A Classification
of Influence Based
on Intended, User
Experience

Nynke Tromp, Paul ***
Hekkert Peter-Paul
Verbeek

Delft University of
Technology
Design issue

Design for Socially Responsible
behavior can happen based
on Influence on Intended User
Experiences in four categories:
1.Strong and apparent (Coercive
and forced):
2.Apparent and weak (persuasive)
3.Weak and Hidden (Seductive and
Tempting) Optimal conditions for
specific behavior
4.Hidden and strong (Decisive)

Making Meaning

Steve Diller & et al

New Riders publishers

The book considers
accomplishment, beauty, creation,
community, duty, Enlightenment,
freedom, harmony, justice,
oneness, redemption, security,
truth, validation, and wonder as
Meaningful Experiences.

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 8

**
4

Publication Research
Behavior change

5
6
1

3
2
1. Sense Intent
2. Know Context

Intangible

Tangible

**
Norwegian University of

The Stages of Change
Model
One of the most significant
models of health behavior
change that proposes
strategies or processes to
assist someone through
the stages of change.

Planned behaviors

UC Berkeley

Health Apps

Sustainable decision is
based on whether person
is in favor of doing the
behavior, the amount
of social pressure, and
whether he/she in control
of the action.

Promoting sustainable
behavior needs attention
attraction, persuasive
messages, fostering
strategies, consistent
delivery, and careful
consideration of audience.

To affect behavioral
change using a website
or application, designers
should consider these
steps: determining the
target behavior, selecting
a trigger, and testing that
trigger.

Science and Technology

The Models in Real Life

Social cognitive theory

CBSM

Stanford Tech. Lab

Unilever

Triggers raise
environmental awareness
and need tools to invoke
actions in customers.
When a change occurs,
it definitely requires
maintenance to reach to
meanings level.

It is relevant to health
programs and stresses
on importance of
environment, behavioral
capability, and situation
in people patterns of
acquiring and maintaining
behaviors.

It is about elegant and
practical moves toward
sustainable practices
adoption.

Simplicity, hot triggers,
and daily habits are the
most significant factors to
be considered in behavior
change and daily habits
are the most powerful
factor.

“Successful change comes
from a real understanding
of people.” Five Levers
for Change are: Make the
behavior understood,
easy, desirable, rewarding,
and a habit.

Maslow’s Hierarchy of
Needs

The ABC behavior

Minnesota P.C. Agency

Frogdesign

Brunel University

The environment directly
influences the behvaior
and results in a
consequence.  Design can
influence the way people
behave by shaping the
environment they function
within.

For changing behaviors
a program need to make
sustainable behavior the
social default, emphasize
personal relevance,
expose information,
create opportunities and
positive visions.

People have Selfactualization and
transcendence needs
that are characterized by
problem solving, personal
growth, and the ability to
have peak experiences.

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 9

•	
•	
•	
•	
•	

Don’t bombard users
with data
Consider the gaming
experience
Convenience and
comfort are keys
Icons are important
...

Comprehensive action
determination model
suggests individual,
sustainable behavior is
directly determined by
intention, habits, and
situation.

The changing behaviors
strategies are related
to three types of users:
Pinballs (They don't
care!), Shortcuts ( They
prefer an easier option.),
and the thoughtful (They
have high motivations).

Design with Intent
It is a toolkit that
suggests 8 enabling lens
of Architectural, Errorproofing, Interaction,
Lusic, Perceptual,
Cognitive, Machiavellian,
and security influence
users' behaviors.

Loughborough
University
Seven design
interventions that in order
a user lose her/his control
to a product: information,
choice, feedback, spur,
steer, technology, and
clever design.

* Delft University of
*
Technology
Choosing behavior
change strategies should
be based on intended
users' experiences.

7
4

Deeper look
Behavior change

3

1. Sense Intent
2. Know Context

Design behavior Intervention Model (DBIM)

Design strategies were introduced based
on intended user experience

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 10

6
1

2

Design for Sustainable behavior (DfSB) is an emerging
activity under the banner of sustainable design which
aims to reduce products’ environmental and social
impact by moderating how users interact with them.

Delft University of Technology

5

Loughborough University

7
4

Publication Research
Meaningful Experiences

5
6
1

3
2
1. Sense Intent
2. Know Context

Intangible

Experience Des. Cards
These cards are design
tools help designers address
experience issues when
developing products,
services, and events.

Tangible
Sustainable by Design
A sustainable solution can
be understood as one that
possess enduring value in
terms of its meanings and
characteristics.

* * Delft Universty of
Technology
“Inscriptions,” refer to the
effects on user’s actions
intended by the designer,
from “prescriptions,” which
concern the actions a
product allows the user.

Stanford Tech. Lab
Users experience three
levels of satisfaction
related to cost and benefit
they get in interactions
with products.

* *Making Meaning

It is essential to encourage
customer's to participate
in co-creation experiences
that will results in deeper
user connections to the
product and company.

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 11

7
4

Deeper Look
Meaningful Experiences

5
6
1

3
2
1. Sense Intent
2. Know Context

Function: Does this do what I need?
Price: Does this do what I need at the
price that worth it?

User product interaction

Emotion: Does this make me feel
good?
Meaning: Does this fit to my world?

User

Product

aesthetic

meaning

Meaning

emotional

The significance of
an experience

Delft University of Technology

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 12

Nathan Shedroff

7
4

Deeper Look
Meaningful Experiences

5
6
1

3
2
1. Sense Intent
2. Know Context

Accomplishment

Beauty

Justice

Oneness

Creation

Redemption

Community

Security

Duty

Enlightenment

Freedom

Truth

Validation

Wonder

Nathan Shedroff
"Making Meaning"

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 13

Harmony

7
4

5
6

Case Studies

1
3
2
1. Sense Intent
2. Know Context

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 14

7
• Save Brand image through supply chain
• Concentration on experience and context
• Identity creation
• Consistent touch points
• Nike foundation
Accomplishment

Beauty

Freedom

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 15

• Unique experiences
• Trust
• Harmony between all the touch points
• Identity creation
• Transparency
Beauty

Oneness

Enlightenment
•	 Transparency
•	 Information & education
•	 Community activities
Save Brand image through •	 User generated context
• Unique experiences
supply chain
• Trust
•	 Consistent touchpoints
Concentration on experience and context
• Harmony between all the touch points
•	 Entire product life cycle from
Identity creation
• Identity creation
Consistent touch points
employee to material and • Transparency
packaging

