Keywords

1 Significant Research Journey Introduction

Body Mind and Spirit Connection is designed to show you how the connection between the body, the mind and the spirit is so important and how it can help you to maintain a totally healthy “being”. Maintaining our health is the best gift we can give ourselves. (Body Mind and Spirit Connection Wellness and Learning Center [1])

It’s been very vital for people to promote personal wellness in life around the world. Most people often pursue their financial satisfaction and economical success, but forget their own peace of minds. Recently people have encountered political, economical, and educational changes in their current transition. Thus, the introduction of paper focuses on four parts such as (1) research backgrounds, (2) research purposes, (3) research question, (4) research methods in procedure, and (5) research contribution.

1.1 Research Backgrounds

Match with Environmental Background.

For the political, economical, and educational reasons in society, people need some spaces (e.g. secret gardens) to well promote their body-mind-soul (BMS) connection, and designers shall also consider those social factors as Stevens [2] states its importance of the promotion of individual wellness. The same scenarios apply to people in Taiwan. In the past, Taiwan’s unstable political dispute, chaotic economical dropdown, and arguable educational policies under such a rapidly vibrant environment affected people in many ways. Thus, from Maslow’s [3] hierarchy of five levels of human needs, most people in Taiwan shall not only fulfill their basic needs, but long for inspirations from higher human motivations.

Current Situational Problems.

Current situational problems obviously appear in the world. For example, politicians always fight for their final “wins” to take political spots and advantages. Business persons also earn whatever they can benefit from the society, and forget their initial missions for underrepresented groups. Educators in school tend to teach ways of success in order for their students to well survive in the future competitive world. Those things have happened in Taiwan, resulted in some others’ imbalanced well-beings, and brought local residents unhealthy thoughts, bodies and minds. Thus, people have tended to swiftly search for any religious comfort, instead of the choice of constantly establishing their personal scales of peaceful minds. So people shall pay attention to their BMS connection and wellness.

Therefore, the idea of BMS wellness may be changed according to some new concepts. In medical and therapeutic fields of treatment, DK [4] addresses that concepts, projects and methods have been effectively utilized for promoting clients’ health and wellness in many ways (e.g. spa, green garden, nature, facility, yoga, tai chi, etc.). For new discoveries and current problems, traditional BMS methods need new theories and practices of healing peoples’ wounds in order to satisfy peoples’ further needs, or discover new concepts (e.g. products/services, or programs/activities) for innovative designs in society. Hence, the research tends to provide another angle to see problems in Taiwan, offer new ideas from professional fields, including the incorporation of expressive work (e.g. dance, theatre, arts, music, etc.) stated by Krout [5] and Sajnani [6], mindfulness activities in active communities from Doyle et al. [7], and harmonic life such as eudaimonia around the world as Albanese [8] states to strengthen human bodies, promote minds’ growth, contain experiences in spiritual ways, and create a possible case of services, programs and activities via changed or transformed concepts from culture creativity industry (CCI).

Research Relevancy.

The applied cultural ergonomic (CE) theory was utilized in the research. Lots of research results have focused on theories and practices of LOHAS industry, CCI, Applied Theatre (AT) activities and BMS wellness, but little has found from both applications transformed from CCI and even further mixture of topics between expressive events and mindfulness activities in the BMS business. Hence, the research is very relevant. Using the Paiwan Linnak—a Taiwanese twin cup design from an aboriginal tribe is a great example from the concepts of CE. The research finally adapted the applied CE theories and framework and presented a transformed buddy activity design that makes participant partners closer in Hong Kong at Asian Pacific Playback Theatre Conference (APPTC) workshop in November, 2015.

Narrative Motives.

Researcher’s personal motives led the research to reach another level in academia. For example, the researcher has been motivated by more professional playback practitioners’ work in AT, academic scholars’ practical concepts in BMS, and field practitioners’ successfully experiential cases via expressive activities and mindful events to connect peoples’ wellness. Adapting examples from CE, the researcher utilized an activity plan in the conference. Hence, one of the research motives is to check whether the original concepts of CE are good to transform Paiwan Linnak into a buddy partner activity design to combine between theory and practice, and whether the activity plan works for the conference participants in purpose.

1.2 Research Purposes

Buddy Partner Relationships.

