If I were to cast myself as a designer, I'd play a supporting character. This is what that sort of design promises.
1. Heart. Design for thoughtful delivery. Machine intelligence does not match human understanding, so human design misrepresents expectations. Design should think the world of us in its own character.
2. Motivation. Design for rich motives. People behave for reasons and beliefs beyond utility, and useful design doesn't capture them. Design should regard people's preferences at dynamic orders.
3. Potential. Design for alternate dimensions. People are bound to intersections of physical and socioeconomic constraints, and access to that reality doesn't solve it. Design should empower people to go places beyond their current mobility.
4. Autonomy. Design for the hero story. People will invest effort to improve, and simple design can limit their opportunity for control. Design should reward people for driving their self-improvement journey.
5. Community. Design for a supporting cast. People need support that design itself can't solve. Design should reward collective motivation toward better ends.
6. Happiness. Design for healthy resolutions. People want to be good and fulfilled, and sometimes design encourages an ulterior motive. Design should seek value by driving people towards their own.