| Anger,rage,annoyance,dissatisfaction,frustration,contempt,boredom,gloomy,regret,loneliness,fear,depression...People in both poverty and wealth face a variety of negative emotions in their daily lives,and these emotions have not disappeared or even diminished with material wealth and technological progress.Can design enliven a boring classroom? Can design help lovelorn friend get over it? Can design rekindle confidence in life during social emergencies?......In short: Can design inspire positive emotions in users? This paper will try to face users who have negative emotions due to conflict events,and put forward a design framework for the purpose of regulating negative emotions,guiding users’ positive behavioral tendencies,and stimulating users’ pleasant experience.The research methods and process of this paper are as follows: 1)Using the literature research method,defining the concept of emotion,combing and analyzing the related research results of emotion design and emotion regulation.2)Using NVIVO word frequency analysis,qualitative analysis,etc.,to extract key strategies,integrate and construct a design framework for stimulating user pleasure;3)Using the design practice verification method,a small program was designed to take the flood natural disaster as the conflict problem,and the framework hypothesis was verified and iterated for the first time;4)re-evaluate the design framework using a popular questionnaire survey;The exploratory factor analysis method was used to analyze the data obtained in the survey,and the design strategy of stimulating user pleasure experience was condensed.5)Using the workshop design practice method to carry out a design workshop on the theme of COVID-19;Questionnaire survey method was used to evaluate and optimize the design framework and strategy of stimulating user pleasure experience.6)Using the design practice method to design an interactive product of an Io T ball game with COVID-19 as the conflict issue,which once again verifies the design framework and strategy;The PANAS questionnaire combined with paired t-test was used to evaluate the design results.7)Analyze and discuss the research results in combination with the evaluation results.The results of this paper are as follows: 1)At the theoretical level,a design framework is constructed to stimulate the user’s pleasant experience in the face of negative emotions,including five design directions and two design strategies under each design direction.They were:detachment-empathy framework(experiential growth,empathetic assistance);Externalprotection framework(physiological protection,belief support);Ability-strengthen framework(skill building,emotional control);Perspective-transformation framework(role transformation,beautiful record);Macro-cognitive framework(meaning assessment,value manufacturing).2)At the practical level,a design workshop with 26 participants was organized;Designed a flood natural disaster as a conflict problem to regulate the user’s negative emotion small program;And an Internet of things ball game interactive product that uses the COVID-19 pandemic as a conflict issue.The research significance of this paper is as follows: 1)Academic significance: it proposes the design framework and design strategy of stimulating user pleasure experience,enriches the user research methods,and provides a set of effective design strategies;The design practice of the workshop promoted the effective dissemination of positive design related theories.2)Practical significance: two product prototypes with natural disasters as conflict issues were designed to assist target users to regulate negative emotions;It helps designers to form different product opportunity points and enrich the market product types from the design perspective of paying attention to the user’s mood;3)Social significance: the results of this study can guide people to form positive conclusions and behavioral tendencies,help improve people’s emotional regulation ability in the face of conflict problems,improve subjective well-being,and promote community harmony. |