Human-centered approaches to sustainable future and roles of technology in sustainability.

Human-centered approaches to sustainable design are concerned with developing products, services, and systems that meet people’s needs while simultaneously protecting the environment. This approach highlights the necessity of incorporating users and stakeholders in the design process to ensure that solutions are personalized to their individual needs and are more likely to be adopted and used in long-term ways. As such we must:

  • Highlight the significance of user research by conducting research to better understand user needs, behaviors, and preferences, and then utilize this knowledge to build more sustainable products and services.
  • Involve users and other stakeholders in the design process, and encourage collaboration and co-creation to produce new ideas and solutions.
  • Design for behavior change using design to encourage sustainable behaviors, such as reducing water usage or conserving energy.
  • Make sustainability accessible and understandable by making sustainability accessible and intelligible to consumers by using clear and straightforward language, images, and other design components.
  • Make sustainability appealing with the use of design to make sustainable products and services appealing to customers rather than being regarded as a burden.
  • Prioritize accessibility and inclusivity while ensuring that sustainable products and services are accessible and inclusive, taking into account the requirements of various groups, such as people with disabilities and those living in low-income neighborhoods.
  • Continuously assess and improve: Based on feedback from users and other stakeholders, continuously analyze and improve sustainable products and services, and adapt tactics accordingly.

In the process of personalizing solutions, one may argue that we are less concerned with the user and more interested in implementing the next technological innovation. The point is that we must incorporate a human-centered approach into the technologies we are implementing. This raises the question of the role of technology in sustainability.

The Sustainable Development Goals (SDGs) are the world’s common plan to end extreme poverty, decrease inequality, and safeguard the planet by 2030, according to the UN. Every country must provide its necessities for work, food, energy, water, and sanitation. Everyone has the right to live in a healthy, safe, and clean environment. This is easily accomplished by lowering pollution, poverty, and unemployment.

Technology’s role in sustainable development is to assist companies in achieving net-zero and other environmental, social, and governance goals. Leading companies are already using technological accelerators to achieve their environmental goals.

The impact of technology on the environment and society is considered in sustainable development. We must investigate how new technologies might contribute to more ecological, economic, and social sustainability.

Without a question, most countries strive to adhere to the objectives of sustainable development. In essence, this means not only maintaining future generations’ growth potential but also promoting social justice inside and between nationals, as well as within national borders.

Concentrating on ecologically beneficial forms of production and consumption, for example, could help address forward-looking studies on the effects of digitalization, climate protection, and energy system transformation. In the realm of higher education, we should strive to employ technology to bridge the gap between technological progress and social implications.

To begin with, sustainability cannot be “mandated” or regarded until the finished technology is established. Rather, fundamental sustainability concepts must be incorporated as early as feasible in the development of new technologies to extend the research perspective of technology assessment [1].

This strategy is intended to produce technical solutions that contribute to societal sustainable development through the application of sustainable design principles while also addressing how to improve the sustainability of innovation processes and how to share technological breakthroughs in a sustainable manner.

Sustainable design as an approach includes environmental, social, and economic issues to develop ecologically responsible and resource-efficient goods, buildings, and infrastructure throughout their existence. Green roofs, solar panels, rainwater harvesting, natural ventilation, and energy-efficient lighting are examples of such features. It can also include the use of sustainable materials and the incorporation of natural aspects such as green spaces and natural light into the design. Sustainable design can help to reduce the environmental effect of buildings and infrastructure, improve occupant health and well-being, and make communities more livable and resilient.

