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Calmseum - Museum-Based Creative Health Platform for Mental Wellbeing

Service Design
Project Brief

Our project speculates the role that future museums can play in fostering a healthier society, with a focus on mental well-being. By identifying design opportunities within creative health initiatives developed by museums, and through their collaboration with health sectors and local organisations, we aim to create new pathways for individuals with low mental well-being to become aware of and access the healing power of museums.

Solution

The innovative service concept, Calmseum, focuses not only on the meditation process using museum collections in a capsule space but also on building a collaborative network between museums, artists, the health sector, and local organisations. Additionally, we explore the opportunities and constraints of embedding Calmseum into social prescribing which will benefit marginalised populations who are not familiar with museums.

Role and tasks
Service Designer: Conducting in-depth research, facilitating stakeholder interviews, developing service strategies, mapping customer journeys, and designing end-to-end service experiences.
Team member
3 service Design Student
Timeline
2024. April-Jul
Project Brief

Our project speculates the role that future museums can play in fostering a healthier society, with a focus on mental well-being. By identifying design opportunities within creative health initiatives developed by museums, and through their collaboration with health sectors and local organisations, we aim to create new pathways for individuals with low mental well-being to become aware of and access the healing power of museums.

Solution

The innovative service concept, Calmseum, focuses not only on the meditation process using museum collection or resources in a capsule space but also on building a collaborative network between museums, artists, the health sector, and local organisations. Additionally, we explore the opportunities and constraints of embedding Calmseum into social prescribing which will benefit marginalised populations who are not familiar with museums.

Why I chose to showcase this project?
A graduation project demonstrating the application of service design skills, showcasing the training and expertise acquired in the field of service design.

Service Highlight

An innovative service combining mental well-being with museum elements, creating a unique experience that promotes both cultural engagement and mental health.

Background

A study by Mental Health England found that around eight million people experienced anxiety disorders following the coronavirus pandemic. With cases rising globally, the medical system is struggling to meet the demand for treatment, leading some to seek alternative therapies.

Another research indicates that museums, traditionally seen as places for preserving artefacts and educating the public, are increasingly recognised for their potential to alleviate mental illness. This shift highlights museums' emerging role as healing spaces, contributing to mental health.

8M
People in the UK often experience anxiety disorders.
82%
Of people feel betterwhen engaging with the arts.
37%
Decreas in GP consulations when prescribed to museums

Current State

’Besides visiting the museum, what other ways can users engage with museum-related resources?‘

Participating in activities organized by museums, such as craft workshops, object handling sessions, and meditation events, can help improve mental well-being. Mainly there are two pathways: Social-Prescribing and creative health activities.

typical pathways

The users

All of our users are at high risk for mental health issues. Based on our primary research, we’ve grouped the users into three categories by applying two axes: ‘familiarity with museums’ to assess cultural engagement and ‘acceptability of non-clinical services’ to understand trust in alternative mental health support.

We also use user journey maps to illustrate the pain points and opportunities users encounter during their participation in activities.

User groups
One of the user journey maps, which indicates that there are some pain points across three stages.

Problem Statement

In our research, we discovered two vital difficulties: 

1. Unaware of mental wellbeing programme in Museum could be an option to foster mental health:

Many are unaware of mental well-being programmes in museums, which could support mental health. This, along with unfamiliarity with creative health, creates doubts about their effectiveness. Preconceived ideas about museums also create barriers to seeing them as spaces for mental health support.

2. Short-term social prescribing limits lasting mental health benefits:

The short-term nature of creative health programmes limits lasting mental health benefits due to their pilot phases and funding constraints. Additionally, there is a lack of ongoing support to maintain improvements after sessions end, reducing their long-term impact on mental well-being.​

How- might- We Statement

Service Features

Calmseum connects museums with communities to support low mental well-being through tailored, mindful art experiences. It partners with artists, health sectors, and social organisations to create anxiety-relieving programmes with minimal resources.
Our services include two types: the Meditation Capsule and the Mobile Museum.

  • 1. Connector for Health and Art Sectors
    Coordinates health and art resources, bridging gaps between partners to enhance collaboration and provide a seamless service experience.

  • 2. Tailored Mini Program
    Helps museums develop mini creative health programmes, utilizing collections efficiently and easing staff workload to reach diverse audiences.