Through the academic literature, the research first provides a clear picture of BMS and LOHAS industries, importantly illustrates theories of CE, additionally presents CCI, and frames the twin cup transformation from CE into social activity designs. Next, the researcher describes, designs, and utilizes the buddy partner activities from three levels of the framework created by Lin, Lin, Chen, & Hsiao [9] as the major methodology. Lastly, the research purposely describes a curve of buddy partner activity plan and participants’ feedback.

1.3 Research Question

Research Question.

One research question is posted: “What will be new findings from conference workshop participants’ feedback under such a social activity design after the research utilizes transformed concepts via three levels of a modified framework of cultural ergonomics?”

1.4 Research Methods in Procedure

Specific Research Methods.

The researcher first makes sure of research motives and purposes. Utilizing the existing literature about CCI, CE, LOHAS and BMS industry, and concepts of Paiwan Linnak is the second step. At last, the research employs the theories and frameworks of CE to create a modified framework, a curve of activities, lesson plans, academic references, and receives participants’ feedback to come up a new perspective regarding social design activities in the future BMS business, or self-healing programs.

1.5 Research Contribution

Based on the results, this paper offers its unique benefits. The research paper was going to first contribute to the participants at 2015 APPTC. Then, the researcher would lead the similar activity for playbackers at Taiwan Playback Theatre Association (TPTA) in 2016. Furthermore, the research results brought more academic and practical values to the general public or underrepresented groups in the society when the researcher brought topics into doctoral classes from 2016 to 2017.

2 Transformed Body-Mind-Soul Literature Review

In the faith of respect to the culture and the profession of creativity, the association help people with talents and industries to enter into the proper creativity, innovation and own business, so as to assist society to identify the cultural originality. (TCCA Taiwan Cultural & Creative Association [10])

From the literature part, there are four parts such as (1) culture creativity industry, (2) applied ergonomic studies, (3) future LOHAS industry, and (4) Body-Mind-Spirit industry that are reviewed in the following.

2.1 Culture Creativity Industry

The definition of an industry is explained differently according to the scale of national development. Basically, it is defined to be the final production of goods, services, or creativities within a financial, cultural, and political system. Thus, a group of business sectors work on the similar management activities within an industry such as food, texture and high-tech businesses. Based on the cultural factors, any industry is able to promote its products with creativity into the market to produce potential wealth for local people. From Ministry of Culture, Republic of China (Taiwan) [11], the following functions clearly state the visions of cultural & creative industry.

Cultural policy and its implementation must serve the people by helping to expand culture into the international realm and build the nation’s soft power. Policies should also employ the latest technology to more effectively spread the knowledge of Taiwan’s unique culture and customs both domestically and internationally.

Except for the cultural policy, the contents and ranges of cultural and creative industry were revised on March 19th, 2014. There are sixteen categories of cultural and creative industry. Particularly Category Fourteen—Creative Life Industry integrates core knowledge and creativity of life industry, offers experiential practices and appreciates aesthetics of life. Furthermore, more products have been created through applied ergonomic studies in the CCI emphasized by Lin [12, 13], Lin et al. [14] and Lin et al. [9].

2.2 Applied Ergonomic Studies

Cultural ergonomics (CE) is a practical method to evaluate products/services. Lin et al. [9] well defines it. “Cultural ergonomics extends our understanding of cultural meaning and our ability to utilize such understanding for design and evaluate everyday products” (p. 242). In addition, Lin et al. [9] also provides a theoretical approach for product/service/creativity transformation.

Cultural ergonomics is an approach that considers interaction- and experience-based variations among cultures. Designers need to develop a better understanding of cultural ergonomics not just to participate in cultural contexts but also to develop interactive experiences for users (p. 242).

Taiwanese aboriginal craft products present a pretty style with powerful arts of design in their daily life. Lin et al. [9] states “Taiwan aboriginal culture has great potential to enhance design value and gain recognition in the global market” (p. 242) to serve as an embryonic form and a fundamental function. Additionally, the transformed product/service/creativity combines CE and interactional design to allow users to get in touch with humanity, explore local cultures, and provide interactive experiences. From the recent study results, Lin et al. [9] takes the linnak as a represented aboriginal cultural object in Taiwan.

