Concept
Future Memories is a prototype game intended to promote the positive psychology principle of “savoring” among Generation Z users. Using cryptic prompts, the game was developed to encourage users to live more intentionally with open-ended challenges such as “secret dance” or “turn it around.” Users are invited to incorporate the prompt into their day however they see fit by taking some intentional action. A 5-day user study was conducted with a convenience sample of 6 undergraduate students using self-report measures and a video reflection exercise. The results suggest that the card game may help to promote savoring among Generation Z users.
I worked with Jeremy Faulk and Oluwanifemi Oluwadairo on this project in Spring 2019 for DEA 4700: Applied Ergonomic Methods. The resulting design research paper was recently accepted to AMPS Florida 2019: Experiential Design - Rethinking relations between people, objects and environments.  
Prompt
Design a product to promote savoring for Generation Z (born mid 1990s-mid 2000s).
Background
We began with background research on Generation Z, a generation characterized as "stressed, depressed and exam-obsessed." Generation Z-ers grew up in the age of the internet, and social media has affected their perceptions of happiness and relationships with others.
Savoring is a well-known strategy for improving overall wellbeing and happiness. It may be described as the awareness of pleasure as it occurs, and mindful attention to the pleasure derived from the experience (Seligman 2002).
Ideation
In order to create a product to enable savoring for Generation Z, we wanted an object that would allow users to "unplug" themselves from digital media, yet still make them feel engrossed and invested in the activity.
Inspired by Oblique Strategies by Brian Ino, we developed what could be described as a card game, a daily prompt, or a lifestyle enhancer. The concept is to give the user a daily cryptic prompt, such as "turn it around" or "secret dance." The user's goal is to incorporate the message into their life however they see fit.
User Testing
We gathered a small sample size of college-age (Gen Z) participants to conduct a 5-day user study. Each day, the participants were asked to open an envelope containing one of our prompt phrases. The emotional affect of Future Memories was measured over 3 of the 5 days using Product Emotion Measurement Tool (PrEmo).
User Testimonials
The results of our study were somewhat polarized - on one hand, many people enjoyed the card game and loved how it enabled them to reframe their outlook on their day. On the other hand, some people found the prompts far too abstract to be able to act on.
Prototype
The feedback we received from our user study was instrumental in refining our idea into a physical prototype. We listened to all the audio and video recordings from the study, and wrote down quotes that stood out. From there, we were able to map out the pros and cons of the Future Memories concept, as well as additional features the target audience would like.
Quotes from user reflection videos
Quotes from user reflection videos
Pros, cons, and additional features suggested by study participants, with dispensing sketches below in orange
Pros, cons, and additional features suggested by study participants, with dispensing sketches below in orange
 These influenced our brainstorm of different forms and dispensing methods for our prompts.
We finally selected a sleek cylindrical box to hold hardwood chips containing our prompts, with a light to prompt the user to take a card. The light is installed at the top of the box, and circular chips are removed from the bottom of the box. The chips can be written on and saved, so users can remember and savor their experiences later on.
We prototyped our design using a 3D printed box, and laser engraved wooden chips.
Final Video
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