1. The document discusses the rise of "happiness brands" and how quality of life and well-being will become the primary metrics for evaluating consumer brands by 2013.
2. It argues that positive psychology will increasingly influence interactive design and that communities will form around different visions of a meaningful life.
3. Brands will be defined by how much real happiness or well-being they generate, and companies will need to become "happiness engineers" to design interactive systems that generate happiness for consumers.
1. The Rise of the Happiness Brands JANE M C GONIGAL, PhD INSTITUTE FOR THE FUTURE
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7. What humans crave: 1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
8. The Quality of Life Index The Happy Planet Index “ Gross National Happiness” Subjective Life Satisfaction The Canadian Index of Well-Being World’s Most Livable Cities The Vanderford Riley Well Being Schedule The Authentic Happiness Inventory
11. Quality of life becomes the primary metric for evaluating ALL consumer brands, services, environments, and experiences.* *see TARA HUNT – “Happiness is your new business model”
12. Positive psychology is increasingly a principal, explicit influence on interactive design and development.
14. A brand is defined by how great an increase in real happiness, or well-being it generates – because happiness is the new capital .
15. So: Are you in the happiness business? YES YOU ARE!!!
16. But how do we invent interactive systems that generate happiness? What we need to become next: happiness engineers .
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19. Games work better. Better instructions Better feedback Better community Better emotions
20. What humans crave: 1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
24. “ We are witnessing what amounts to no less than a global mass exodus to virtual worlds and other online gaming environments.” – economist Edward Castranova
26. How can we bridge the happiness gap between games and reality?
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34. Happiness in the 21 st C.= passionate participation with systems with care about. In other words, happiness = engagement
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36. SATISFYING OUR DESIRE FOR ENGAGEMENT . * 100 million mental hours WIKIPEDIA 5 days of World of Warcraft
37. Q: By 2013 , which brands will become the leading-edge of happiness engineering? A: Whoever best turns reality into a game , and consumers into players .
56. Q: How can alternate realities change consumer behavior? A: By turning real life choices about what to consume , where, and how, into an adventure .