The document proposes using UX design principles to positively influence human behavior and address societal issues like famine, racism, drugs, and misbehavior. It suggests gamification concepts like "Famineville" to encourage donations for famine relief by satisfying human urges for progression. To combat racism, a "Cultural Advisor" mobile app could use virtual experiences to build understanding between cultures. A "Determination Package" using sensors and sponsors could help track drug rehabilitation progress. And a "Karma Currency" system employing positive and negative karma could discourage misbehavior and incentivize good deeds. The key takeaway is that designing for human behavior over simply customers could create digital solutions to world problems.