•
•
•
•
•
• Nike foundation
Accomplishment

Beauty

Freedom

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 16

Beauty

Oneness

Enlightenment
4

5
6

Subject Matter Interview

1
3
2
1. Sense Intent
2. Know Context

Cari Clark Phelps 

Michael Felix

Designer and Creative
Director
Salaciasalt
Savannah, GA 

Professor of Interaction
and Industrial Design
SCAD

Savannah, GA

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 17

Bob Fee
Professor of Design
Management, SCAD
Savannah, GA

Robert Bau
Professor of Service Design
SCAD

Nathan Shedroff
The chair of CCA's MBA in
Design Strategy
One of the pioneers of
experience design

7
4

5
6

Subject Matter Interview

1
3
2
1. Sense Intent
2. Know Context

•	 Cohesive narratives for customers
•	 It’s how we view the world that sets the most
resonant tone for how we behave and what
we believe.
•	 A brand needs to act consistently and
transparently in order to build trust and forge
strong relationships.
Cari Clark Phelps 
Designer and Creative
Director
Salaciasalt
Savannah, GA 

•	Michael Felix
Information isBob Fee
all about the right time and
Robert Bau
Professor of Design
Professor of Interaction
Professor of Service Design
Management, SCAD
and context.
Industrial Design
SCAD
SCAD

Savannah, GA

•	Savannah, GA
Engaging emotional and being consistent in
communications can help in attracting loyal
customers.

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 18

Nathan Shedroff
The chair of CCA's MBA in
Design Strategy
One of the pioneers of
experience design

7
4

5
6

Subject Intent Statement
Matter Interview

1
3
2
1. Sense Intent
2. Know Context

Today, many responsible companies have built their
knowledge to fully incorporate the natural environment
into their business framework. These evolutionary
corporations comprehend that competitive advantage
requires sturdy development of environmentally
restorative products, services and systems (Nattrass &
Altomare, 1999). These corporations demand designers who
are aware of tWheir responsibilities.
Despite the significant of sustainable life cycle thinking,
current market more than ever in the history of design,
has created enormous pressure on innovation that
resulted in competitive atmosphere, conspicuous
consumption patterns, and obsolescent relationships
between users and their possessions.
Therefore, changes in user’s behaviors and habits
could also create unbelievable and impressive results
in protecting our natural resources. According to
University of Delft, the user experience of products and

services is an important factor in the user motivation
to alter his or her behavior. Creating desirable and
meaningful experiences require innovative engagement
and valuable relationship between user and products.

Consequently, this project will identify
and address opportunities to incorporate
consumers’ needs and behaviors at a deeper
level in design process and raise users ‘
awareness about sustainable choices. There
is opportunity for designers to develop
strategies and frameworks for creation
of more social and active collaboration
between consumers, their communities and
trusted brands. Companies that are able to
operate at greater levels of transparency and
responsiveness to their consumers’ desires will
perceive improved brand image. (Senge, & et al, 2008)

Nattrass, B., Altomare, M., (1999) The Natural Step for Business; Wealth, Ecology, and The Evolutionary Corporation, New Society Publishers, Canada
Senge, P., & et al, (2008) The Necessary Revolution; Working together to Create a Sustainable World, Broadway Books, New York.

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 19

7
+ Awareness
4

5
6

Research Participant Map

Infectious Agent

Enthusiastic
Explorer

Greener

1
3
2

3. Know People

-

+ Knowledge

-

Active

Greener
Enthusiastic
Explorer

Infectious Agent

Individual

Collective

Inactive
MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 20

7
4

5
6

Research Participant Map

1
3
2

+ Awareness

3. Know People

Infectious Agent

Enthusiastic
Explorer

Greener

rs

-

me

+ Knowledge

w

Ne

to
us

C

-

Representing 30 percent of U.S. Population, New
Customers bridge the gap between very green
and more mainstream consumers. By empowering
these group and providing meaningful experiences,
they can be ambassadars of behavior change.

Active

Enthusiastic
Explorer

Infectious Agent

Individual

Future of Brands Presentation, Sustainable Brands, 2011

Collective

Greener

Inactive

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 21

7
4

5
6

Research Participant Map

1
3
2

+ Awareness

rs

me

w

Ne

Infectious Agent

Enthusiastic
Explorer

to
us

C

Greener

-

+ Knowledge

Representing 30 percent of U.S. Population, New
Customers bridge the gap between very green
and more mainstream consumers. By empowering
these group and providing meaningful experiences,
they can be ambassadars of behavior change.
Future of Brands Presentation, Sustainable Brands, 2011

-

Active

Enthusiastic
Explorer

Infectious Agent

Individual

Collective

. Greener than Ever
. More Motivated

Greener

. Bullish on the Future

Inactive

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 22

3. Know People

7
4

5
6

Research Planning Survey

1
3
2

3. Know People

Emotional
connections

15%	
I support brands that support social
and environmental causes.
I pay more for products with social and
environmental benefits.

Function

I avoid products/brands that have
social and environmental damages.

Price
71%	

44%	

I often try to repair, make, or reuse
instead of buying new products.
I encourage others to buy from environmentally
and socially responsible companies.

Alignment
with your
personality and
style

I think I should consume less to
protect our nature.

0	 5	 10	 15	 20	25
Which criteria most strongly
describe you?

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 23

59%	
Which of the following qualities often
have the strongest effects on your
purchasing decisions? (pick two)

7
4

5
6
1

3
2

3. Know People

Emotional
connections

15%	

Trusted criteria for a company's sustainability claims (three choices):
•	 Creates innovative and sustainable products and services
I pay more for products with social and
•	 Actively engages their customers in the research, design, and development
environmental benefits.
process
I avoid products/brands that have
Function
•	 Measures and demonstrates positive social and environmental impacts
social and environmental damages.
44%	
I often try to repair, make, or reuse
Favorite brand encouraging role in adopting environmentally and socially
instead of buying new products.
beneficial habits
I encourage others to buy from environmentally
Alignment
and socially responsible companies.
•	 Provide thorough sustainability information
with your
I think I should consume less to
personality and
protect our •	
nature.Make desirable behaviors more convenient
style
•	 Provide feedbacks about the environmental and social consequences of
59%	
your behavior10	 15	 20	25
0	 5	
I support brands that support social
and environmental causes.

Which criteria most strongly
describe you?

