Luis Garcia
 
 

Spring 2024

Design Studies: Persuasion

 
 

Design Studies: Persuasion is a 4.5-unit course that immersed forty-two undergraduate design students. Centered on behavioral change theory and practice, it introduced frameworks for understanding and shaping behavior through design, culminating in real-world projects that tackled complex societal challenges.

I co-taught 3 versions of this course with colleagues Fas Lebbie, Kyla Fullenweider and Will Martin. In what follows, you will find some sample of student work across three cohorts.

 

Course Description

 
 

Persuasion is an important capacity for designers to understand and apply in their design practice. Understanding what persuades you and others, how behavior change happens, and how we are influenced by other people, media and technology, our environment, and design—is a crucial reflective and critical skill to develop in better understanding yourself, your design practice, those around you, and society more broadly.

In this course, we will explore persuasion and behavior change theories through various influencing tactics or approaches from a series of perspectives; some are focused on design specifically, and some look at insights from other fields and their application within a design context. 

This is an expansive subject, and we will introduce you to various ideas and methods that form a broad body of knowledge rather than a deep dive into a single subject. The classes will be a mixture of discussions, practical activities, lectures, and workshops. You will have the opportunity to engage with the different themes and angles individually (through readings), as well as in group activities and a group project, allowing you to properly reflect and enhance your learning at your own pace and develop it through dialogue and collaboration.

 
 

Learning Objectives

 

By the end of the course, students were able to:

  • Develop the proficiency to articulate, apply, and critically analyze the fundamentals of behavior change and persuasion theory and methodologies, including rhetoric, behavioral science, positive deviance, and diffusion of innovations, focusing on their appropriate application and scale.

  • Cultivate the capability to articulate and assess the ethical implications of designing for behavior change and persuasion while concurrently integrating a design ethic into practical applications and project contexts.

  • Observe and explain patterns of persuasion in the world, in conversation, in multiple forms of media, and in design, and be able to identify and discuss critically the strategies being used.

  • In a term-long group project, students will iteratively design, test, and evaluate a prototype of a behavior change intervention that demonstrates the thoughtful use and application of behavior change methodologies and persuasive design principles aimed at addressing a wicked problem.

 
 
 

Class Project: Design a Persuasive Behavioral Change Intervention

 

The core assignment for the class- and final project- was an exhibition and presentation of the students' team's design response to a wicked problem. As part of their response, teams created and presented a project that persuades or motivates behavior change as part of a final design exhibition. The final project took a number of forms: an object, a piece of software, an environment, time-based media piece, a campaign, game, garment, or product among other things. Teams used time outside of class and a working session in week six to collaborate. Each team presented their projects to the class and other invited guests by explaining their process, outcomes, and how they integrated and applied the theory explored in class into their final design outcomes.

The Persuasion Class Exhibition was not just about creating a strong artifact; the students' process needed to be well-considered and well-documented, including building the moral landscape map.

 
 

Student Work

Persuasion 2024

Lack Of Access To Affordable Housing In California

Lucas Barnes, Arianna Weaver, Sydney Cha, & Stacy Chen

This project utilizes a milk brand to raise awareness of California's housing crisis, prompting public engagement around affordable housing. Through strategic packaging, marketing, and partnerships, it aims to shift perceptions, spark dialogue, and highlight the urgency of housing solutions.

 
 

Adverse Effects Of Climate Change On Those With Pre-existing Medical Conditions

Justin Song, Chloe Sun, Brandt Li, & Tara Modi

This project addresses mental health challenges in communities affected by the Maui wildfires through a dynamic website and a card game. It promotes open dialogue, provides accessible resources, and supports emotional recovery, with a focus on being replicable for future wildfires to encourage community connection.

 
 
 

Lack Of Access To Public Transportation Among Suburban Populations

 

Gabrielle Acker, Olif Jiang, Gabriela Arias & Swetha Joseph

This project reimagines Dallas, Texas's underused public transit system to serve students and lower-income communities. By promoting affordable, accessible transportation, it aims to bridge the gap between inner-city and suburban neighborhoods, expanding access to employment and community.

 
 

Food Insecurity Among Children

Mason Wang, Cooper Rosen, Wenjun Ni, & Silvia Shin

This project addresses the reliance on processed school lunches for low-income students by introducing accessible and nutritious alternatives. Through educational food experiences, it promotes healthy eating habits that can extend beyond the classroom into families and communities.

 
 

Decline Of Pollinators In Urban Areas

Laasya Bosukonda, Sarah Chen, Julia Chung, & Jeff Ye

This project revitalizes urban pollinators through The BeeHive, a community garden centered on sustainable food, native plants, and pesticide awareness. Supported by a dedicated local restaurant and companion app, it aims to engage with the public, encourage volunteering, and empowers communities to restore fragile ecosystems and boost essential pollinator populations.

 
 

Persuasion 2023

CropCube

Charlie Blumberg , , &

CropCube is a modular food storage system with transparent containers designed to reduce waste by improving visibility and organization of fresh produce in refrigerators. It encourages mindful consumption through better food management while providing guidance on freshness and nutrition, ultimately helping users take control of their eating habits and reduce environmental impact.

 
 

Breakfast For Dinner

Shannon Lee, Sophia Hao, & Evette Lacomb

Breakfast For Dinner is a delightful food-themed card game designed to promote meaningful conversations between people separated by distance, featuring colorful prompt cards and a companion app to bridge gaps created by fast food culture.

 
 

Waste Not

Billy Peng & Caleb Sun

Waste Not Want Not is a comprehensive food management system designed to reduce food waste through clear food labeling, mobile tracking, and timely consumption reminders, targeting young adults who are learning to manage groceries independently.

 
 

Spotify Elevator

Aarnav Patel, Jasmin Palermo & Sandy Youseef

Spotify Elevator is a student-designed concert experience aimed at fostering empathy and community on campus through shared music, featuring colorful visual branding and interactive elements that encourage listeners to connect with each other's stories.

 
 

GloGo

Phoebe Lee, Juhi Keida & Eve Ham

Glo Go is a campus vending machine system offering free beauty and wellness product samples to university students, featuring a companion app that tracks selections and encourages reviews in exchange for discounts on full-size purchases, with the mission of promoting self-care and wellbeing within demanding academic environments.

 
 

Yume

Carissa Chou, Athena Chuang, Chori Jun & Julieta Montealegne

Yume is a virtual pet sleep aid application with a night-themed interface that adapts to the time of day and offers customization options including accessories and digital toys designed to establish a calming bedtime routine.