Behavioral Science Meets Design

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What I’ve Got – Blue Light Filter Coating on my EyeglassesRecent research has shown that blue light (emitted by computer/smartphone displays) can lead to dry eyes and contribute to macular degeneration. Blue light has a short wavelength compared to other colors of visible light, meaning that it’s higher in energy, which contributes to greater damage to the retina. In order to stave off some of this damage, some glasses lens manufacturers have begun using coatings that reflect blue light, putting these coatings on lenses like mine. There are multiple ways of creating such a coating – these include applying anti-reflective coatings (which are made of various metal oxides that are applied to the lens) or applying yellow colored coatings (blue and yellow are complimentary colors, so a yellow lens will absorb blue light).

Published on January 26, 2017August 21, 2022 by post_author

photokpathak, whativegot

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My Goal as a Designer:With each product or concept that I design, I strive to create a unique experience that pushes an individual to break out of the societal mold.  The societal mold has been constructed by people like ourselves who find comfort in following norms and not straying from the artificially created line of action. This causes people to adopt a preventative mindset, which promotes risk aversion and allows for a closed mindset in regards to any unique opportunities that may be uncomfortable because they deviate from the norm.  This preventative mindset also promotes mindlessness, because it instils fear to conform to the masses.  I want to design products that make people think twice about societal rules-products that promote a promotional mindset, and enable mindfulness.  I want my products to make people feel comfortable with deviating from the norm.   I tried to illustrate this goal with the photo above.  I typed "unlike the rest" into google images search, and the underlying picture of the green apples with the one red apple appeared.  Starting with this photo, I began to experiment with all the different tools on photoshop.  By keeping the red apple in focus, I blurred and swirled the green apples to represent the chaos in society, and how it can be hard to maintain the position of uniqueness through all the chaos. The color scheme of the entire picture is meaningful, as well.  For example, the color unlike any color in the photo is the red, which is in the middle. As you work your way out of the center, you reach the green from the surrounding green apples. This position in the green is very close to achieving differentiation, but has not quite reached optimal position.  As one moves away from the red and green, they hit white and silver.  These colors represent people who are content with where they are in their lives and who blindly accept societal norms.  I mixed the harsh colors of black and green together and placed them as a ring around the designed photo in order to capture and display aesthetically the pressure that society puts on people to conform and accept the norms.  Through all of this chaos and pressure, the optimal point is where the red apple is.  I tried to also appeal to Desmet and Hekkert’s article on design by creating an interesting aesthetic experience, which then transfers to a meaningful experience which elicits a strong emotional experience.  Challenges/What I’ve GotChallenge 0: My sphere full of multicolored paper clips touched on the idea of chaos mentioned above, but in regards to emotional experience.  There was also certain aesthetic experience through the touching and mingling of all the different colors inside the clear plastic sphere.Challenge Half:Disco Shower was meant to appeal to many different senses, therefore transforming a supposedly normal, every day activity into an unusual, yet extremely fun experience. Many people normally don’t think twice about showering-it is practical and necessary.  However, this product pushes people to question an action that they have been doing all their lives, in the same manner.  Disco Shower does have aesthetic appeal through the strobe lights of the shower head matching the beat of the music, but it mainly focuses on the emotional experience of transforming a typical daily event to an exciting activity.  Challenge One:Vertical Reality is a product that is desirable because of its mystique and its requirement of imagination.  We created a poster with a color scheme and photo that were aesthetically mysterious, yet exciting, and we only included the most vital pieces of information.  Vertical Reality plays on the common fear of getting stuck in an elevator, which created an emotional experience that allows for the interaction between cognition and behavior, a crucial aspect of design as mentioned by Desmet and Hekkert. Challenge Two:Age is Just a Number was designed closely aligned to my goal as a designer. We wanted to break the mold of stereotypical beliefs regarding the socially constructed limits of older individuals in their golden years, specifically, a woman past her fifties.  Through this television show, we are giving the audience an opportunity to question widely held beliefs regarding the constructed limits of older individuals, and to be mindful and realize that "nothing holds more power to the body than the beliefs of the mind" (quote taken from our movie trailer).  This idea is desirable because of the implicit motivational meaning behind the theme of this television show.  What I’ve Got:My favorite, and personally most desirable and most meaningful, ‘What I’ve Got’ was the Coca Cola logo on its classic glass bottle.  The reason why this product is my favorite is because I feel as though there some magic aura surrounding Coke’s classic scripted white logo, because people across the globe know and love their products, and have been enjoying their products for decades.  The aesthetic design of the logo is so simple, so sleek, and elicits a strong emotional experience and quite possibly nostalgia of drinking Coke with friends and family.  