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 24

Price
71%	

Which of the following qualities often
have the strongest effects on your
purchasing decisions? (pick two)

7
4

5
6
1

3
2

7

4. Generate Insights

The new product’s ability to break old habits will
be related to the novelty of the interaction with the
product. S
Designing for use we should consider, usability,
simplicity, accessibility, and meaning. M
Although the design of the product can form the
circumstances to trigger change, the context of the
behavior is often hard to control. S
The goal of any behavior change program should be
creation of self-actualized and self transcendence
people or self-resilience ambassadors who feel
responsible to help others and spread the change. D
Product interventions can be accepted, if the target
behaviors are already socially accepted as norms. C

S
Insights and Insight Sorting

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 25

Strategy

Design
process

D

M
Meaningful
experiences

Strategies
Criteria

C
4

5
6
1

3
2

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Implic

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and fu

Feel or
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and cr
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Experi
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his pe ce goals Fu
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Life Sty
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Conne
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sustain
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tisfied
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about
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to oth
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his pe
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Feel su
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MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 26

7

5. Explore Concepts

I think
comm without th
sustain unities the e strong
will no ability, pro other parts
fit
o
t be ac
hieved and planet,f
.

Emotio
nal

Zach,
28 Infe
ctious
Single
Agent
,S
Savann tudent at SC
AD
ah, GA
4

5
6
1

3
2

7

5. Explore Concepts

Reframe
It is not about

It is about

Product

Product Service
Systems

Ownership

Access

Persuasion

Empowerment

Value based on
message

Value based on
meaning

Value embedded
within a product

Value co-created
with customer in
the context of their
lives

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 27
4

5
6
1

3
2

7

6. Frame Solutions
7. Realize Offerings

1

2

3

behavior
CHANGE

mEANINGFUL
eXPERIENCES

dESIGN
PROCESS

6

5

4

Brand
CRITERIA

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 28

Product
CRITERIA

STRATEGIES
1

2

3

behavior
CHANGE

mEANINGFUL
eXPERIENCES

dESIGN
PROCESS

6

5

4

Brand
CRITERIA

Product
CRITERIA

STRATEGIES

Attracting attention

Essential factors

Habits

Successful behavior change
begins with unique and
memorable ways of attracting
attention. Contemporary
advertising techniques can be
applied, from surprising the
audience to the novelty of the
context, and emotional triggers.
The ensuing results stand out,
creating durable, long lasting, and
recognizable memory.

Motivations (intentions), ability
(control), and opportunity/triggers
are required to illicit the adoption
of new behaviors. This project’s
primary target group— infectious
agents—require a trigger, while
enthusiastic explorers—the
secondary target groups—require
the ability as well as the trigger.

Awareness, consideration, and
practice are three steps in adopting
new habits. Efficiency and
convenience are strong elements
in attracting attention to new
behaviors. People cycle in and out
in adopting new habits, so any
behavior change program requires
constant delivery and augmenting
programs.

Context

Triggers

Promotions

Intention, habit, and context are
the three primary influencing
elements of behavior change, with
context possessing the strongest
influence. Context defines our
daily habits. Elements within any
system— connections, social
norms, rules, environment, trends
and market conditions— all inform
this context.

In designing triggers, two factors
should be considered: interaction
between customer and touchpoint;
and aesthetic and emotional
nature of these interactions.
Triggers can be associated with
sensible influences: emotional ties,
status associations, and personal
identifiers that have increasingly
stronger effects, and are harder to
achieve.

1. Thorough understanding of the
engaged customers
2. Right time, place, and context
3. Supporting social norms
4. Smart and informed changes in
the default context
5. Systematic and holistic solutions
6. Engaging storytelling
7. Reciprocation

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 29
1

2

3

behavior
CHANGE

mEANINGFUL
eXPERIENCES

dESIGN
PROCESS

6

5

4

Brand
CRITERIA

Product
CRITERIA

STRATEGIES

Customer's value

Needs

Collective consumption

Meaningful experiences can
happen when a customer has
a visceral connection as she/he
interacts with a product service
system that mirrors her/his values.

These needs should be satisfied
in a meaningful experience
that, in ascending order, have
a stronger effect: aesthetic,
sensibilities, social acceptance,
self-esteem, and personal
growth.

A product with ability to connect
to the existing meanings
of customers’ lives has the
potential to create sustainable
behavior, and results in creative
consumption patterns.

Unified system

Required criteria

Usability

Meaningful experiences engage
customers through a unified
system of touchpoints that evokes
a constant sense of integrity and
familiarity to people’s perspectives
of the world.

Creating meaningful experiences
for behavior change require
motivations, awareness, insightful
triggers and strategies based on
the context and the level of user
intentions.

Ease of use, effectiveness, and
efficiency are three aspects
of usability which enhance
a user's goal attainment,
resulting in positive emotions,
and meaningful experiences.
Beauty is a critical factor in
usability assessment because
an individual's like or dislike of a
particular product is affected by
perceptions of beauty.

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 30
1

2

3

behavior
CHANGE

mEANINGFUL
eXPERIENCES

dESIGN
PROCESS

6

5

Brand
CRITERIA

Product
CRITERIA

4
STRATEGIES

1. Know the

people & context

Systematic
Immersion

4. Delivery &

constant refinement

Design for behavior
change is an iterative,
transparent, and
collaborative process
that requires a holistic
view and systematic
considerations.

Decision &
Offerings

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 31

2. Opportunities,

motivations & scope

Analysis

3. Strategy, co-design,
&iterative prototyping

Synthesis,
Simulation
& evaluation
1

2

3

behavior
CHANGE

mEANINGFUL
eXPERIENCES

dESIGN
PROCESS

6

5

Brand
CRITERIA

Product
CRITERIA

4
STRATEGIES

Social
norms

Social
attraction

Creativity

Script

Badges
Causes

Commitment

tive n
rea
C
ptio
um s
s
con ttern
pa

Identity

Playfulness

Storytelling

Games

Prompt

Pattern
recognition

Goal base
& tailoring

Tracking

Delight

s

n
atio

ic
mun

Social
networking

Com

Usability

Emotions
Create action
tendency

Attract
attention

ng

ardi

Rew
s

Gift

ent

Engagem

Membership

Feedback

Control

Co-de

Transparency
sign

DIY

Incentive

Adoptability
Personal
possessioness

Suggestion

Steering

Key consideration
Strategy
Tactic
MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 32
Ea
s

ss

Communication

e

ta
ea

p
Re

of
oll

ow

Strategies in different touchpoints

u

Status
association

Social Norms

Feedback

Positive

Prompts

Usability

Strategy criteria/Tactic

Sample of behavior
change strategies in
different touchpoints

le

ab

Script

Reinforcement

Storytelling

Feedback

am

ica

iar

nd

of a
ty cy
rie uen e
Va eq nc
fr sse
e

t
ien

en
nv
Co

term
Long tenance
main

Clear

Adju
sta
resp ble to
onse
s

t

Et
h

l identification

Fam
il

Dir
ec

Information
providing

Prompts

Execution

e
str
Up

ib
an ility
d of
re u
su se
lts

Support and
support by the
context

Adoptability

Track system

Suggestions

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 33

Social
diffusion

Co-creation

Self-monitoring

Vi
s

ution
xec

Strategies that are related to
all the touchpoints.