 All those examples are also often referred to as technology. That is the main reason why we need to find a way to make it easy to transfer technology wherever there are needed. Technology is crucial to sustainability because it allows for the development and implementation of more efficient and environmentally friendly products, processes, and systems. Here are a few examples:

  • Renewable energy technologies, such as solar and wind power, can reduce reliance on fossil fuels while also lowering greenhouse gas emissions.
  • Smart grid systems, can improve energy efficiency and reduce waste by allowing for better management and distribution of electricity.
  • Energy-efficient building technologies, such as LED lighting and smart thermostats, can reduce energy consumption and lower emissions. Energy-efficient LED lighting is quickly replacing traditional incandescent bulbs in American homes and is expected to achieve 84 percent market share by 203[2].
  • Electric vehicles, can reduce dependence on fossil fuels and decrease air pollution.
  • Water treatment and conservation technologies can help to reduce water waste and improve water quality.
  • Precision farming, for example, is a sustainable agricultural technology that can enhance crop yields while using less water and other resources.
  • Industrial recycling and waste management technologies can help to reduce waste and pollution.

Technology can help achieve sustainability by increasing efficiency, lowering resource consumption, and limiting environmental effects.

Photo by Nuno Marques on Unsplash

Technology can play a critical role in helping to create a more sustainable future for all by enabling the development and implementation of more efficient and environmentally friendly products, processes, and systems. Some ways that technology can help to sustain a better future for all include:

  • Increasing energy efficiency and the use of renewable energy sources: as we mentioned earlier, technologies such as smart grid systems, energy storage, and renewable energy systems can help to reduce dependence on fossil fuels and decrease greenhouse gas emissions.
  • Improving water and waste management: Technologies such as water treatment and conservation systems, and industrial recycling and waste management can help to reduce water waste and pollution and improve the overall sustainability of our communities.
  • Enabling sustainable transportation: Electric vehicles, bike-sharing systems, and public transportation systems powered by renewable energy can help to reduce emissions and improve air quality.
  • Advancing sustainable agriculture: Technologies such as precision farming, precision irrigation, and crop monitoring systems can help to increase crop yields, reduce water use and improve the overall sustainability of agriculture.
  • Supporting sustainable design and building: Technologies such as Building Information Modelling (BIM), smart building systems, and sustainable materials can help to reduce the environmental impact of buildings and infrastructure, and improve the health and well-being of occupants.
  • Facilitating sustainable communities: Technologies such as smart city systems and sustainable urban planning tools can help to create more livable and resilient communities.
  • Encouraging sustainable consumption: Technologies such as product tracking and transparency, and e-commerce platforms can help to increase the transparency of products and enable consumers to make more sustainable choices.

By utilizing technology, we can create more efficient, sustainable systems and reduce the negative impact of human activities on the environment, which in turn will lead to a better future for all.

Technology has had a profound impact on society and the environment. On the one hand, technology has permitted many breakthroughs that have enhanced people’s quality of life around the world, such as improved communication, transportation, and information access. On the other hand, technology has exacerbated several environmental issues, including pollution, climate change, and resource depletion.

Environmental impact: The manufacture and disposal of technological items can have a major environmental impact. For example, mining minerals for electronic devices can devastate habitats, and disposing of outdated electronics can result in harmful pollution. Additionally, technology products often require large amounts of energy to operate, contributing to greenhouse gas emissions and climate change.

Social impact: technology can have both positive and harmful effects on society. On the one hand, technology has the potential to connect people, encourage education, and improve information access. Technology, on the other side, can lead to social isolation, addiction, and the propagation of misinformation. Furthermore, because access to technology is not always equitable, technology can worsen societal inequities.

Economic impact: Technology has the potential to have a substantial economic influence. For example, it may result in employment displacement and automation, but it may also result in the creation of new jobs and possibilities. It can also contribute to increased economic growth and productivity.

Political impact: Technology has the potential to have a huge impact on politics. It can, for example, increase citizen engagement and participation in the political process, but it can also be used to disseminate misinformation and propaganda, undermining democracy.

As you would have understood technology has the potential to be a strong force for good, but it is critical to be aware of its negative consequences and to use technology responsibly, in a way that is sustainable for the environment and society.