From the tradition to modern design, the linnak is one of the great examples of product transformation in the current market. The design of linnak of the Paiwan tribe is so valuable that it has been used in the Paiwan tribe’s daily life to share cultural meanings with others and work together for closeness by Lin [12, 13] and Lin et al. [14]. Mainly, Lin et al.’s [9] page 245 and Lin [12] point out four genuine steps for designing a cultural product. “In a practical design process, four steps are used to design a cultural product: investigation (setting a scenario), interaction (telling a story), development (writing a script), and implementation (designing a product).” Please also read the page 245 of Lin et al.’s [9] article about “Scenarios in the development of the linnak” and “A framework for cultural ergonomics in product design” that are also shown in this paper section three: “Cultural Ergonomics Design Methodology.”

According to the cultural product design model, the concepts of three cultural levels are applied to cultural product/service/creativity transformation that depends on the designers’ transformed and utilized concepts from the outer, middle or inner level and focus. For example, the cultural product/service/creativity design would be applied in the future LOHAS and BMS industries.

2.3 Future LOHAS Industry

Based on the concepts of self-supply, people in the LOHAS industry care about consumption in health. Further speaking, people will consider self and family health and their responsibilities for the existing environments. LOHAS is a conceptual word formed by the initial letter of the following words such as Lifestyles Of Health And Sustainability. From 1986 to 2001, Paul Ray and his research team had surveyed more than 150,000 people. Ray [15] published a book which is called The Cultural Creatives: How 50 Million People are Changing the World in 1998, and defined the meaning of LOHAS. People in the LOHAS industry consider values more than price in consumption. They affect others’ consumption behaviors and value life quality in the environment. Thus, surrounding-friendly and social responsibility are very important factors for suppliers to pay attention to. For LOHAS areas of studies, American LOHAS magazine Executive Director, Ning [16] also confirms the above concepts under such industrial pollution and negative effects on our living environment. In general, there are five LOHAS areas of studies such as (1) self-growth, (2) optional therapy, (3) healthy diet, (4) health lifestyle, and (5) ecological sustainability. Even though there are five areas of studies about LOHAS life businesses for people in Taiwan, they have lacked further practices in life, especially on their individual development of bodies, minds and spirits which would be explained for individuals and groups in the BMS industries.

2.4 Body-Mind-Spirit Industry

For the definition of BMS industry, target audiences are motivated to consume goods, services and creativities, and then feel satisfied from many aspects on their body, mind and spirit development. From academic research on physio-psycho-spiritual (e.g. PPS) integration from the public views, not many people have heard about PPS, but pointed out that spiritual experiences have been related to religious faiths to someone who is greater than self, and to the mystery in the world. In Taiwan, most PPS or BMS businesses or industries focus more activities on religious, mystical, and traditional approaches which have allowed the audiences to be immersed in their own spiritual experiences and religious beliefs.

However, some PPS or BMS businesses or industries have offered their participants more experiential activities with non-religious advocate. For example, there are expressive, experiential activities on bodily, mindful and spiritual practices such as drama, dance, music, art, therapeutic work, human potentials, applied drama & theatre elements, etc. These approaches have recently become the other options for the audiences. Among hundreds of companies, foundations or associations, Miranda, iReborn, Uho, Jade, PsyGarden, etc. are PPS or BMS examples in Taiwan. PsyGarden’s [17] mission statement well states. “To catalyze ideological transformations … To witness cultural meanings … To model indigenous experiences … To nurture the local narratives of humanity”, the research findings were analyzed to explain the workshop activities for networking opportunities, holistic learning and pursuit of quality in life.

3 Cultural Ergonomics Design Methodology

Cultural product design is a process of rethinking or reviewing cultural features and then redefining them to design a new product that satisfies modern consumers by way of cultural and aesthetic features. (Lin et al. [9], p. 252)

The methodology includes four parts: (1) adapted research framework, (2) extended research process, (3) conference workshop participants, and (4) multiple research tools.

3.1 Adapted Research Framework

Theoretical and Applied BMS Case.

For the adapted research framework, Lin et al. [9] have studied CE in product design for a long time and utilized figures to illustrate their research framework. From their great points, CE will turn out to be a significant issue in product design for target audiences to interact with and experience what designers’ creative ideas mean in CCI in society. “While product design has been user-centered for some time, there is now greater emphasis specifically on user experience, with ergonomics increasingly becoming a part of interactional design” Lin et al. [9] address the above from page 244. In CE product designs, scholars have had systematic approaches to codify cultural influence. Lin et al.’s [9] two figures (P. 245) show three cultural levels of CE product design to explain their research framework.