ng

rdi

wa

Re

Promotions

After
exe
c

ient

Be

n
tio

e
re
fo

Commitment

Effi
c

e

bl

Membership

yt

tifi
Jus

Pl
ay
fu
ln
e

bl

Sim
ple

t
ten
sis

ira

Unde
rstan
dable

Forgiveness

ing
ett
al s

Go

n
Co

D
es

l
Ea
s

P
Pllay
ayu
f
flu e
n
ln s
s
es
s

Communication
Communication

bl

e

of
oll

ow

Strategies in different touchpoints

u

Status
association

Social Norms

Feedback

Positive
Usability

Strategy criteria/Tactic

le

ab

Sample of behavior
change strategies in
different touchpoints

Prompts

Prompts

Feedback
Execution

am

Feedback

Et
h

ica

d

t
en

iar

term
Long tenance
main

Clear

Adju
sta
resp ble to
onse
s

Information
Information
providing
providing

n
of a
ty cy
rie uen e
Va eq nc
fr sse
e

l identification

Fam
il

Dir
ec

ti
en
ien
ev
onn
Cnv
Co

ib
an ility
d of
re u
su se
lts

Script

Reinforcement

e
str
Up

Vi
s

Support and
support by the
context

Adoptability
Adoptability

Track system

Suggestions

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 34

Social
diffusion

Co-creation

Self-monitoring

Storytelling
Storytelling

ution
xec

Strategies that are related to
all the touchpoints.

ng

rdi

wa

Re

Promotions

After
exe
c

ient

ta
ea

p
Re

Be

n
tio

e
re
fo

Commitment

Effi
c

e

bl

Membership

Membership

yt

tifi
Jus

Sim
ple

t
ten
sis

ira

Unde
rstan
dable

Forgiveness

ing
ett
al s

Go

n
Co

D
es

l

t
1

2

3

behavior
CHANGE

mEANINGFUL
eXPERIENCES

dESIGN
PROCESS

6

5

Brand
CRITERIA

Product
CRITERIA

1. Empower

2. Expand

3. Connect

4
STRATEGIES

Respect safety of environment,
workers, & customers
Expose the resources use &
embodied resource efficiency
Create usable & environmental friendly
interactions (Human-centered Eco-design)

Be part of a product service system

Avoid functional, aesthetic, & technological
obsolescence (Durability)

Support with customers’ values

Create emotional & aesthetic
engaging experiences

Provide tangible incentives

Connect customers with peers with
shared values

Respond to customer behvaior changes

ethical, trustful, & transparent
lifecycle such as intent & outcomes

Create benefits for local communities

(Provide feedback in real time)

Provide tangible & measurable outcomes

justifiable performance & criteria

Respect cultural diversity

Create healthy habits

Enhance customers knowledge

Connect individual & social concerns

Be economically viable

Fit in customer personality & lifestyle

Collective consumption (Repair, remake, reuse,

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 35

(Produced & maintained locally)

share & exchange instead of buying new products)
1

2

3

behavior
CHANGE

mEANINGFUL
eXPERIENCES

dESIGN
PROCESS

6

5

Brand
CRITERIA

Product
CRITERIA

4
STRATEGIES

Transparent
communications
Visible life cycle thinking,
honest measuring
and demonstrating of
environmental and social
impacts, loyalty in initial
claims, and constant
enhancement of customer
knowledge will result in
invaluable trust.

Meaningful identity
Meaningful identity and
sense of membership
among customers can be
generated by addressing
shared values in different
touchpoints.

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 36

Reframed experiences
The focus should shift
from products to the
experiences and context
through consistent
product service systems,
and meaningful
storytelling in a unified
system of touchpoints.

Enhanced empathy
&social efforts
Efforts should be
commenced from the
brand itself with creating
or enhancing corporate
social responsibility and
then investing in social
innovation projects and
working closely with
related organizations.

Sustained meaningful
innovations
Concentration on
product service systems,
collaboration consumption
patterns, green
innovations, and enriching
sustainable strategies
(reduce, reuse, recycle,
& restore) are among the
guidelines in this category.

Self-evolving communities
Through consumer
collaborations,
user-generated contexts,
fostering powerful
leadership and infectious
agents, companies can
assist in creation of
resilient communities.
Sense of
membership
Fostering powerful
leadership and
infectious agents

Addressing shared
values in different
touchpoints.

Enhancing
corporate social
responsibility

Meaningful
identity

Consumer
collaborations

Enhanced
empathy &social
efforts

Self-evolving
communities

Meaningful
experiences
for
behavior
change

Constant
enhancement
of customer
knowledge

Loyalty in initial
claims

Sustained
meaningful
innovations

Transparent Communications

Reframed
experiences

Visible life cycle
thinking

Product service
systems

Storytelling

Collaboration
consumption
patterns

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 37

Green
innovations
Sustainable living in organizations
In bringing sustainable behaviors to these complicated
systems, the designer could apply the principles of
living systems in eco-systems, which are the basis of
sustainability.
•	 Strong sense of community and collective identity
around common values
•	 Openness to the outside world
•	 The most effective way to enhance an organization’s
sustainable learning potentials is to support and
strengthen its communities of practice.

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 38
Thank you

MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 39

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Essential role of meaningful experiences in behavior change