Overall, A human-centered approach to sustainability prioritizes addressing the needs of current and future generations while safeguarding the planet’s natural resources. This strategy considers the social, economic, and environmental elements that influence people’s well-being and attempts to balance them in an equitable and sustainable manner.

Through a human-centered approach, technology plays a key role in attaining sustainability. It can help to improve energy efficiency, minimize waste, and increase natural resource production. Renewable energy sources such as solar and wind power, for example, can help to reduce greenhouse gas emissions and dependence on fossil fuels. Smart building technologies can also enhance energy efficiency and lessen a building’s environmental effects. Digital technologies like the Internet of Things (IoT) and big data analytics can also be utilized to improve resource consumption and eliminate waste.

It is crucial to highlight, however, that technology is not a panacea for sustainability challenges. A human-centered approach also addresses technology’s social and economic ramifications, ensuring that it serves all members of society. Furthermore, technology should be implemented in a manner that respects human rights and promotes social fairness.

How does technology help a human-centered approach to achieve sustainability goals with design?

Technology can help a human-centered approach to achieve sustainability goals through design in several ways:

  • Designing for efficiency: Technology can be leveraged to create more energy and resource-efficient goods, buildings, and systems. Building information modeling (BIM), for example, can assist architects and engineers in designing buildings that are more energy-efficient and have a smaller environmental imprint.
  • Adaptability design: Technology can also be utilized to create systems that are more flexible to changing conditions. Smart building technology, for example, can be used to monitor and modify heating, cooling, and lighting systems in response to weather and occupancy changes.
  • Designing for engagement: Technology can be leveraged to create more engaging and interactive systems for users. The Internet of Things (IoT), for example, can be used to create buildings that provide real-time information on energy usage and resource use, which can assist drive people to save resources.
  • Designing for community: Technology can be utilized to create more inclusive and engaging systems for communities. Using digital platforms, for example, can help to improve community interaction and participation in the design and planning of sustainable activities.
  • Monitoring design: Technology can be utilized to create systems that monitor and track the performance of sustainable systems. Sensor networks and data analytics, for example, can be used to track and assess the environmental performance of buildings, transit systems, and other infrastructure.

It is vital to stress that technology should be utilized in a way that respects human rights and promotes social fairness, and it should be incorporated into a design process that includes all stakeholders, where all perspectives are heard and considered in the design process.

As we are discussing humans and their interactions with technology. This gave rise to another component of design known as UX (or User Experience design). The question then becomes, How Can UX Make Products More Sustainable? By examining the whole lifecycle of a product, from its design and development to its usage and disposal, UX design may make goods more sustainable. This involves choosing environmentally friendly materials, designing products that are simple to repair and upgrade, and developing interfaces that encourage energy-efficient usage. Furthermore, UX designers can create goods that are intended to be reused or recycled rather than being discarded. Overall, the purpose of sustainable UX design is to produce products that are both practical and eco-friendly.

References

[1] https://www.oeaw.ac.at/en/ita/topics/sustainability-and-technology

[2] https://www.mckinsey.com/capabilities/sustainability/our-insights/sustainability-blog/these-9-technological-innovations-will-shape-the-sustainability-agenda-in-2019

[3] https://ied.eu/blog/7-green-technologies-for-a-sustainable-future/

[4] https://ro.uow.edu.au/cgi/viewcontent.cgi?article=1049&context=artspapers

[5] https://www.ipi-singapore.org/tech-offers

Not seeking help

The majority of those affected do not seek treatment.

Only 19% of all 17.8 million people with a 12-month diagnosis say they have visited the health care system because of their mental health problems in the last year. 16% of these people received outpatient treatment, 2.3% received inpatient treatment, and 3.5% received services from complementary institutions (e.g., counseling centers or self-help groups). This is only about 3.4 million people.

Only one in five
of those suffering
seek treatment.