For instance, Fig. 1 scenarios in the development of the linnak illustrates key points of three cultural levels, factors and scenarios as Lin et al. [9] indicate its scenarios in the development of the linnak of Paiwan tribe culture.

Fig. 1.
figure 1

Scenarios in the development of the linnak.

(1) the outer level (user) focuses on linnak formation associated with user demand, lifestyle, and immediate feeling; (2) the middle-level (tool) focuses on function, usability, and consumer behavior regarding the linnak in everyday life; and (3) the inner-level (task) focuses on cultural meaning, including ceremony, reflection, and emotion. (p. 244)

Except for the scenarios from the Lin et al.’s [9] article, scholars from Hsu et al. [18], Lee [19], Lin et al. [20], Murovec and Prodan [21], and Norman [22] also confirm the scenarios. From Fig. 1, the outer level (user) with manipulation interface describes that people in the Paiwan tribe culture drank together to feel closer. The linnak is designed at the middle level (tool) to focus on its function for engagement interface and use of intimacy in life. Lastly, the inner level (task) shows how the Paiwan tribe people utilize the linnak in diverse ceremonies, weddings and celebrated rituals to interact with others and experience the cultural meaning.

The above comprehensive figure has also formed the framework. From Lin et al.’s [9] page 245, Fig. 2, a framework for cultural ergonomics in product design shows the whole process in different layers to come up with CE in interactional and experiential design. The framework includes three major layers which contain (1) the conceptual model from cultural ergonomics, design transformation model to cultural products, (2) research method from identification (cultural objects), translation (design information and elements) to implementation (creative products), and (3) human system design from cultural layers, cultural levels to design features.

Fig. 2.
figure 2

A framework for cultural ergonomics in product design.

The above framework was adapted and modified as the main research tool for the research case. The research processes, participants and tools would be described next.

3.2 Research Process

Experimental Research Process.

The researcher set up research purposes, then reviewed the relevant literature, and finally adapted Lin et al.’s [9] framework as the main research base of methodology. Moreover, the modified CE framework with evaluative were utilized for the research transformation in 2015. Furthermore, the specific case about the concepts of Paiwan Linnak transformed into buddy partner activities was conducted on November 29th, 2015 in Hong Kong for the APPTC 2015 workshop target audience. However, the length of preparation time and research period had lasted from September 2015 to January, 2017, and the research results were from on-line playbackers’ constructive feedback. Finally, the research showed the research’s overall analysis, reflection and conclusion in 2016.

3.3 Participants

APPTC 2015 Workshop Participants.

The research participants mainly came from the 2015 playback conference. One of the accepted workshop proposals led by the researcher was conducted at 2015 APPTC. Because the conference planning committee tried to balance the number of participants for each workshop which was taken place at the same time, the participants should register and would be arranged by their own workshop interests. Thus, the original number from the conference arrangement was about 12 playbackers who were from Macau, Hong Kong and some provinces of Mainland China. As for research roles, the researcher had taken many jobs as the workshop planner, instructor, feedback collector, researcher, writer, translator and analyst in the process of research. Regarding the research tools and contents, they all depended on a framework modification of CE with some evaluation forms.

3.4 Research Tools

A Modification of Cultural Ergonomics with Evaluation Forms.

Lin et al.’s [9] original cultural ergonomics theories and the framework on page 245 were utilized to design the conference workshop in order to evaluate all activity contents. Figure 3 a modification of cultural ergonomics in workshop was revised to plan the conference workshop and lead its activity contents. Some evaluative tools for the workshop were value-added such as Fig. 4, five-stage workshop activity plan, Fig. 5, two-question workshop evaluation, and Fig. 6, on-line conference workshop questionnaire.

Fig. 3.
figure 3

A modification of cultural ergonomics in workshop

Fig. 4.
figure 4

Five-stage workshop activity plan (Color figure online)

Fig. 5.
figure 5

Two-question workshop evaluation

Fig. 6.
figure 6

On-line conference workshop questionnaire

4 Playback Workshop Case Analysis

The application of cultural features is a powerful and meaningful approach to product design. Consumers nowadays require a design that is not only functional and ergonomic but also able to stimulate emotional pleasure. (Lin [13], p. 14)

Next, the case analysis—workshop contents, results & feedback includes four parts.