  • 3. Community Based
    Located in GP clinics and communities that are close to people's daily lives, which decreases physical and psychological barriers to museum visits.

  • 4. Inclusive Art Experience  
    In Calmseum, participants experience art which increases the inclusiveness of art engagement and enhances the brand impression of museums.

Meditation Capsule

In the Calmseum capsule, users have a unique chance to engage individually with museum collections in a calm, distraction-free environment.
This space promotes relaxation, introspection, and mindfulness, allowing participants to immerse themselves fully in the tranquil atmosphere of museums.
During a five-minute session, they synchronise their breathing with the surrounding artworks, deepening their connection with the art and enhancing their presence in the moment.

Storyboard →
Mobile Museum

The Mobile Museum provides a unique chance for community members to engage with a traveling museum in familiar settings, such as markets or outside community centres.
It offers accessible mini creative health activities designed to boost awareness of creative health, enhance mental well-being, and increase familiarity with museums.
It specifically targets those facing mental health challenges or barriers, creating a welcoming environment for cultural engagement and personal growth.

Storyboard →

New State

Prototyping

We conduct separate prototype tests for stakeholders and service users.

Test for Stakeholder

Gather professional feedback from stakeholders through interviews to assess whether our assumptions align with their perceptions and expectations.
1. Tools: Storyboard
Use storyboards to illustrate our service concept to stakeholders, making it easier for them to visualise and comprehend. Afterward, gather their feedback to refine the concept.
2. Participants’ information: 5 museum staff members and 1 community and health centre director provided perspectives from museums, the organisation, and Group C: Unfamiliar Beginners.



Test for Service User

Test our assumptions by focusing on key touchpoints, such as visiting the GP and experiencing the capsule.

1.Tools: MVP for Wizard of Oz & Role Play
Wizard of Oz: By creating an MVP version of the meditation capsule, we invited participants to attend a five-minute mindfulness session, using existing online meditation resources to simulate a real-world scenario.
Role Play: We developed a scenario involving a GP’s diagnosis and the recommendation to experience the meditation capsule.
2.process: participants getting  advice from GP-> experience the meditation capsule->Post-test survey and interviews
3. Participants’ information: 8 participants age around 24-31 years old, which are categorised as A Group- Cultural Enthusiasts.

Examine the service process through a service blueprint and select key testing points.

Business Model

The Calmseum business model connects museums, community sites, local artists, and wellness companies to support mental well-being.

Calmseum serves as a platform that tailors creative health programs, delivered through community centers and health clinics to individuals with low mental well-being. Museums receive payments and IP licensing fees, while local artists and wellness companies contribute content and gain visibility. This collaborative network promotes the integration of creative health initiatives into community health services.

Theory of Change

The theory of change for Calmseum posits that engaging in creative health activities inspired by museums can enhance mental well-being and ease the burden on healthcare services.

By leveraging museum collections in community and clinic settings, Calmseum creates therapeutic spaces for meditation and creative sessions. This approach aims to help participants relax, connect with others, and experience mindful art, ultimately contributing to a healthier society where museums are seen as vital to mental health care.

Research Statistic

Conducted 18 stakeholder interviews
Gotten 6 Social prescribing / Creative health activities experience

Key Reflection

1. Need for clear criteria to define suitable direction: When facing multiple options, setting clear criteria to select the proper direction is crucial for the project’s success.By doing so, team could avoid being overly ambitious and to focus on clarity for better decision-making and storytelling.

2. Understanding User Perception: The perception of this service could range from a meditation-focused experience to a relaxing moment, a quieter version of a museum to a chill and comfortable space. How we manage the composition elements of the service could influence changes in the value proposition and its fit with potential users.

3. The financial flow behind the social impact: In our service, it needs to work closely with the public sector. However, financial support mainly comes from government grants or funding from other organizations, leading to limited funding for services. In the future, there should be more consideration about how public services can attract private companies to co-invest in and manage these projects.

Project Progress

Special Thanks

Role and tasks
Service Designer: Conducting in-depth research, facilitating stakeholder interviews, developing service strategies, mapping customer journeys, and designing end-to-end service experiences.
Team member
3 service Design Student
Timeline
2024. April-Jul