Sociodemographic differences are also evident in the utilization of the health care system. Women are more likely to seek professional help than men. Regardless of gender, older people are least likely to seek therapy (women 15%; men 4%). In the context of higher rates of illness among people of lower socioeconomic status, unemployed people are significantly more likely than employed people to report having sought treatment in their lifetime (48% vs. 38% among employed people).
Looking at the different medical conditions, differences in utilization behavior also emerge. People suffering from social phobia, generalized anxiety disorder, dysthymia, panic disorder and psychotic disorder are the most likely to report having sought treatment in the past 12 months (between 40% and 50%). Substance-related disorders and eating disorders are the groups with the lowest utilization rates (between 10% and 25%). The more diseases a person has, the more likely he or she is to seek help from the health system. Nevertheless, even with 4 or more illnesses, only about 40% of those with the illness report having sought treatment.

The utilization of the
health care system
also depends on the
condition in question.

The abovementioned data clearly indicate that mental illnesses affect large parts of the population. Some groups are particularly at risk of developing mental disorders. In addition, it is clear that many people who suffer from psychological illnesses do not get the help they need.
The reason why so few people seek treatment will be discussed in the next blog entry.

Technology for Refugees

To understand more about the possibilities that refugees can get that could make their new life feel easier and in control, I decided to research what is more “out there”.

  • Where 2 Help 

This is an online platform that lets people volunteer, which was created by Vienna-based developers. There are two ways of using the platform: a person can register either as a refugee or someone who wants to help [1]. This software also won at the “Refugee Hack Vienna”[2] event.

  • The Welcome Card

A lot of refugees face problems while trying to establish a legal identity in a new country. The Welcome Card [3] is a biometric identity management system, which uses Radio-frequency identification technology [4]. It is active in 25 countries, collects fingerprints, iris scans, and photographs, and can link them to citizenship records and dates of birth. 


This can also help refugees to check their application status, details about language courses, transport, etc.

  • Annie Moore

Annie Moore (named after the first immigrant registered at New York’s Ellis Island in 1892) is the AI-powered software [5]. It helps in placing refugees in locations where they are most likely to be successful in gaining employment. 

Sources:


[1] https://where2help.wien/?locale=de

[2] https://www.hackathon.com/event/refugee-hack-vienna-18902448733

[3] https://www.whatdesigncando.com/project/the-welcome-card/

[4] https://www.dhs.gov/radio-frequency-identification-rfid-what-it

[5] https://hias.org/news/new-software-does-the-hard-work-in-placing-refugees/

“To infinity and beyond!” 

– Buzz Lightyear from Toy Story

While movies used to captivate us for hours as kids of the generation Z, today we give our undivided attention to social media. And we do not always do this consciously. The days when linear television made decisions for us are over. Instead, we are almost helplessly exposed to a flood of information. A glance at our phone is enough and we find ourselves in more than just one world.

But how do social platforms like Instagram manage to keep us on them for hours at a time and even make us dependent on them? – One answer to this are DARK PATTERNS. Dark patterns are manipulative design techniques used in user interfaces to lead people towards certain actions, such as making a purchase or sharing personal information. These techniques can be found on various platforms, including Instagram.

One example of a dark pattern on Instagram is the use of “endless scrolling.” This is when the platform uses an algorithm to continuously show users more content, even after they have viewed all of the posts in their feed. This can lead to a never-ending cycle of browsing and can cause users to spend more time on the platform than they intended. The endless scrolling can also lead to feelings of FOMO (fear of missing out) as users are constantly exposed to new content. It can also be used to keep users engaged with the platform by displaying interesting content they might have missed before. But this endless scrolling has also been known to affect users’ mental well-being, creating the feeling of not being able to disconnect or feeling overwhelmed.

Overall, dark patterns on Instagram can be used to manipulate users into taking actions that they may not have intended to take. It is important for users to be aware of these techniques and to exercise caution when using the platform.

Exploring local networks

In this blog post, I want to discuss an interview I conducted with Richard Dank, the lecturer of Design with Code for CMS. I will briefly summarize our conversation regarding local hands-on exhibits and the role of programming.