4.1 Workshop Contents, Results and Feedback

The case analysis touches upon four parts: (1) a modification of research framework: to describe the framework for activity plan of the conference workshop, (2) a five-step workshop plan: to execute the plan which provided the details, curve of activities, lesson plans and practical references, (3) the conference participants’ in-workshop responses: to quickly receive the participants’ responses to gain overall workshop results, and (4) three on-line feedback questions: to utilize three survey questions to get the participants’ after-workshop feedback.

A Modification of Research Framework.

A modification of research framework is significant for the researcher to form the research structure which guides the research process, Fig. 3. A modification of cultural ergonomics in workshop work describes each layer transformed from the Lin et al.’s [9] original CE framework. For the first layer, the researcher used the concepts and practices of CE, modified the contents to become the workshop transformation model, and designed some training lessons. As for the second layer, through cultural objects, like an aboriginal twin cup, the researcher would identify objects’ utilization, collect design information, translate meaning of scenarios, add design elements, implement ideas and finally come up with creative classes for the conference workshop participants. For the last layer, the readers read the figure column information vertically and horizontally to reach the goal and process of CE in interactional & experiential design. Besides, the human system design allows us to experience a workshop design from three steps such as user (manipulation interface), tool (engagement interface) and task (interactional & experiential interface). Additionally, three cultural layers in the BMS workshop design include (1) physical (material), (2) mindful (behavioral), and (3) spiritual (ceremonial). Cultural levels describe from the outside circle to core which contain outer, middle and inner levels. At last, the workshop design features start with bodily design, come with functional design and end up with reflective design for the participants.

Based on the modified framework, the researcher created a five-step workshop plan.

A Five-Step Workshop Plan.

A five-stage workshop activity plan was prepared for the workshop participants. Figure 4 states the topic and its activity contents. There are five steps in the plan that includes (1) warm-up, (2) exploration, (3) work, (4) closure, and (5) feedback. Each activity title was posted; however, the activity in red was deleted in the workshop due to limited time and the researcher’s choice.

The Conference Participants’ In-Workshop Responses.

Whether the workshop succeeds or not, it mainly depends on the participants’ evaluative feedback. Results from the short survey would be explained after Fig. 5, two-question workshop evaluation.

From the conference arrangement, the original participants should be 12. But, one was missing because the Pilipino team went to an outdoor playback performance; one Cantonese left earlier for her urgent need. Two workshop volunteers came to join the workshop to still maintain 12 participants. The results of the two in-workshop responses were close to 93% (e.g. 4 participants circled 4; 8 persons circled 5). The audience seemed to feel happier after attending the workshop. Some participants felt confused with the survey of index of sweetness. Thus, the percentage of results was about 85% (e.g. 3 separated participants circled 3 and 4; 6 persons circled 5). The audience needed more relevant and value-added activities to gain their sweetness.

Three One-Line Feedback Questions.

To utilize three survey questions to get the participants’ feedback, the researcher prepared hard copies. Due to insufficient time, the feedback comments were noted. After the workshop, the researcher sent out the modified workshop PPT with Fig. 6 in both English and Chinese to the participants.

From the 12 participants, some written feedback in brief sentences translated in English by the researcher was posted in italic and analyzed in terms of three categories such as application, time and creativity. The feedback is listed in the following.

In terms of application.

  1. 1.

    I never thought of playback applications this way. I like Vincent’s 3 novel circles of activities that gave me ideas to work on my own BMS and buddy relationships.

  2. 2.

    I like the idea and practices of doing solo playback.

  3. 3.

    I need time to think of Vincent’s workshop [framework] about CE. It was so quick that I couldn’t see the figure clearly. But, I know this in my teaching career.

  4. 4.

    The five-step workshop plan was clear to me, and I know the workshop flow.

  5. 5.

    It was a great idea to incorporate expressive activities into a playback workshop.

  6. 6.

    Vincent’s workshop activities were offered for us to taste a portion of his design. I would like to continue to work on the six-part story making that seems to be fun to understand my own story and others in society.

In terms of time.

  1. 1.

    Vincent utilized many activities, but time was short. I wanted to have more activities. Two hours were short. The organizers shouldn’t cut the workshop short.

  2. 2.

    I needed more time to talk to my buddy partner about my stories. Time was short.

  3. 3.

    Vincent might arrange some time to explain cultural ergonomics. The time was not enough for him so he might come to China to conduct some workshops.

