
Design For Empathy - Products for Conflict Resolution
Context :
Empathy is the ability to project oneself into another realm of experience from which to better understand it. Empathetic processes are very important to designers as they are often required to see things from another’s perspective be they users, consumers, individuals. Drama techniques are sometimes drawn upon by designers to generate scenarios that may improve empathetic design understanding.
Empathy is a crucial concept to the study of ‘emotional design’ as it involves an understanding, and often experiencing, of another’s emotional state. There have been many well-documented instances of designers attempting to put themselves into users’ shoes, to generate new concepts and to engage with users linked to participatory and experiential models of the design processes. The creation of simulated experience has been a design goal in itself, perhaps most typically in the area of inclusive design where ‘ageing suits’ are used to enable designers to experience the restricted of movement of an older user. However there are few examples of ‘design for empathy’ outside these niche applications, where the aim of the designed output - the product of design rather than the process of design – is to generate empathy amongst those that engage with the designed output. Specifically, there are few ‘designs’ that seek to resolve conflict amongst their users.
Project :
During the first phase, students were asked to identify an area of conflict in everyday life. These situations became the focus for a research phase and the creation of role-play scenarios could be used to generate empathy.
During the second phase, students were required to design objects, interventions or services which addressed the situations they had identified.
Examples of conflict situations tackled include: cab drives and cyclists who can’t see eye to eye, the vegetarians vs meat eaters, recyclers v throwaway consumers, those that queue v. those who don’t, old v young users of public transport or public space, property owners v graffiti artists, noisy v sensitive neighbours, parents v children.
Design role:
Outcomes from individual projects ranged from computer games (Police vs. population under surveillance) to book design (Parents and Children unwilling to take medicine), to packaging (Vegetarians Vs. meat eaters) to products (sufferers vs. non sufferers of vertigo). These have been documented on the website: http://maidempathy.jimdo.com/design-work-1/
Each was tested as far as circumstances would allow.
The project is currently entering its next stage, where further students will use the refined design tools to engage in a second empathetic design exercise.
Ben Hughes
Lorraine Gamman
Adam Thorpe
Matt Malpass
Design Against Crime Research Centre
Central Saint Martins College of Art and Design
University of the Arts London
Links:
http://maidempathy.jimdo.com/design-work-1/
http://www.designagainstcrime.com/