It is important to separate actuators and visualization as they do not occur in the same program. Every program has its own advantages and disadvantages, and it is crucial to understand the boundaries of the project and use cases in order to carefully choose the appropriate tools for building hands-on exhibits.

Projects often aim to provide unexpected outcomes, which can create additional curiosity. For example, Richard Dank shared a project in which pedestrians could trigger the projection of “Kunsthaus” by pressing the button of the traffic light in front of the building. Most pedestrians did not realize what they were doing, but their actions unintentionally changed the mapping. Only a few noticed this.

Programming, specifically using Processing, allows for the integration of microcontrollers on a larger scale while ensuring a clean visual mapping of the setup. Data from microcontrollers can be further processed using other tools such as PureDate, but the spatial arrangement and data flow can be controlled using Processing itself. Although this process is not visible to viewers, it greatly assists the artist in setting up and testing exhibits.

In the second part of this blog post, I will focus on artists based in Graz. I will stay in touch with Richard Dank as our brief discussion about interactive experiences and programming marked the beginning of a local network of freelancers who share a passion for art, technology, and society. I would like to mention a few inspiring people and places that Richard Dank referred to – I am excited to meet some of them during the next semester.

Richard Dank

The following link leads to some projects related to “interaction”.
http://richdank.com/4a/projects/index2_de.php

in|filtration

This project is well documented and gives insight into the process of developing an interactive installation.
https://www.researchcatalogue.net/view/711664/711665

Reni Hofmüller

She concentrates on art in technological contexts and explores the relationship between art, technology, and society.
https://esc.mur.at/en/bio/reni-hofm%C3%BCller

Reagenz

In this place not only projects are being developed and realized but also publications in contemporary art, focusing on sound and installation art as well as intermedia experimentation.
https://reagenz.at/

Note: Especially the work from Hanns Holger Rutz and his “transmedia” approach got my attention. https://www.sciss.de/

Paul Frick – “bildermehr”

The homepage is currently under construction but might show some interesting works with focus on haptics.
http://bildermehr.at/

Little progress among the giants largely because of lack of accountability and poor-quality data

This and the previous blog post are looking into two major reports about the state of sustainability in the fashion world. “The Business of Fashion Index 2022” is looking at the 30 largest companies in fashion and how they are doing over a variety of fields of sustainability.

“The Business of Fashion Index 2022” by The Business of Fashion

The Business of Fashion Index 2022 “examine the performance of the industry’s 30 largest publicly traded companies by revenue across three market segments: luxury, sportswear and high street (ed. ordinary clothes).” Although the original 15 companies from the last years report had some progress, this was “eclipsed” by the new additions’ inaction.

Business of Fashion (BoF) points at “limited accountability within the sector, poor-quality data and a lack of investment“ as some of the biggest obstacles. This is very clear when BoF writes that “some of the industry’s biggest players — including URBN, Skechers, Fila Holdings, Anta and HLA Group — provided little or no public detail about plans to tackle their environmental and social impact.”

Although this is quite dark, there are also positive news. Fast retailing had the biggest improvement (of 11 points) from last years report, showing some of the “technological innovation, policy cues and standardised reporting frameworks” in action. If the fashion industry can do more of this, if can lead to real change.

”The Index assesses companies’ progress towards ambitious 2030 goals across six impact categories: Transparency, Emissions, Water & Chemicals, Waste, Materials and Workers’ Rights.”

As we see in the figure, waste is one of the areas that has the lowest score overall. This is something “very easy” to work on by not overproducing (resulting in landfill material before it has even been in the store) and to use scrap products and cuttings in a mindful way. Transparency is also something that is also obvious to focus on as a smaller company as this is one of the advantages of being smaller.

For me it would be interesting to read the full report (behind a paywall) as a designer to make sure that I follow the parameters given by BoF. To take part in the politics of fashion would also be an impactful way of taking part of this world.