  4. 4.

    It is interesting. After the workshop, we still have homework to do. But, there was no time for us to work on the six-part story assignment. I wish we had more time.

In terms of creativity.

  1. 1.

    Vincent’s workshop was creative: lighting-up candle, drawing, exercising, posting questions for thought, showing PPT, playing music, giving homework, etc.

  2. 2.

    Lots of Vincent’s workshop activities were very creative and relevant to my life. I will learn more creativity from him for my underrepresented groups in our society.

5 Research Discussions, Suggestions and Conclusions

When designing “arts” into “business”, we need a better understanding of human-art interaction not just for taking part in the humanity context, but also for developing the interactive experience of arts. (Lin [23], p. 1)

The significant conclusion includes (1) research findings for discussions, (2) research limitations for extensions, (3) research suggestions for implications, (4) researcher’s expectations from inspirations, and (5) research creativity towards conclusions.

5.1 Research Findings for Discussions

Several discussions from the research findings were proposed for the future research. There are four pieces such as further theoretical tests, step-by-step guidelines, more creative explorations, and pre-workshop communication.

Further Theoretical Tests.

First of all, it is good to discuss an existing theory, or a framework to be constantly tested and utilized after any researcher decides to follow and treat the theory as a good tool, methodology, or approach. Since this research was a prior study by taking CE theories from Lin et al. [9], the modified research framework has indicated its future applications in any BMS study and social activity.

Step-by-Step Guidelines.

Secondly, it is a must to describe a step-by-step plan that a trainer shall conduct an applied BMS workshop after the framework. From the research case, the workshop plan was designed by following not only human system design, concerning about cultural layers, cultural levels and design features, but a workshop curve, including activities from each step. The researcher also planned many physical, mindful and spiritual activities, examined exercises from outer, middle and inner levels, and allowed the participants to interact with each other and experience the designed workshop from bodily (e.g. walking around the room with purposes from the warm-up step), functional (e.g. buddy and 4-step feedback work with solo playback performances from the work step) and reflective viewpoints (e.g. three items and two questions of reflective feedback from the closure and feedback steps).

More Creative Explorations.

Thirdly, from the participants’ research results, their words will lead more creative explorations in the future. For example, creative BMS activities will be great to make strong impacts on the participants as a male participant from China said. “Lots of Vincent’s workshop activities were very creative and relevant to my life. It never occurred to me. I will learn more creativity from him.” In addition, adding some activities from other fields is also a thoughtful idea. A female participant from Macau described her opinion. “It was a great idea to incorporate expressive activities into a playback workshop.” The last example is to explore the participants’ stories through some creative ways. Two female participants from Hong Kong and Canton in China expressed their thoughts. “I would like to continue to work on the six-part story making that seems to be fun to understand my own story…. I like the idea and practices of doing solo playback.”

Pre-workshop Communication.

At last, workshop time is always crucial so communication to the conference organizers shall be important for attention. For instance, four participants addressed that time was short. A female American Chinese even stated her strong point. “I want to have more activities. Two hours are short for the workshop. The organizers shouldn’t cut the workshop short.” The researcher had communicated with the organizers for a long time. But, the projector didn’t work in the beginning; the volunteer reminded the researcher to cut 15 min short due to the last workshop. For the above reasons, the researcher had to decide to skip some activities and made the feedback and questionnaire short. Thus, the pre-workshop communication should be an issue to be raised for reference, especially within a short amount of workshop preparation time. A better communication will be the main key for the workshop organizers, participants and researchers in any future conference. From the above, the research is limited by its nature.

5.2 Research Limitations for Extensions

The research was limited due to its nature of study. The research participants were a few in terms of workshop participation, and research time was divided within years.

The Size of Workshop Participants.

The size of workshop participants was small for the research in the conference. However, it was a prior study. The research limitation will become extended studies. The researcher already applied the research framework, workshop plan and adapted activities to a drama in education (DiE) conference for K-12 teachers and Taiwanese Playback Gathering (TPG) for TPTA members in 2016. There will be more participants to join the social activity design work.

The Length of Research Time.

The length of the workshop time was short. The given conference workshop had been conducted for two hours. The research was done earlier in semester from September, 2015 to January, 2016. It will be extended to a long-term base research. More non-religious BMS activities, playback applications and expressive work shall be considered in the future. The researcher will be able to collect more local and international data to develop a new theory, framework, method, or approach for people with self-healing abilities in 2017.