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Next Next post: Wearable Story: Pleather SkirtPleather or plastic leather, is an interesting example of advances in chemistry contributing to the fashion industry. Pleather was first created by DuPont in the 1960s, and is produced by layering plastics like PVC or polyurethane on a fabric, like polyester. This creates a more durable, often cheaper alternative to leather. In the 60s, DuPont’s first iteration of the product was called Corfam, which the company marketed as a replacement for shoe leather. The product performed poorly, mostly because it failed to breathe like natural leather, making for fairly uncomfortable shoes. At around the same time, a form of pleather called Naugahyde, made from PVC, was marketed as a replacement for leather upholstery. The marketing campaign for the product stated that the material was the hide of a fictitious animal called the Nauga, which shed its skin in order to produce the leather. The animal became popular, and Nauga stuffed animals were sold through the late 60s and early 70s. Advancements through the 60s and 70s involved mixing polyurethane, PVC, and acrylic, and layering the materials onto polyester, creating a more breathable material that mimicked leather more closely. Pleather offers many benefits – it can be created in a variety of colors and textures, allowing for a wider variety of designs at lower prices. It can also be produced without killing animals, leading some to call it vegan leather. 

Selected News…

Fifteen Professors of the Year, Harvard Crimson, 2016

Top 50 Thinkers: On the Radar 2018
Emerging thinkers with the potential to make lasting contributions
, 2018

Laura Dern & DL Director Say Creators Need to ‘Catch Up’ With Audience’s Desire for Diverse Stories, AdWeek, 2018

Designing digital workspaces for creativity and collaboration in online project-based courses, MIT Media Lab, 2020

A living (room) lab: With students off campus, faculty and staff innovated to redesign hands-on courses, Harvard SEAS, 2020

Chef League (mobile game) challenges you to improvise recipes like the pros, VentureBeat, 2019.

When it comes to innovation, it’s personal: The secret to successful innovation isn’t a great idea; it’s great people, The Business Post, 2019

Smart kitchens need smarter ideas to solve real problems, Fortune, 2019

Design for Desirability: Game design challenge requires students to think outside the box, Harvard SEAS, 2019

Apply the science of desirability to game design at GDC, Gamasutra: The art and business of making games, 2019

Applying human-centered design processes to build successful teams. Into Practice, Harvard Vice Provost Office for Advances in Learning, 2019

Tech that helps us understand ourselves, Future Assembly, 2019

Women changing the way we think about innovation. Stern Speakers, 2019

Loneliness, the fear of digital nomads, Le Temps. (in French), 2019

LA Design Festival spotlights city’s ‘creative diversity and talent’, Dezeen, 2018

Rolling toward a user-friendly commute
Harvard faculty-led startup pioneers human-centric urban travel
, 2017; Vespa’s New Robot Will Carry Your Groceries, CNN Money, 2017

Five Cutting Edge Ideas and Attractions, Boston.com, 2017; Technology That Helps Us Understand Ourselves, HUBWeek, 2017

Food for Thought: Flavor & Algorithms, MIT Museum, 2017

Harvard Aims to Reinvent Business-Engineering Education, Harvard Magazine, 2017

Globetrotting Digital Nomads: The future of work or too good to be true?, Forbes, 2015; Why is a Harvard professor studying digital nomads, Nomadlist, 2015

The nature of desirability, The Design Issue, Kinfolk Magazine (paywall), 2015-2016

Harvard Class Teaches the Design of Desirability, Boston Magazine, 2015

A new model for innovation in big companies, Harvard Business Review, 2013

Present at the Creation (Putting research-based creativity tips to the test), Boston Magazine, 2013

Contact & Acknowledgements

RESEARCH LAB OFFICE:
Desirability Lab
Brown University & RISD
Barus & Holley, No. 220
Email: ba[at]desirabilitylab.com

 

THANKS TO EARLY SUPPORTERS:

Harvard School of Engineering & Applied Sciences

Harvard Initiative for Learning and Teaching

Harvard Innovation Lab

Harvard Global Health Institute

Berkman Center for Internet and Society

SUTD-MIT International Design Center

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