  • 1. Meaningful Experiences: Meaningful Innovations for Behavior Change MA in Design for Sustainability Najmeh (Naz) Mirzaie Professor Scott Boylston MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 1
  • 2. Sustainability represents not so much an " environmental crisis, but a crisis of meaning; it prompts us to reassess many of our most fundamental assumption, and to re-examine and change our approaches." Stuart Walker MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 2
  • 3. Design for Sustainable Behavior (DfSB) MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 3
  • 4. Design for Sustainable Behavior (DfSB) MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 4 New Customers
  • 5. Design for Sustainable Behavior (DfSB) MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 5 New Customers Meaningful Experiences
  • 6. Research Questions • What are the different behavior change strategies and frameworks? • What is experience and what are the influencing factors in creation of an experience? • What is a meaningful experience? • How behavior change strategies might be connected to design process? • How behavior change has been used as a innovative strategy among companies? • How might meaningful experiences inspire users interactions with products toward reducing products’ environmental and social impacts? MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 6
  • 7. Design for Sustainable Behavior (DfSB) New Customers Meaningful Experiences Explore Concepts • Persona Definition • Concept Sketching Frame insights • Observation to Insights • Insights Sorting Frame Solutions • Morphological Synthesis • Concept Linking Map Know people • Research Participants Map • Research Planning Survey Realize Offerings • Platform Plan • Innovation Brief Know Context • Publication Research • Subject Matter Interview Sense Intent • Key Facts • Ten Types of Innovation • Intent Statement MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 7
  • 8. Title Author Rating Source Summary Exploring behavioral psychology to support design for sustainable behavior research Johannes Zachrisson* and Casper Boks *** Norwegian University of Science and Technology Design behavior Intervention )Model DBIM Design for sustainable behavior: strategies and perceptions Debra Lilley ** Department of Design and Technology, Loughborough University Interventions which raise awareness by drawing attention to a problematic behavior were seen as more acceptable and empowering. (These interventions, many felt, would encourage behavior change without reducing the user’s ability. Design for Socially Responsible behavior : A Classification of Influence Based on Intended, User Experience Nynke Tromp, Paul *** Hekkert Peter-Paul Verbeek Delft University of Technology Design issue Design for Socially Responsible behavior can happen based on Influence on Intended User Experiences in four categories: 1.Strong and apparent (Coercive and forced): 2.Apparent and weak (persuasive) 3.Weak and Hidden (Seductive and Tempting) Optimal conditions for specific behavior 4.Hidden and strong (Decisive) Making Meaning Steve Diller & et al New Riders publishers The book considers accomplishment, beauty, creation, community, duty, Enlightenment, freedom, harmony, justice, oneness, redemption, security, truth, validation, and wonder as Meaningful Experiences. MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 8 **
  • 9. 4 Publication Research Behavior change 5 6 1 3 2 1. Sense Intent 2. Know Context Intangible Tangible ** Norwegian University of The Stages of Change Model One of the most significant models of health behavior change that proposes strategies or processes to assist someone through the stages of change. Planned behaviors UC Berkeley Health Apps Sustainable decision is based on whether person is in favor of doing the behavior, the amount of social pressure, and whether he/she in control of the action. Promoting sustainable behavior needs attention attraction, persuasive messages, fostering strategies, consistent delivery, and careful consideration of audience. To affect behavioral change using a website or application, designers should consider these steps: determining the target behavior, selecting a trigger, and testing that trigger. Science and Technology The Models in Real Life Social cognitive theory CBSM Stanford Tech. Lab Unilever Triggers raise environmental awareness and need tools to invoke actions in customers. When a change occurs, it definitely requires maintenance to reach to meanings level. It is relevant to health programs and stresses on importance of environment, behavioral capability, and situation in people patterns of acquiring and maintaining behaviors. It is about elegant and practical moves toward sustainable practices adoption. Simplicity, hot triggers, and daily habits are the most significant factors to be considered in behavior change and daily habits are the most powerful factor. “Successful change comes from a real understanding of people.” Five Levers for Change are: Make the behavior understood, easy, desirable, rewarding, and a habit. Maslow’s Hierarchy of Needs The ABC behavior Minnesota P.C. Agency Frogdesign Brunel University The environment directly influences the behvaior and results in a consequence.  Design can influence the way people behave by shaping the environment they function within. For changing behaviors a program need to make sustainable behavior the social default, emphasize personal relevance, expose information, create opportunities and positive visions. People have Selfactualization and transcendence needs that are characterized by problem solving, personal growth, and the ability to have peak experiences. MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 9 • • • • • Don’t bombard users with data Consider the gaming experience Convenience and comfort are keys Icons are important ... Comprehensive action determination model suggests individual, sustainable behavior is directly determined by intention, habits, and situation. The changing behaviors strategies are related to three types of users: Pinballs (They don't care!), Shortcuts ( They prefer an easier option.), and the thoughtful (They have high motivations). Design with Intent It is a toolkit that suggests 8 enabling lens of Architectural, Errorproofing, Interaction, Lusic, Perceptual, Cognitive, Machiavellian, and security influence users' behaviors. Loughborough University Seven design interventions that in order a user lose her/his control to a product: information, choice, feedback, spur, steer, technology, and clever design. * Delft University of * Technology Choosing behavior change strategies should be based on intended users' experiences. 7
  • 10. 4 Deeper look Behavior change 3 1. Sense Intent 2. Know Context Design behavior Intervention Model (DBIM) Design strategies were introduced based on intended user experience MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 10 6 1 2 Design for Sustainable behavior (DfSB) is an emerging activity under the banner of sustainable design which aims to reduce products’ environmental and social impact by moderating how users interact with them. Delft University of Technology 5 Loughborough University 7
  • 11. 4 Publication Research Meaningful Experiences 5 6 1 3 2 1. Sense Intent 2. Know Context Intangible Experience Des. Cards These cards are design tools help designers address experience issues when developing products, services, and events. Tangible Sustainable by Design A sustainable solution can be understood as one that possess enduring value in terms of its meanings and characteristics. * * Delft Universty of Technology “Inscriptions,” refer to the effects on user’s actions intended by the designer, from “prescriptions,” which concern the actions a product allows the user. Stanford Tech. Lab Users experience three levels of satisfaction related to cost and benefit they get in interactions with products. * *Making Meaning It is essential to encourage customer's to participate in co-creation experiences that will results in deeper user connections to the product and company. MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 11 7
