

PROJECT TYPE
User Research
TIME FRAME
6 weeks
METHODS
Contextual Observations, Interviews, Questionnaires, Affinity Diagramming, Thematic Analysis
*this was the first part of a three-part project - the later two focused on designing a digital product, completed in a group of three
DESIGN BRIEF
This research project was initiated in the second year of the Bachelor of Design Computing, as part of the Interaction Design Studio unit (DECO2200).
The chosen problem was in the space of health and wellbeing. As more people are exposed to urbanised soundscapes when they move into cities and as a result of urban sprawl, it is important to understand how elements of our physical surroundings can impact a population at large.
INTERESTS & SKILLS
Design Research, Data Analysis, Synthesis & Visualisation, Report Writing;
Mental Health, Urban Planning
*Graphics by Canva
Introduction
Cities are associated with higher rates of most mental health problems compared to rural areas: an almost 40% higher risk of depression, over 20% more anxiety, and double the risk of schizophrenia, in addition to more loneliness, isolation and stress.
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The reasons can be attributed to a range of reasons, from pre-existing risk factors from a change of environment, social factors such as lack of social cohesion and prejudice, and environmental factors such as overload.
How does noise affect our health?
Urbanism & Cities
Cities cause an increase in stimulus levels because of:
- Density & Crowding
- Smells & Sights
- Noises
- Disarray
- Pollution
- Other inputs
Overload
Coined by Stanley Milgram in the 70s, overload is caused by cumulative effect of environmental stressors that tend to be prevalent in the cities.
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It leads to a heightened base level of arousal, stress and preparedness.
Behavioural
Isolation, Neglecting Responsibilities
Cognitive
Inability to concentrate, Poor judgment, Negative feelings
Emotional
Overwhelmed, Sense of loneliness, Depression
Physical
Severe headaches, Tiredness
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Research Objectives
With 68% of the world's population projected to live in urban areas by 2050, it is important to investigate the factors that will maintain wellbeing on an individual and the public.
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Investigate the relationship between sounds and wellbeing
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Investigate the extent to which urban noise has an impact on mental health
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Investigate whether sounds can offer a restorative effect on the mind
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Methods
Interviews
8 interviews​
Research Data
Contextual Observations
Varied times and venues
Questionnaires
28 responses from youths
Analysis
Thematic Analysis
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Affinity Diagramming
Synthesis
'How Might We' Statements
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Personas
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Storyboarding
Findings
1
From a stressful to peaceful state, there is a use of distraction methods and mindful practice. Both involve the use of sound intervention, mostly either by the sound of water or listening to music.
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While noise is agreed by many as "disruptive", the complete absence of it - silence - makes individuals feel uneasy, lonely and even unprogressive.
Hence, a mix of low frequency and low volume sounds is key to nurturing a peaceful context.
2
The pleasantness of sound is largely contextual, and dependent on whether it is within one's control.
This is perhaps why music has a mental impact on many, because of its power to change contexts and manipulate emotions.
5
The majority of respondents experience moderate to high levels of urban noise in their day-to-day lives.
Most people admit that they have gotten used to these urban sounds, yet they still choose to spend a bulk of their time listening to sounds of their choice while travelling, at places of rest or at work.
3
Besides altering emotions (pathos), sounds have the power to encourage grounding practice that nurtures a mind-body-world connection.
This is helpful in making individuals feel at peace, and/or reframe their thoughts and mindsets (logos).
6
Through observations at different times of the day, the use of headphones is a prevalent intervention across youths, but less so for the elderly. This can be attributed to youths being digital natives.
The most common activities include listening to music, watching social media content or shows, playing games, and being on calls.
Presenting the Problem Scenarios
The presentation of problem statements are presented in three different ways - 'How Might We' statements, Personas and Storyboarding. Samples are shown here. This synthesis process was crucial in creating perspectives from both the designers and users, still focusing on the user-centered interactions. These problem statements guided the designers on the ideation processes later on.
How might we empower users with data on the sounds of cities that impact their mental health?​
How might we offer more opportunities for grounding as a mindful practice using technology, so as to improve mental wellness in urbanised settings?

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Early Ideation
Because the focus of this studio is on Interaction Design, the end-product will have to consist of a digital-based solution. Computational thinking and user flow systems were applied here. This was the end of the individual and research-focused segment of this project.

