CRISP #1 magazine ‘Don’t you design chairs anymore?’ CRISP #1 | Page 13

Susana Cámara Leret

smells can trigger vivid memories of previous experiences

When people play a game , they hardly ever need external motivation ; the game itself is sufficiently rewarding to keep on playing . One reason for this is that game designers use storytelling elements like characters and settings to entice players to keep on playing . However , the use of narrative is not limited to game design ; it also forms the basis for many forms of therapy . As people are asked to relate their personal stories , they begin to detect patterns of behaviour that may aid or hinder their recovery .
One effective trigger for these personal stories is people ’ s sense of smell : experienced as either pleasant or unpleasant , smells are often linked to , and can trigger vivid memories of previous experiences . We have been using this associative power of smell to explore the construction of meaning through personal stories in a series of experimental design workshops at the Mistral clinic and detox centre in The Hague . In this context of addiction and drug rehabilitation , we ask patients to explore emotional associations from their past . Using such an abstract tool for communication creates a low risk environment which encourages patients to talk about past experiences . We prepared these sessions in collaboration with the Olfactive Design Studio from International Flavours and Fragrances , and , this year , on the 10th of January , began the first of a series of interactive smell workshops with a select group of Mistral ’ s patients . As these patients use the sensory stimuli to explore their emotional associations with the past , they aim to discover an encouraging , positive smell that they and Mistral can associate with rehabilitation . These sessions serve to reveal and characterise ways in which the different stages of rehabilitation in the clinic are experienced .
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