Intro
Based on the Positive Design framework developed by Pieter Desmet and Anna Pohlmeyer (2013), we deconstructed the concept of happiness into more tangible and focused components. This approach provided valuable insights during our ideation phase, particularly when exploring the relationship between meditation and stress management. The key elements that shaped the core idea of our design included transcendence, relaxation, tranquility, confidence, happiness, and self-regulation. We merged the concepts of transcendence, relaxation, tranquility, and confidence into a unified outcome for our design, which would be guided and supported by a carefully considered self-regulation method. The following sections will delve deeper into how meditation and self-regulation were integrated into the context of our project.
For meditation, we drew inspiration from "The Wheel of Awareness" technique developed by Dan Siegel (2018). In his book Aware: The Science and Practice of Presence, Siegel explains how the "hub" represents the awareness or experience itself (i.e., the "knowing"), while the "rim" contains all the elements we can become aware of (i.e., the "known"). Mentally, we can direct our attention—represented by a spoke—toward a specific point on the rim, which could include the five senses, internal bodily sensations, mental activities, or our interconnectedness with others.
This framework presented an opportunity to create a wearable device that embodies this metaphor, offering an optional design solution that enhances self-awareness. Personal growth, one of the six symbolic meanings identified in Positive Design, became a central inspiration for crafting a meaningful user experience. Our goal was to design a wearable technology that could support this ambition and facilitate personal development through reflection.
While there is a significant gap between simply recording information and actually driving behavior change, wearable devices can serve as powerful tools for this transformation when designed thoughtfully.
Research
To gain a deeper understanding of users, their attitudes toward emotional awareness and meditation, and their underlying needs and challenges, we conducted interviews with four potential users. These individuals were purposefully selected to reflect a diverse range of occupations and age groups, spanning from 20 to 51 years old. This variation helped us explore different perspectives and identify our target user group.
We carried out semi-structured interviews using a set of guiding questions. Participants were asked about the role emotions play in their daily lives, whether they actively track or reflect on their emotions, and what their familiarity with or perception of meditation is. We also explored whether they use any techniques to cope with negative emotions and how open they are to using technology as a support tool. All interviews were conducted orally and documented through detailed text notes.
Insights from these interviews, along with theoretical research and storyboarding, significantly influenced our design direction. To synthesize our findings, we developed a persona named Tania, a 23-year-old representative of our intended user base. Her characteristics and emotional behaviors are drawn directly from the interview data and storyboard scenarios. The interviews revealed that users often feel overwhelmed by negative emotions, leading to stress and decreased productivity. Meditation was perceived by some as overly spiritual or inaccessible. Additionally, many participants lacked strategies to track or manage their emotions effectively.
To contextualize the user experience and define the core problem, we used storyboarding as a key method. This technique was chosen for its ability to clearly communicate user pain points and visually demonstrate how our product would address them. Storyboards are especially valuable in early design stages due to their simplicity and flexibility, allowing for quick iterations based on feedback.