TY - JOUR
T1 - From smells to stories
T2 - The design and evaluation of the smell memory kit
AU - Leret, Susana Camara
AU - Visch, Valentijn
PY - 2017
Y1 - 2017
N2 - The study presented is a research through design of the motivational, story sharing effects of smell, within the context of addiction care. This investigation led to the co-design of the Smell Memory Kit: a kit using eight selected smells as motivational elements to evoke and share autobiographical episodic stories among addiction care clients. A pilot evaluation study with clients (N = 14) of the Kit showed the potential of its effect in evoking and sharing episodic autobiographical stories. Moreover, qualitative analysis of the data links the distinct smells to four qualities of the autobiographical stories (i.e., emotion, clarity, specificity, and age). The research outcomes are promising in depicting the use of smells as sense data to effectively encode practices and experiences which can later be retrieved as simulations through an encounter/exposure to an odour. With regard to design, the present study shows that smells can perfectly function as a design material for storytelling, and more specifically as promising game elements in persuasive game design, motivating clients to elicit and share rich episodic memories.
AB - The study presented is a research through design of the motivational, story sharing effects of smell, within the context of addiction care. This investigation led to the co-design of the Smell Memory Kit: a kit using eight selected smells as motivational elements to evoke and share autobiographical episodic stories among addiction care clients. A pilot evaluation study with clients (N = 14) of the Kit showed the potential of its effect in evoking and sharing episodic autobiographical stories. Moreover, qualitative analysis of the data links the distinct smells to four qualities of the autobiographical stories (i.e., emotion, clarity, specificity, and age). The research outcomes are promising in depicting the use of smells as sense data to effectively encode practices and experiences which can later be retrieved as simulations through an encounter/exposure to an odour. With regard to design, the present study shows that smells can perfectly function as a design material for storytelling, and more specifically as promising game elements in persuasive game design, motivating clients to elicit and share rich episodic memories.
KW - Addiction Care Therapy
KW - Embodied Knowledge
KW - Memory
KW - Persuasive Game Design
KW - Research Through Design
KW - Smell
UR - http://resolver.tudelft.nl/uuid:9d5a443b-8ca8-4c87-bf0b-e50df76953b9
UR - http://www.scopus.com/inward/record.url?scp=85018990927&partnerID=8YFLogxK
UR - http://www.ijdesign.org/ojs/index.php/IJDesign/article/view/2572/764
M3 - Article
AN - SCOPUS:85018990927
VL - 11
SP - 65
EP - 77
JO - International Journal of Design
JF - International Journal of Design
SN - 1991-3761
IS - 1
ER -