Source:

https://www.businessoffashion.com/articles/sustainability/widespread-inaction-on-sustainability-eclipses-progress-at-fashions-biggest-companies/

Nature Detectives Mania: An Approach to Gamification of Nature for Children

Nature Detectives Mania is an app for iOS and Android and was developed as part of a big national campaign for Migros, Switzerland’s largest retail company. The Nature Detectives app is designed to educate children between the ages of 8 and 11 about Swiss nature in a playful way. The kids learn interactively, by solving fun puzzles and small tasks which habitats exist in Switzerland, which plants and animals inhabit them and how to recognize them. The children can roam through 8 Swiss ultra realistic 3D environments filled with true to life details. Each habitat can be discovered in at least seven different camera perspectives. With the help of an animated character called Minspector and the two protagonists Mia and Leon, users solve tasks and questions about Swiss nature and its flora and fauna to collect badges.

What I like

I think having the two protagonists and the Minspector makes the game more appealing to kids and they can get attached to them so children want to use the app more. I also believe that the quick mini games are a great idea to keep the children’s attention and in addition to that each win causes a dopamine release. Lastly, I like the reward system and it is a clever idea to combine it with the parents spending at the Migros stores.

What I don’t like

It may be a clever idea to incorporate the parents purchases at the Migros stores, but whether that’s ethical or not is debatable. It casts a bad light on the app and the intention behind it. Additionally, I don’t like that the entire game is happening in the app. Not only is the environment completely digital, but the interactions with nature are also close to none. Making the digital environment look realistic and modeling it after an actual place cannot replace the real thing. This app is essentially a game about nature, rather than a game with nature.

Sources:

https://demodern.com/projects/migros-nature-detectives-mania-app

The richest are both the problem and the solution

As I have gotten more into the topic of the sustainability of fashion, I have found some interesting reports with different takes. This and the next blogpost will summarize and highlight some of the most important finds of two reports. I will also mention how I can use these finds further on.

“Unfit, Unfair, Unfashionable” by Hot or Cool

Hot or Cool’s report “Unfit, Unfair, Unfashionable” showes the divide in consumption between high and low income countries and people. They found that “the richest 20% in the UK emit 83% above the 1.5-target.” At the same time, “74% of people in Indonesia live below sufficiency consumption levels of fashion.” On average the fashion footprint need to be reduced by 2030 by 60% among the high income countries of G20, 40% by the upper-middle income countries while the low income countries are already below the 1.5-degree limit. This divide between high and low income is both clear between countries and within countries.

Within a representative sampling of G20 countries they found that the lowest and second to lowest income quintile is responsible for respectively 6-11% and 10-13%. The second to highest and highest on the other hand is responsible for respectively 24-26% and 36-42%. In simpler words: “On average, the fashion consumption of the richest 20% causes 20 times higher emissions than that of the poorest 20%. This ratio varies substantially across countries, following levels of income inequality.” This debunks the idea that the poor is responsible for the emission because they by “cheap” clothes. They often get blamed in discussion about the emissions of fashion, but it is time that the rich scale down on their consumption.

As reducing the number of purchases of new clothes much (respectively 4 and 3 times) more effective than increasing the use time or (what is considered achievable through) decarbonization of the fashion industry, this should be the focus. (https://hotorcool.org/unfit-unfair-unfashionable/)

Consumtion/emission with no action taken and a sufficient scenario
Consumption within countries differs very much relating to income level

In a way this is positive news. Reducing the amount of garments of high income people is a task possible to asses for small companies. This can be done by producing high quality, interesting and lovable pieces that can play many parts in a person’s wardrobe. If we can produce such pieces they can replace the feeling if need of new pieces. The other end, producing lower-emission garments for persons with low income, is a much more complex task. This needs to be assessed by the fast fashion companies and the fashion culture itself. This also needs to be done, but it won’t be as effective as changing the behavior of high income persons.

