MP

Subculture Research: Student Smokers

  • Year:2025
  • Purpose:Academic Research – User Research Project
  • Technologies:Triangulation (Desktop, Field, Qualitative), Personas, Customer Journey Mapping

Introduction

This project focused on the discovery and definition phases of the design thinking process to investigate the habit of smoking among students. Rather than jumping to a solution, the goal was to deeply understand the why—specifically the conflict between health awareness and social dependency. The project culminated in a Design Vision for a "Fidget Pack"—a concept designed to interfere with the habit loop through tactile distraction rather than isolation.

Chapter 1: Discovery (Empathize)

Triangulating the Truth

To understand the problem space, I utilized a "triangulation" method, combining three different types of research to validate findings.

1. Desktop Research (The Science):

I investigated the physiological "Habit Loop" (Cue, Routine, Reward) and the role of dopamine in addiction. I explored the "Smoker's Paradox," where individuals hold conflicting beliefs about their habit (e.g., knowing it's unhealthy but believing it relieves stress).

2. Field Research (The Reality):

  • Observation: I conducted "Fly on the Wall" observations at campus smoking areas, noting that smoking often serves as a "punctuation mark" between tasks or a social glue.
  • Interviews: I conducted semi-structured interviews to dig into emotional triggers, discovering that many students identify as "Social Smokers" who only smoke when drinking or with friends.
  • Survey: A quantitative survey confirmed that "Stress" and "Socializing" are the two primary drivers for this demographic.

Chapter 2: Synthesis

Making Sense of the Data

To process the raw data, I used Affinity Mapping to cluster insights into four key categories: Health, Money, Stress, and Social. This revealed a clear pattern: while users worry about health and money, the immediate gratification of social belonging and stress relief often overrides long-term concerns.

We further synthesized this into an Empathy Map, breaking down what the user Says ("I can stop whenever"), Thinks ("It calms me down"), Does (Smokes at parties), and Feels (Guilt, but also relief).

Chapter 3: Definition

The Persona & Journey

From the synthesis, I defined the core user:

The Persona:

Alex, a 21-year-old student and "Social Smoker". Alex doesn't buy packs often but smokes when drinking or during exam stress. He fears missing out on the "smokers' circle" conversations.

The Customer Journey:

I mapped Alex's current experience, highlighting the cycle of Craving (Triggered by stress/alcohol) → Action (Smoking) → Regret (Smelling like smoke, health anxiety). The "Low point" of the journey was identified as the moment of regret immediately following the temporary relief.

Problem Statement:

"Alex needs a way to manage his smoking habit without feeling socially isolated, because he uses smoking as a coping mechanism for stress and social anxiety."

Chapter 4: Design Vision

The Concept Proposal

The project concluded with a Design Vision for a solution that addresses the behavioral "itch" without the nicotine.

  • The Concept: The Fidget Pack.
  • Core Value: To replace the "hand-to-mouth" ritual with a "hand-to-pack" distraction.

Key Features Proposed:

  • Tactile Distraction: Integrated fidgets (gears/buttons) on the side of the pack to occupy the hands.
  • Time Lock: A mechanism to physically delay the opening of the pack, introducing "positive friction" to break the automatic habit loop.
  • Mindfulness: Shifts the focus from the craving to the physical interaction with the object.

Chapter 5: Reflection

Lessons in Scope

Reflecting on the process, the biggest challenge was the initial scope; "Smoking" was too broad, and narrowing it down to specific triggers (Stress/Social) was crucial for finding a meaningful direction. The highlight was the empathy phase—successfully moving past the stigma of smoking to understand the genuine human needs (connection and relief) driving the behavior.