| name | Design Methods for Wellbeing (TU Delft & Tongji) |
| description | Apply systematic design methodologies from leading institutions for wellbeing-centered design. Use when structuring design processes, facilitating stakeholder engagement, creating emotional resonance, integrating values, or evaluating design decisions. Combines TU Delft's rigorous human-centered approaches with Tongji's emotional and experiential design. |
Design Methods for Wellbeing: TU Delft & Tongji Approaches
Leading design institutions have developed complementary methodologies for wellbeing-centered design. TU Delft (Delft University of Technology, Netherlands) emphasizes value-driven, participatory, and ethics-focused design. Tongji University (Shanghai, China) contributes emotional design, experiential mapping, and cultural resonance. Together, they provide comprehensive, evidence-based design practice.
TU Delft: Design for Values & Ethics
Design for Values (DfV) Framework
Core Principle: Values (moral principles like autonomy, justice, care) should be explicitly embedded in design, not assumed or left to chance.
The DfV Process
-
Value Identification
- Stakeholder workshops to surface moral values relevant to design
- Distinguish values from interests (values are enduring principles; interests are situational preferences)
- Map value pluralism (multiple legitimate values in tension)
- Question: "What principles matter to you? What would be wrong with this design?"
-
Value Operationalization
- Translate abstract values into concrete design criteria
- Value → Functional Requirements → Design Specifications
- Example: "Autonomy" → "Users can opt-out" → "Toggle for all tracking features"
-
Value Realization
- Ensure design actually manifests values through implementation
- Audit code, interfaces, policies for value alignment
- Identify where values conflict and make intentional trade-offs
-
Value Validation
- Test with stakeholders whether design reflects stated values
- Gather feedback on unintended consequences
- Refine based on lived experience
Wellbeing-Relevant Values in Design
| Value | Design Implications | Questions to Ask |
|---|
| Autonomy | User control, transparency, informed consent | Does the design manipulate or respect choice? Can users understand why features exist? |
| Justice | Fair access, equitable representation, non-discrimination | Who benefits? Who is burdened? Are impacts distributed fairly? |
| Care | Responsiveness to need, support for vulnerability | Does design respond to people's actual situations? Does it enable mutual care? |
| Integrity | Authenticity, alignment with values | Is the experience genuine or manufactured? Does it honor user identity? |
| Flourishing | Support for meaningful activity, skill development | Does this enable growth? Or dependency? |
| Community | Social connection, belonging, collective wellbeing | Does it strengthen or isolate? Individual or common good? |
| Privacy | Control over personal information, dignity | What data is collected? Who accesses it? Why? |
Stakeholder Engagement & Participatory Design
TU Delft Model of Participation:
- Inform: Share information about design decisions
- Consult: Ask for input on options (bottom-up)
- Collaborate: Work together on problem-solving
- Empower: Transfer decision-making authority to stakeholders
Implementation:
-
Stakeholder Mapping
- Identify all affected groups (users, caregivers, communities, regulators)
- Distinguish power dynamics and interests
- Plan engagement appropriate to each group
-
Co-design Workshops
- Prepare design space with tools and materials
- Facilitate group ideation without hierarchy
- Document ideas visually and textually
- Iterate on concepts with group feedback
-
Democratic Experimentation
- Prototype multiple design directions
- Stakeholders experience possibilities
- Vote or consensus on preferred direction
- Discuss reasons and concerns
-
Ongoing Feedback Loops
- Don't end participation after workshops
- Regular check-ins during implementation
- Support for adaptive use and feedback
Circular Design & Systems Thinking
TU Delft Frame: Design doesn't exist in isolation; it's embedded in social, environmental, and economic systems. Sustainable wellbeing design considers lifecycle impacts and circular flows.
Questions:
- What materials and resources does this design consume?
- What happens at end-of-life?
- Does design reinforce or challenge unsustainable patterns?
- Who bears environmental/social costs?
- How does design contribute to collective wellbeing?
Tongji University: Emotional Design & Experience
Emotional Design Theory
Foundation: Donald Norman's emotional design (visceral, behavioral, reflective levels) + cultural context
Three Levels:
-
Visceral Design (Aesthetic, Immediate)
- Color, form, typography, sound
- Evokes instant emotional response
- Cultural specificity matters (colors, symbols)
- Example: Warm colors for comfort vs. cool for calm
-
Behavioral Design (Function, Experience)
- How well does it work?