Another interesting find to consider is that in the UK, Italy and Germany the richest 20% need to reduce their footprint of fashion consumption by respectively 83%, 75% and 75%. However, in the fashion nation France this number is substantially lower, “only” 50% (https://hotorcool.org/unfit-unfair-unfashionable/). This point to the issue that fashion consumption is highly dependent on culture. “French women” is a trademark in fashion, known and praised for using fewer, versatile and timeless pieces instead of indulging in micro and fast trends.

Source:
https://hotorcool.org/unfit-unfair-unfashionable/

Full report:
https://hotorcool.org/wp-content/uploads/2022/12/Hot_or_Cool_1_5_fashion_report_.pdf

NatureCollections: an Approach to Gamification of Nature

NatureCollections is an app I found at the beginning of my research which really got me thinking about the concept of gamification of nature for children. Its approach to gamification is very different from the initial ideas I had and gave me a lot of food for thought.

NatureCollections was developed by a team of researchers at the University of Washington and even received the school’s 2017 Innovation Award. It is aimed towards elementary school children and tried to appeal to kids’ love for collecting things such as stickers, sports cards and shells. The goal is to encourage kids to spend time outdoors and discover their natural surroundings. The app lets children take pictures of nature, and curate their photos in categories such as birds, plants and landscapes. They can share folders with theirs friends and compare their findings. The developers also see this working in a school setting. Teachers can give the children the task of photographing certain things during an excursion to make sure they actually engage with what they are seeing there.

what I like

Sharing the collections with their friends is a good incentive for children to keep engaging with the app and brings out a competitive streak in them. I also like the idea of using the app for school excursions. That way, the children have a task to fulfill and stay focused.

what I don’t like

I don’t believe that simply taking pictures and putting them into a folder is stimulating enough for children to keep using the app. Especially if the app is aimed towards 6-10 year old kids. They will be bored after a very short period of time. They depend on the fact that the motivation comes entirely from the children and that is a big flaw. With a simple app like that, there needs to be another level of motivation and a sense of urgency coming from the app.
Lastly, I think that the entire concept of the app is built on the wrong foundation. Kids love to collect things because they can hold it physically and see them all at the same time. Their findings are prized possessions and a picture on a screen just can’t compare with that.

Sources:

Home

The Psychological Gender-Gap

How often people develop psychological disorders is related to their sociodemographic and socioeconomic groups.

There is a particularly large difference between the sexes. One in three women and almost one in four to five men are affected. Because of this difference, psychological diseases are often referred to as “women’s diseases”. It is also striking how the disorders differ between the sexes. Women suffer about twice as often as men from anxiety disorders and affective disorders. Men, on the other hand, suffer significantly more often from substance abuse disorders. Furthermore, it should be noted that young adults are most often affected by mental illness. Older people are the least likely to fall ill. Furthermore, the frequency of mental illness follows a social gradient. The people who get sick most often are people with low socioeconomic status. Next follow people with medium status. People with high status have the lowest number of mental disorders.
In Germany, mental illnesses are evenly distributed regardless of region. However, there is an increase in the number of illnesses in metropolitan areas.

Gender differences
Epidemiological data show that women suffer from mental disorders more often than men. This difference can be explained by role stereotypes and different utilization of the health care system. Women seek treatment more often than men and are better able to remember symptoms than men, which means that mental illnesses are more likely to be recognized and diagnosed in women. The genders also deal with stressors in different ways. Women are more likely to be anxious and depressed, while men are more likely to be aggressive and prone to addictive behaviors. In addition, women are on average socioeconomically disadvantaged and thus the risk of falling ill is generally increased.

Based on the above findings, three interesting possible target groups emerge for my research question. First, people with low socioeconomic status and young adults, as these groups are the most likely to be affected. Furthermore, due to their social upbringing, men are diagnosed less often than women and are less likely to get the help they need.