9: Brainstorming the Bottle

(Archer 2014)

POST 9: Visual documentation of the brainstorming session

By Rachel Mah

This week during class, we dissected our areas of interest further through an analysis with the who, what, when, where, why framework. I had narrowed down my area of interest within mental health to be the use of alcohol as a risk factor and so began the analysis:

The Issue:

Alcohol and mental illness co-morbidity / Alcoholism is a risk factor for suicide

Who?

This problem affects those suffering from mental illness as a co-morbidity of alcohol consumption as well as their families.

What?

The boundaries for the problem revolve around the lack of awareness about alcohol/mental illness co-morbidity as well as resources for support.

When?

This problem occurs when obvious options for self-help are exhausted or out of reach. Needs to be fixed now.

Where?

Occurs everywhere and needs to be fixed at the self awareness/diagnosis/ intervention points.

Why?

It is important as Australia has a huge drinking culture which enables and leaves those who are vulnerable (at risk for suicide, alcoholism, has mental illnesses) under a great pressure.

 

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Map 1: Design Outcome Brainstorm for Emergent Practices

As we went around the table breaking down each others’ topics to come up with a design outcome, there was not much time left in class to complete a substantial amount of brainstorming , leaving me to continue doing so in my own time. With the main point of alcohol being a risk factor for mental illnesses and suicide in mind I came up with several initial possible design outcomes which would be further amended and explored:

  1. Rehabilitate not Punish: Alcohol consumption habits may be targeted via alcohol service providers such as bars or bottle shops (service design).
  2. Short term help: Support of some kind needs to be accessible to those who are at risk (general education, pre diagnosis/admission, or are just having it really rough) (service design).
  3. Support resources for family and friends that promotes understanding and patience (service design).
  4. Facts and figures on alcohol-related deaths and self-harming presented to the public (visualisation practices)
  5. Experiential design to show alcohol impairment (generative systems).

 

References:

Archer 2014, Party Pam Gif, viewed 19 September 2016, <http://popkey.co/m/MMk06-chug-alcohol-archer-party-pam&gt;.

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