  • 12. 4 Deeper Look Meaningful Experiences 5 6 1 3 2 1. Sense Intent 2. Know Context Function: Does this do what I need? Price: Does this do what I need at the price that worth it? User product interaction Emotion: Does this make me feel good? Meaning: Does this fit to my world? User Product aesthetic meaning Meaning emotional The significance of an experience Delft University of Technology MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 12 Nathan Shedroff 7
  • 13. 4 Deeper Look Meaningful Experiences 5 6 1 3 2 1. Sense Intent 2. Know Context Accomplishment Beauty Justice Oneness Creation Redemption Community Security Duty Enlightenment Freedom Truth Validation Wonder Nathan Shedroff "Making Meaning" MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 13 Harmony 7
  • 14. 4 5 6 Case Studies 1 3 2 1. Sense Intent 2. Know Context MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 14 7
  • 15. • Save Brand image through supply chain • Concentration on experience and context • Identity creation • Consistent touch points • Nike foundation Accomplishment Beauty Freedom MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 15 • Unique experiences • Trust • Harmony between all the touch points • Identity creation • Transparency Beauty Oneness Enlightenment
  • 16. • Transparency • Information & education • Community activities Save Brand image through • User generated context • Unique experiences supply chain • Trust • Consistent touchpoints Concentration on experience and context • Harmony between all the touch points • Entire product life cycle from Identity creation • Identity creation Consistent touch points employee to material and • Transparency packaging • • • • • • Nike foundation Accomplishment Beauty Freedom MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 16 Beauty Oneness Enlightenment
  • 17. 4 5 6 Subject Matter Interview 1 3 2 1. Sense Intent 2. Know Context Cari Clark Phelps  Michael Felix Designer and Creative Director Salaciasalt Savannah, GA  Professor of Interaction and Industrial Design SCAD Savannah, GA MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 17 Bob Fee Professor of Design Management, SCAD Savannah, GA Robert Bau Professor of Service Design SCAD Nathan Shedroff The chair of CCA's MBA in Design Strategy One of the pioneers of experience design 7
  • 18. 4 5 6 Subject Matter Interview 1 3 2 1. Sense Intent 2. Know Context • Cohesive narratives for customers • It’s how we view the world that sets the most resonant tone for how we behave and what we believe. • A brand needs to act consistently and transparently in order to build trust and forge strong relationships. Cari Clark Phelps  Designer and Creative Director Salaciasalt Savannah, GA  • Michael Felix Information isBob Fee all about the right time and Robert Bau Professor of Design Professor of Interaction Professor of Service Design Management, SCAD and context. Industrial Design SCAD SCAD Savannah, GA • Savannah, GA Engaging emotional and being consistent in communications can help in attracting loyal customers. MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 18 Nathan Shedroff The chair of CCA's MBA in Design Strategy One of the pioneers of experience design 7
  • 19. 4 5 6 Subject Intent Statement Matter Interview 1 3 2 1. Sense Intent 2. Know Context Today, many responsible companies have built their knowledge to fully incorporate the natural environment into their business framework. These evolutionary corporations comprehend that competitive advantage requires sturdy development of environmentally restorative products, services and systems (Nattrass & Altomare, 1999). These corporations demand designers who are aware of tWheir responsibilities. Despite the significant of sustainable life cycle thinking, current market more than ever in the history of design, has created enormous pressure on innovation that resulted in competitive atmosphere, conspicuous consumption patterns, and obsolescent relationships between users and their possessions. Therefore, changes in user’s behaviors and habits could also create unbelievable and impressive results in protecting our natural resources. According to University of Delft, the user experience of products and services is an important factor in the user motivation to alter his or her behavior. Creating desirable and meaningful experiences require innovative engagement and valuable relationship between user and products. Consequently, this project will identify and address opportunities to incorporate consumers’ needs and behaviors at a deeper level in design process and raise users ‘ awareness about sustainable choices. There is opportunity for designers to develop strategies and frameworks for creation of more social and active collaboration between consumers, their communities and trusted brands. Companies that are able to operate at greater levels of transparency and responsiveness to their consumers’ desires will perceive improved brand image. (Senge, & et al, 2008) Nattrass, B., Altomare, M., (1999) The Natural Step for Business; Wealth, Ecology, and The Evolutionary Corporation, New Society Publishers, Canada Senge, P., & et al, (2008) The Necessary Revolution; Working together to Create a Sustainable World, Broadway Books, New York. MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 19 7
  • 20. + Awareness 4 5 6 Research Participant Map Infectious Agent Enthusiastic Explorer Greener 1 3 2 3. Know People - + Knowledge - Active Greener Enthusiastic Explorer Infectious Agent Individual Collective Inactive MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 20 7
  • 21. 4 5 6 Research Participant Map 1 3 2 + Awareness 3. Know People Infectious Agent Enthusiastic Explorer Greener rs - me + Knowledge w Ne to us C - Representing 30 percent of U.S. Population, New Customers bridge the gap between very green and more mainstream consumers. By empowering these group and providing meaningful experiences, they can be ambassadars of behavior change. Active Enthusiastic Explorer Infectious Agent Individual Future of Brands Presentation, Sustainable Brands, 2011 Collective Greener Inactive MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 21 7
  • 22. 4 5 6 Research Participant Map 1 3 2 + Awareness rs me w Ne Infectious Agent Enthusiastic Explorer to us C Greener - + Knowledge Representing 30 percent of U.S. Population, New Customers bridge the gap between very green and more mainstream consumers. By empowering these group and providing meaningful experiences, they can be ambassadars of behavior change. Future of Brands Presentation, Sustainable Brands, 2011 - Active Enthusiastic Explorer Infectious Agent Individual Collective . Greener than Ever . More Motivated Greener . Bullish on the Future Inactive MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 22 3. Know People 7
  • 23. 4 5 6 Research Planning Survey 1 3 2 3. Know People Emotional connections 15% I support brands that support social and environmental causes. I pay more for products with social and environmental benefits. Function I avoid products/brands that have social and environmental damages. Price 71% 44% I often try to repair, make, or reuse instead of buying new products. I encourage others to buy from environmentally and socially responsible companies. Alignment with your personality and style I think I should consume less to protect our nature. 0 5 10 15 20 25 Which criteria most strongly describe you? MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 23 59% Which of the following qualities often have the strongest effects on your purchasing decisions? (pick two) 7
  • 24. 4 5 6 1 3 2 3. Know People Emotional connections 15% Trusted criteria for a company's sustainability claims (three choices): • Creates innovative and sustainable products and services I pay more for products with social and • Actively engages their customers in the research, design, and development environmental benefits. process I avoid products/brands that have Function • Measures and demonstrates positive social and environmental impacts social and environmental damages. 44% I often try to repair, make, or reuse Favorite brand encouraging role in adopting environmentally and socially instead of buying new products. beneficial habits I encourage others to buy from environmentally Alignment and socially responsible companies. • Provide thorough sustainability information with your I think I should consume less to personality and protect our • nature.Make desirable behaviors more convenient style • Provide feedbacks about the environmental and social consequences of 59% your behavior10 15 20 25 0 5 I support brands that support social and environmental causes. Which criteria most strongly describe you? MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 24 Price 71% Which of the following qualities often have the strongest effects on your purchasing decisions? (pick two) 7