- Is it intuitive and responsive?
- Does interaction flow feel natural?
- Example: Smooth animations feel more pleasurable than jarring transitions
-
Reflective Design (Meaning, Identity)
- Does it align with self-image and values?
- Does it tell a meaningful story?
- Does it enable identity expression?
- Example: Customization features allow self-representation
Experience Mapping & Emotional Journey
Tongji Method: Create rich, multi-sensory maps of user experience including emotional dimension
Experience Mapping Process
-
Context Definition
- Specific user scenario or journey phase
- Environmental factors (physical space, time, social context)
- User state (stressed, curious, confident)
-
Touchpoint Identification
- Every interaction point with system or product
- Include pre-experience (anticipation) and post-experience (memory)
- Formal (interface) and informal (word-of-mouth) touchpoints
-
Emotional Resonance Mapping
- For each touchpoint: What emotion is likely?
- What sensory elements contribute?
- What meaning is conveyed?
- Is emotional impact intentional?
-
Cultural Translation
- Emotional resonance varies by culture
- Test with representative users from target culture
- Adapt visceral design (colors, symbols, music) appropriately
- Consider values across cultural contexts
Emotional Journey Visualization
Create multi-layer maps showing:
- Timeline: Sequence of activities/touchpoints
- Emotional Arc: Plotted highs/lows of emotional valence
- Sensory Experience: What user sees, hears, feels, smells, tastes
- Meaning: Narrative significance and identity connection
- Pain/Delight Points: Where experience breaks down or shines
Co-creation & Participatory Prototyping
Tongji Focus: Users aren't just informants; they're creative partners in defining meaningful experiences
Techniques
1. Generative Sessions
- Participants create collages, drawings, physical prototypes
- Non-designers can express tacit, embodied knowledge
- Conversation emerges from making, not interviews
2. Role-play & Bodystorming
- Act out desired future scenarios
- Use body and gesture to explore possibilities
- Reveals emotional and embodied dimensions
3. Prototype Co-refinement
- Bring rough prototypes; participants modify and iterate
- Build in public; refine with ongoing feedback
- Participants see their ideas realized
4. Cultural Workshops
- Explore cultural narratives and values
- Create emotionally resonant design within cultural context
- Avoid cultural appropriation; build authentic resonance
Experiential Prototyping
Goal: Create full sensory experience of proposed design for evaluation and refinement
Stages:
-
Spatial Prototyping
- Create physical mockups of user environment
- Test how design feels in situ
- Evaluate ergonomics, sensory qualities, social dynamics
-
Temporal Prototyping
- Experience design over time, not snapshot
- How does experience evolve? Does novelty wear off?
- Does design support sustained wellbeing?
-
Multimodal Prototyping
- Incorporate sound, haptics, scent, temperature
- Not just visual/interaction design
- Full sensory experience informs meaning-making
-
Social Prototyping
- Test how design affects relationships and communities
- Who feels included/excluded?
- Does design foster belonging or isolation?
Integration: TU Delft + Tongji Approach
Unified Wellbeing Design Process
Phase 1: Value & Experience Framing (TU Delft + Tongji)
- Identify stakeholders and their values (TU Delft)
- Explore emotional dimensions and cultural narratives (Tongji)
- Co-define design brief with stakeholders
- Create aspirational vision for wellbeing outcomes
Phase 2: Discovery & Empathy (TU Delft + Tongji)
- Participatory stakeholder workshops (TU Delft)
- Ethnographic immersion in user contexts (TU Delft)
- Emotional journey mapping (Tongji)
- Generative co-creation sessions (Tongji)
Phase 3: Ideation & Concept Development (TU Delft + Tongji)
- Multi-directional ideation respecting value pluralism (TU Delft)
- Emotional resonance brainstorming (Tongji)
- Scenario development with cultural specificity (Tongji)
- Ethical trade-off analysis (TU Delft)
Phase 4: Prototyping & Experience Design (Tongji + TU Delft)
- Experiential prototyping for emotional qualities (Tongji)
- Value operationalization in design (TU Delft)
- Multimodal and temporal prototyping (Tongji)
- Stakeholder feedback loops (TU Delft)
Phase 5: Evaluation & Refinement (TU Delft + Tongji)
- Measure value realization through lived experience (TU Delft)
- Assess emotional resonance and cultural fit (Tongji)
- Qualitative research-through-design (Chapter 3)
- Psychometric validation of wellbeing outcomes (Chapter 2)
Phase 6: Implementation & Adaptive Use (TU Delft + Tongji)
- Co-implement with stakeholders (TU Delft)
- Support for emergent meanings and cultural adaptation (Tongji)
- Monitor for unintended consequences (TU Delft)
- Sustained engagement and relationship (Tongji)
Practical Tools & Workshops
Values Card Sort
Tool: Cards with values (autonomy, justice, care, etc.)
