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Designing for wellbeing

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In their scenario they struck a balance between the bigger story of the<br />

revolving door, which affects many individuals, and a smaller story of<br />

frozen pizza as one of the consequential and significant realities they came<br />

to understand. A small but powerful story like this affects the process of<br />

design significantly and, with it, the voice of agony found its way into the<br />

presentation through the single quote: “He ate the frozen pizza – raw”. If<br />

we were to understand the design process as guided by this pain (eating<br />

the frozen pizza – raw), all elements in the design (communal kitchens),<br />

the scenario (cooking together/eating together), the artefact (secondary<br />

in this example), including the technical descriptions (branded premises<br />

across the country), could also be understood to contribute to this primarily<br />

– voicing that pain. Agony can <strong>for</strong>m a valuable perspective and an overall<br />

theme that can guide the design process in the context of psychiatric care.<br />

For example, we could ask the following questions: How well does the<br />

design articulate and convey this agony? How do the different elements of<br />

design, the presentation, the scenario, the artefact and the technicalities<br />

contribute to voicing this pain? In respect to the smaller stories, these<br />

questions could even be considered pressing because if the design does<br />

not answer this call, the opportunity of giving agony a voice could be lost.<br />

An example where this voice had to compete with technicalities was<br />

with the design of Vihreä muutos (Green Change, in Finnish, page 82). The<br />

students identified empathic people as significant <strong>for</strong> the rehabilitation<br />

process. They learnt this through a story from one individual who they<br />

spoke to about their experience of rehabilitation. One of the students<br />

says: “Empathic people can be a turning point in a healing process”. The<br />

final design is a public indoor green space, that intends to bring together<br />

elderly people and people in need of psychiatric care, with the hope that<br />

both groups are passionate about caring <strong>for</strong> plants and can connect with<br />

one another because of that.<br />

Instead of agony, this group decided to voice a positive story in their<br />

design: the encounters with empathic people. And although the perspective<br />

84 · <strong>Designing</strong> <strong>wellbeing</strong> through storytelling

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