Everyday Well-Being Sponsored by We are What We Do Design a way for people to increase everyday behaviours that build mental well-being Challenge and scope Mental health is a major issue affecting the UK population. 25% of people in Britain will experience mental health problems every year. It costs the NHS a great deal and causes billions in lost earnings from sick days every year. Approximately half of mental health issues are ‘common mental disorders’, such as depression and anxiety, and it is these this brief is focused on (as opposed to psychotic disorders such as schizophrenia). Recent trends in psychology have focused not only on treating these illnesses, but also on preventing them. Just as we should live healthy lifestyles even when we are physically well (eating well, exercising, not smoking etc), so as to build up resilience and lower our chances of becoming physically unwell, similarly, psychologists say we should practice certain activities in order to lessen the chances of us developing mental illnesses. Activities that build resilience and promote good mental health include: Spending time with the people you love - friends, family, colleagues, and neighbours Being active - doing a physical activity you enjoy Learning something - stretching yourself, rediscovering an old interest or trying something new Doing something for someone else - being part of a team, helping someone out, thinking of others Looking around you - Thinking beyond your internal thoughts, appreciating what you’re doing and noticing the world around you This brief asks you to design a product or service that facilitates positive behaviours, helping people to embed positive mental health activities as part of their daily lives. Typically solutions to to this problem take an explicit approach, which can put off many people who don’t want to be involved in activities that are associated with mental health, but we want a solution that sneaks these positive behaviours into a product or service that isn’t overtly associated with improving one’s mental health. Your solution should have mainstream appeal and something that could become part of popular culture. When designing your solution, please bear in mind the incentives for people to use it or buy it aside from wanting to improve their mental health. For the purposes of illustration only, the following would all be viable responses: a game that establishes well-being habits incidentally a consumer service that provides something useful to customers and additionally helps them improve their mental well-being a consumer product that changes the way people behave an everyday activity/event people can take part in … and many others are possible.

Team Credits

Russell Daniels-Lake

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