Activity:
- Arrange cards by importance to you
- Discuss tensions when values conflict
- Prioritize for design
Output: Shared values framework
Emotional Touchpoint Audit
Activity:
- Create journey map of current experience
- Rate emotional valence at each touchpoint (-5 to +5)
- Identify where design could increase positive emotions
- Note where comfort conflicts with growth
Stakeholder Power Mapping
Activity:
- List all stakeholders
- Plot on axes: Power (to affect outcomes) vs. Interest (in outcomes)
- Engage high-power, high-interest groups intensively
- Ensure voice of vulnerable groups despite low power
Values-to-Design Translation
Process:
- Value (e.g., Autonomy) →
- Design Principle (e.g., "User control over defaults") →
- Functional Requirement (e.g., "Settings allow turning off recommendations") →
- Implementation (e.g., Toggle in preferences, default OFF)
Emotional Resonance Testing
Method:
- Present design to representative users
- Rate emotional response: visceral (visual), behavioral (usability), reflective (meaning)
- Explain ratings: "What made it feel that way?"
- Identify cultural/individual variations
Wellbeing Design Principles Derived
From TU Delft
- Design for Plural Values: Acknowledge competing values; make trade-offs transparent
- Participatory Ethics: Involve affected stakeholders in defining what's "good"
- Systemic Responsibility: Consider lifecycle, externalities, collective impact
- Transparency by Design: Help users understand decision-making and data use
- Democratic Governance: Enable stakeholder input on design evolution
From Tongji
- Emotional Authenticity: Design for genuine feeling, not manufactured sentiment
- Cultural Resonance: Honor local meanings and emotional associations
- Multisensory Experience: Engage beyond visual/interaction; include sound, haptics, spatial
- Temporal Richness: Design for sustained meaning-making, not just novelty
- Identity Expression: Enable users to represent authentic selves
Integrated Principles
- Wellbeing as Stakeholder Definition: Not designer imposition—emerge through dialogue
- Values-Aligned Experience: Make emotional design serve ethical principles
- Sustainable Flourishing: Balance individual and collective wellbeing
- Adaptive Meaning-Making: Support evolution of experience over time
- Equitable Participation: Ensure powerful stakeholders don't dominate wellbeing definition
Common Challenges in Integrated Design
| Challenge | TU Delft Response | Tongji Response |
|---|
| Values conflicts paralyze decisions | Make trade-offs explicit and transparent; stakeholder negotiation | Find emotional narratives that bridge values; cultural wisdom |
| Design feels sterile or overly rational | Include emotional/experiential design from start | Ground in emotional resonance; cultural meaning |
| Communities resist participation | Clarify stakes; build trust; ensure power-sharing | Create safe, culturally-appropriate spaces; value all knowledge |
| Emotional design feels manipulative | Tie emotions to values and transparency; ethical grounding | Use emotions to serve flourishing, not exploit vulnerabilities |
| Cultural adaptation flattens meaning | Engage local communities; avoid surface-level diversity | Deep co-creation; honor cultural expertise and wisdom |
Resources & Further Learning
TU Delft:
- Design for Values methodology papers (van de Poel & others)
- Participatory design literature
- Circular economy and systems thinking resources
Tongji University:
- Emotional design and experience economy
- Cultural design and cross-cultural HCI
- Experiential prototyping methods
Integration:
- Sensemaking and meaning-making in design
- Participatory action research
- Community-based co-design case studies