  • 25. 4 5 6 1 3 2 7 4. Generate Insights The new product’s ability to break old habits will be related to the novelty of the interaction with the product. S Designing for use we should consider, usability, simplicity, accessibility, and meaning. M Although the design of the product can form the circumstances to trigger change, the context of the behavior is often hard to control. S The goal of any behavior change program should be creation of self-actualized and self transcendence people or self-resilience ambassadors who feel responsible to help others and spread the change. D Product interventions can be accepted, if the target behaviors are already socially accepted as norms. C S Insights and Insight Sorting MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 25 Strategy Design process D M Meaningful experiences Strategies Criteria C
  • 26. 4 5 6 1 3 2 Explic it Functio nal Implic it Posses s dura ble nctiona l items and fu Feel or ganize d and cr afty Experi en his pe ce goals Fu rsonal ity and nction, besi des alig style. Life Sty nmen le Zac Conne t with sustain h is sa ct to a tisfied able b comm about e to oth unity w his pe er gro haviors, but ith Feel su similar rsonal up wit he like develo pporte values h sim s to be d p and en co joy da he car his skills in sp ilar beliefs ily life . He lik nnected es abo readin es to ut incre at the g the w same time h asing people ord, becau He has e does se 's awar been sp not lik e Island e to pu ness, but since h ending his sh peo su Motiva is child enviro ple. nmen tors hood. mmers in N tally co Rewar antucke The Is of con ds and land is nsc se incent to a co a very t ives, a consc rvations that ious place mmun and th ity or pe connection ious m all help values ers with ey are , and pe import ind ab ed him shared rforms lots produc an o better ts stro groceri t for him to ut sustainab to grow up than re ngly su to purc gular pport le w e e hase a his de produc their su s from fresh at healthy an lifestyles. It ith cisions environ t with menta is st st d he b social l bene and efforts. ainability ac ores. He th u fits. inks co ys his tivities Organ He ca mp sh the iPh ic cloth n feel o good s, reusa ould prioriti anies in about ze soc him to ne are amo himse ng the ble water b ial make lf and enjoy His bran o p more benefi his dai ds shou socially roducts that ttles, and cial de ly life. ld enco transpa cision have h and en urage rency s. claims him w elped his beha vironm ith and fe vior, an entally edback d mak more about e relat conv ed beha Facilita enient. vior tors End go als Attribu te Zac h desc non-ju ribes h dg imself He love emental, fr as "hyp iendly s to han , and era relatio g out and car outgoing!" ctive, Impro nships and Expec es ta planet ving his healtries hard to about his p directl tions He like ersonal motiva th and keep h yc s tes him the en is life comm onnect wit his favorite vi to beh style and p connection brands h unity o s. He love ronment an rotecti ave in to f othe him and co trusts d socie ng a way s natu nn rp co ty. that be the re and he fee on the mpanies wh eople simila ect him to a ls that nefits h r to him ir web ich no he is m iking. He e cares sites, b t just p njoys really lik about erging ut also hiking resent self. He the en es to with n a role becau inform viro ature. in se Customizin have Co-cre prove their ation He brand protecting it nment and eff g or D produ social likes to really . He o o it yo ation option orts. He cts media ft choose urself s such perform . He is a skill and w en visits his have as eb pag ed cra during purc favorite ance is that he Sustainability ftsman beside e. His h very im doesn as a m mo s and a asing about 't feel produ are the alignment w portant to asham ajor is findin tivation to himse cts' him ith lf an ga factors ed a good produ he con his personal . So, functio role m d enjoy his of and can fe career cts an ity an n, side not lik d mak produ e to be odel for his daily life. Als el good ing me rs for purchas d style, cts. future o, he c in a gre other aningfu in childre an be Li pe e l conn g new n. fe goal others ople's decis ner group; ection he car He does s Findin ions. S to buy s with asham es o cautio fr g a car ed us com om socially , often he en about and en of and mak eer that he co and en panies. d jo e vironm urages mode y his daily lif s him feel g oesn't feel entally l for h ood ab is futu e. Also, he can be out himself re child a good ren. role MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 26 7 5. Explore Concepts I think comm without th sustain unities the e strong will no ability, pro other parts fit o t be ac hieved and planet,f . Emotio nal Zach, 28 Infe ctious Single Agent ,S Savann tudent at SC AD ah, GA
  • 27. 4 5 6 1 3 2 7 5. Explore Concepts Reframe It is not about It is about Product Product Service Systems Ownership Access Persuasion Empowerment Value based on message Value based on meaning Value embedded within a product Value co-created with customer in the context of their lives MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 27
  • 28. 4 5 6 1 3 2 7 6. Frame Solutions 7. Realize Offerings 1 2 3 behavior CHANGE mEANINGFUL eXPERIENCES dESIGN PROCESS 6 5 4 Brand CRITERIA MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 28 Product CRITERIA STRATEGIES
  • 29. 1 2 3 behavior CHANGE mEANINGFUL eXPERIENCES dESIGN PROCESS 6 5 4 Brand CRITERIA Product CRITERIA STRATEGIES Attracting attention Essential factors Habits Successful behavior change begins with unique and memorable ways of attracting attention. Contemporary advertising techniques can be applied, from surprising the audience to the novelty of the context, and emotional triggers. The ensuing results stand out, creating durable, long lasting, and recognizable memory. Motivations (intentions), ability (control), and opportunity/triggers are required to illicit the adoption of new behaviors. This project’s primary target group— infectious agents—require a trigger, while enthusiastic explorers—the secondary target groups—require the ability as well as the trigger. Awareness, consideration, and practice are three steps in adopting new habits. Efficiency and convenience are strong elements in attracting attention to new behaviors. People cycle in and out in adopting new habits, so any behavior change program requires constant delivery and augmenting programs. Context Triggers Promotions Intention, habit, and context are the three primary influencing elements of behavior change, with context possessing the strongest influence. Context defines our daily habits. Elements within any system— connections, social norms, rules, environment, trends and market conditions— all inform this context. In designing triggers, two factors should be considered: interaction between customer and touchpoint; and aesthetic and emotional nature of these interactions. Triggers can be associated with sensible influences: emotional ties, status associations, and personal identifiers that have increasingly stronger effects, and are harder to achieve. 1. Thorough understanding of the engaged customers 2. Right time, place, and context 3. Supporting social norms 4. Smart and informed changes in the default context 5. Systematic and holistic solutions 6. Engaging storytelling 7. Reciprocation MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 29