5.3 Research Suggestions for Implications

From the findings, research suggestions for implications were proposed for the future researchers. There are theoretical, methodological and practical applications.

Theoretical Applications.

From the literature review, the scholars’ CE theory is able to be applied in the training service fields. CE is not only a theory, but a research approach. The later scholars are still working on the framework modification. It has been utilized for the Taiwanese aboriginal twin cup scenarios. Therefore, the theory shall be extended and applied in terms of academic research such as aboriginal fabrics, clothes, and textiles. CE has been proved in product design; it shall be theoretically applied in invisible products, services and programs, too as shown in this study.

Methodological Applications.

The theories with frameworks for CE in product design provide a clear picture. This study utilized figures to transform main research structures and frameworks to be this research methodology. After modifying the original framework, the process presented detailed steps and contents. For methodological applications, the researcher will continue to apply the concepts of CE in the field of self-healing programs and businesses with Lin et al.’s scholars [9, 14, 18, 20].

Practical Applications.

There are four practical research implications. The research offered the playbackers new insights individually, in group and society such as life-long learning, expressive applications, buddy partner relationships, and company practices. First, for the participants’ life-long learning, the workshop lesson contents and activities would assist them in planning their future teaching careers, working on academic theories, leading creative work for underrepresented groups in society, and telling life stories. As for the second point, some participants agreed to work on something about expressive applications, have multiple activities in workshop, and do solo playback in life in the future. Thirdly, for developing buddy partner relationships, some participants gave the research positive feedback “to work on my own BMS work and buddy relationships” so any person in society won’t feel alone. At least, there is someone there to support each other via buddy partner relationships. Besides, there is an extra piece of homework. This research finally brings in new concepts to the future company practices for underrepresented groups and BMS organizations in society.

5.4 Researcher’s Expectations from Inspirations

When the research came to almost the end, the researcher suddenly found out that the researcher has been inspired by several significant turning points: (1) too many activities, (2) only prior studies, and (3) modified theoretical framework.

Too Many Activities.

Within a time limit, the workshop shouldn’t offer too much. There were many activities at one time in two hours. In fact, any BMS activities shall bring the participants a piece of mind. Hence, slowing down the workshop speed, cutting off some activities, and focusing on the core work will be the main improvement for the researcher’s future applications. The researcher also carried too many tasks at one time as the workshop instructor, researcher, observer, evaluator, listener, computer technician, and notetaker. For the workshop, the roles shall be simple.

Only Prior Studies.

The research was a prior study. As a result, the research findings and new learning knowledge should be the future contents and materials for further studies. Based on this study, the researcher collected more quantitative participants’ feedback and voices in society via the self-healing questionnaire in 2017.

Modified Theoretical Framework.

The playbackers preferred practices to theories. From the researcher’s observation, most playbackers would like to put theories into practices rather than come up with academic theories. The researcher has had a strong belief that a good framework, theory, or an approach will provide people a clearer picture beyond their daily practices. Finally, the small steps from the research would make research dreams bigger. Therefore, a combined framework among CCI, CE, LOHAS and BMS shall be developed soon for playback practitioners in our society.

5.5 Research Creativity Towards Conclusions

Any research journey seems to come to the conclusion. For the research creativity towards conclusions, there are three positive viewpoints and ending thoughts to make.

First, CE has been an academic theory and practical approach to be tested and transformed for products. It shall work for the services, trainings, classes, programs and workshops for different participants in society to receive invisible benefits. Secondly, it will be a new exploration for the playbackers in the world. For the playback instructors and participants, the researcher will not only devote time, money and effort in finding new knowledge for the playback and BMS development in Taiwan, but create practical healing workshops and activities in Taiwan and the world. Finally, for the researcher, it was not an end, but another new start in the research journey. How to transform existing theories into personal academic theories will be main concerns and research issues for the researcher to think and work in the doctoral studies.

For research missions, the researcher will try to fulfill participants’ both expressive and mindful needs, allow them to receive colorful experiences, join newly social design activities, reach their own goals of self-growth, maintain healthy BMS wellness, find optional choices from resources, shorten the gap between theory and practice, and motivate various levels of learners, participants or consumers to work on small projects to make meaningful transformation so does the research topic—Transforming a Taiwanese Twin Cup into a BMS Buddy Activity Design.