The Ohio State University, Third-Year Design Collaborative Studio, DESIGN 4650 (SP22)
Instructed by: Dr. Sébastien Proulx
OVERVIEW OF THE CLASS
“Public health promotes and protects the health of people and the communities where they
live, learn, work and play.”
live, learn, work and play.”
Interestingly, the field of public health remains somewhat
blind to the potential agency designers may have in their practice. To explore
this blind spot, this collaborative studio will challenge students to envision
design proposals to a series of public health challenges, that focuses on
the development of subversive, critical, and disruptive ways through which
design can engage with public health issues.
blind to the potential agency designers may have in their practice. To explore
this blind spot, this collaborative studio will challenge students to envision
design proposals to a series of public health challenges, that focuses on
the development of subversive, critical, and disruptive ways through which
design can engage with public health issues.
DESIGN CHALLENGE #1
H.E.A.R "HR Empathizes and Responds"
DESIGN TEAM
Caden Pfendler, Jane Zucker, Shaylee Shepherd, Madyson Webb
PROBLEM: Workplace Leave & H.R. Response
Workplace leave greatly affects employees that are left behind. HR does not account for how the work is distributed and the overall workload of each person. There's little to no support in how to handle the overload which leads to most workers feeling high levels of resentment towards the person who leaves and can get overwhelmed with increasing amounts of work.
DESIGN PROCESS
INITIAL RESEARCH
INITIAL CONCEPTS
SOLUTION
Any time a worker is required to take a leave of absence, their work must be transferred to co-workers which overloads already packed schedules. The H.E.A.R. System consists of two devices, a humming system to create noise in the HR office and a bracelet/ app system to monitor stress levels.
It is Human Resources’ responsibility to ensure that their staff feels supported and takes on an appropriate amount of work. However, HR frequently fails to adequately address issues of overworking.
SYSTEM
APP/BRACELET SYSTEM
REFLECTION
1. Workplace leave has repercussions that are often left unaddressed. The focus is often put on those who are in these stressful circumstances that require them to take leave, but those who are left behind also experience an increase in stress.
2. H.E.A.R. ensures that no worker will take on too much work or be placed under excessive levels of stress as a result of their co-worker taking leave. It increases the empathy between HR and their coworkers and supports emotional and physical health in the workplace.
DESIGN CHALLENGE #2
SCUFFED "Randomized Button Generated Controller"
DESIGN TEAM
Candie Bozzard, Whitney Baxter, Madyson Webb
PROBLEM: Behavioral Video Game Addiction
Video games keep users engaged by activating their reward system, operating on variable rewards to send infrequent dopamine spikes to those playing. Games are designed to be challenging enough to be entertaining, but not too challenging that players give up, leading to an impulse control disorder.
DESIGN PROCESS
INITIAL RESEARCH
INITIAL CONCEPTS
SOLUTION
Scuffed is designed to be as unassuming and unambiguous as possible. The same plain black button is strewn about the console in a random pattern to detach from the typical button groupings. One joystick is central to the controller, creating an uncomfortable stretch in the user’s hands when attempting to utilize the joystick. Several other buttons are placed around the perimeter of the controller in a position where the user’s fingers do not typically reach easily.
REFLECTION
1. Behavioral addictions can affect anyone at any time and in terms of video game addictions, are often used to escape reality.
2. Video gamers design their games to be as addicting as possible. Breaking the psychological habits formed by users will promote healthier gameplay by encouraging the user to take more frequent breaks.
IMPACTS
1. Encourage users to have shorter game-play periods vs. long extended game-play
2. Healthier gaming practices.
3. Reduces harm and stress to the users' mental and physical.