  • 30. 1 2 3 behavior CHANGE mEANINGFUL eXPERIENCES dESIGN PROCESS 6 5 4 Brand CRITERIA Product CRITERIA STRATEGIES Customer's value Needs Collective consumption Meaningful experiences can happen when a customer has a visceral connection as she/he interacts with a product service system that mirrors her/his values. These needs should be satisfied in a meaningful experience that, in ascending order, have a stronger effect: aesthetic, sensibilities, social acceptance, self-esteem, and personal growth. A product with ability to connect to the existing meanings of customers’ lives has the potential to create sustainable behavior, and results in creative consumption patterns. Unified system Required criteria Usability Meaningful experiences engage customers through a unified system of touchpoints that evokes a constant sense of integrity and familiarity to people’s perspectives of the world. Creating meaningful experiences for behavior change require motivations, awareness, insightful triggers and strategies based on the context and the level of user intentions. Ease of use, effectiveness, and efficiency are three aspects of usability which enhance a user's goal attainment, resulting in positive emotions, and meaningful experiences. Beauty is a critical factor in usability assessment because an individual's like or dislike of a particular product is affected by perceptions of beauty. MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 30
  • 31. 1 2 3 behavior CHANGE mEANINGFUL eXPERIENCES dESIGN PROCESS 6 5 Brand CRITERIA Product CRITERIA 4 STRATEGIES 1. Know the people & context Systematic Immersion 4. Delivery & constant refinement Design for behavior change is an iterative, transparent, and collaborative process that requires a holistic view and systematic considerations. Decision & Offerings MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 31 2. Opportunities, motivations & scope Analysis 3. Strategy, co-design, &iterative prototyping Synthesis, Simulation & evaluation
  • 32. 1 2 3 behavior CHANGE mEANINGFUL eXPERIENCES dESIGN PROCESS 6 5 Brand CRITERIA Product CRITERIA 4 STRATEGIES Social norms Social attraction Creativity Script Badges Causes Commitment tive n rea C ptio um s s con ttern pa Identity Playfulness Storytelling Games Prompt Pattern recognition Goal base & tailoring Tracking Delight s n atio ic mun Social networking Com Usability Emotions Create action tendency Attract attention ng ardi Rew s Gift ent Engagem Membership Feedback Control Co-de Transparency sign DIY Incentive Adoptability Personal possessioness Suggestion Steering Key consideration Strategy Tactic MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 32
  • 33. Ea s ss Communication e ta ea p Re of oll ow Strategies in different touchpoints u Status association Social Norms Feedback Positive Prompts Usability Strategy criteria/Tactic Sample of behavior change strategies in different touchpoints le ab Script Reinforcement Storytelling Feedback am ica iar nd of a ty cy rie uen e Va eq nc fr sse e t ien en nv Co term Long tenance main Clear Adju sta resp ble to onse s t Et h l identification Fam il Dir ec Information providing Prompts Execution e str Up ib an ility d of re u su se lts Support and support by the context Adoptability Track system Suggestions MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 33 Social diffusion Co-creation Self-monitoring Vi s ution xec Strategies that are related to all the touchpoints. ng rdi wa Re Promotions After exe c ient Be n tio e re fo Commitment Effi c e bl Membership yt tifi Jus Pl ay fu ln e bl Sim ple t ten sis ira Unde rstan dable Forgiveness ing ett al s Go n Co D es l
  • 34. Ea s P Pllay ayu f flu e n ln s s es s Communication Communication bl e of oll ow Strategies in different touchpoints u Status association Social Norms Feedback Positive Usability Strategy criteria/Tactic le ab Sample of behavior change strategies in different touchpoints Prompts Prompts Feedback Execution am Feedback Et h ica d t en iar term Long tenance main Clear Adju sta resp ble to onse s Information Information providing providing n of a ty cy rie uen e Va eq nc fr sse e l identification Fam il Dir ec ti en ien ev onn Cnv Co ib an ility d of re u su se lts Script Reinforcement e str Up Vi s Support and support by the context Adoptability Adoptability Track system Suggestions MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 34 Social diffusion Co-creation Self-monitoring Storytelling Storytelling ution xec Strategies that are related to all the touchpoints. ng rdi wa Re Promotions After exe c ient ta ea p Re Be n tio e re fo Commitment Effi c e bl Membership Membership yt tifi Jus Sim ple t ten sis ira Unde rstan dable Forgiveness ing ett al s Go n Co D es l t
  • 35. 1 2 3 behavior CHANGE mEANINGFUL eXPERIENCES dESIGN PROCESS 6 5 Brand CRITERIA Product CRITERIA 1. Empower 2. Expand 3. Connect 4 STRATEGIES Respect safety of environment, workers, & customers Expose the resources use & embodied resource efficiency Create usable & environmental friendly interactions (Human-centered Eco-design) Be part of a product service system Avoid functional, aesthetic, & technological obsolescence (Durability) Support with customers’ values Create emotional & aesthetic engaging experiences Provide tangible incentives Connect customers with peers with shared values Respond to customer behvaior changes ethical, trustful, & transparent lifecycle such as intent & outcomes Create benefits for local communities (Provide feedback in real time) Provide tangible & measurable outcomes justifiable performance & criteria Respect cultural diversity Create healthy habits Enhance customers knowledge Connect individual & social concerns Be economically viable Fit in customer personality & lifestyle Collective consumption (Repair, remake, reuse, MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 35 (Produced & maintained locally) share & exchange instead of buying new products)
  • 36. 1 2 3 behavior CHANGE mEANINGFUL eXPERIENCES dESIGN PROCESS 6 5 Brand CRITERIA Product CRITERIA 4 STRATEGIES Transparent communications Visible life cycle thinking, honest measuring and demonstrating of environmental and social impacts, loyalty in initial claims, and constant enhancement of customer knowledge will result in invaluable trust. Meaningful identity Meaningful identity and sense of membership among customers can be generated by addressing shared values in different touchpoints. MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 36 Reframed experiences The focus should shift from products to the experiences and context through consistent product service systems, and meaningful storytelling in a unified system of touchpoints. Enhanced empathy &social efforts Efforts should be commenced from the brand itself with creating or enhancing corporate social responsibility and then investing in social innovation projects and working closely with related organizations. Sustained meaningful innovations Concentration on product service systems, collaboration consumption patterns, green innovations, and enriching sustainable strategies (reduce, reuse, recycle, & restore) are among the guidelines in this category. Self-evolving communities Through consumer collaborations, user-generated contexts, fostering powerful leadership and infectious agents, companies can assist in creation of resilient communities.
  • 37. Sense of membership Fostering powerful leadership and infectious agents Addressing shared values in different touchpoints. Enhancing corporate social responsibility Meaningful identity Consumer collaborations Enhanced empathy &social efforts Self-evolving communities Meaningful experiences for behavior change Constant enhancement of customer knowledge Loyalty in initial claims Sustained meaningful innovations Transparent Communications Reframed experiences Visible life cycle thinking Product service systems Storytelling Collaboration consumption patterns MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 37 Green innovations
  • 38. Sustainable living in organizations In bringing sustainable behaviors to these complicated systems, the designer could apply the principles of living systems in eco-systems, which are the basis of sustainability. • Strong sense of community and collective identity around common values • Openness to the outside world • The most effective way to enhance an organization’s sustainable learning potentials is to support and strengthen its communities of practice. MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 38
  • 39. Thank you MA In Design for Sustainability> Final Presentation> May 30th 2012> Page 39