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P.P.M. Hekkert

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A transdisciplinary model to support designing for sustainability transitions

Journal article (2025) - A.L. Peeters, N. Tromp, P.P.M. Hekkert
Sustainability transitions are inherently comprised of wicked problems, requiring new
systemic problem-solving approaches that transcend disciplinary boundaries. Design
framing is a practice that lies at the core of problem-solving, as it connects a specific problem
to a promising solution space. We contribute to transition design research by conceptualising
a transformative design frame. Anchored in the fields of design, sustainable behavioural
science, and transition studies, our transdisciplinary model is intended to support transition
designers in their reasoning and to inspire the development of novel frames to help
accelerate sustainability transitions. The model visually organises several building blocks of a
design frame: Transition Case, Transition Strategy, Systemic Levers, Behaviour Change, and
Worldview. To evaluate our model in various transition design contexts, we held review
sessions with three Dutch design agencies, followed by a framework analysis of their
responses. The results informed a revision of the model and demonstrated that the model
supports designers in building a stronger design rationale, which the designers expected to
benefit stakeholder alignment and mobilisation in transition contexts. After engaging with
the model, participants intended to adopt a more comprehensive and systematic framing
approach in future projects. To bring the model to a higher level of maturity, opportunities
for further research involve applying it in practice. As such, we can examine more thoroughly
how the model might support reframing and explore which combinations of its components
could be most transformative. ...
Journal article (2024) - Gerald C. Cupchik, Jeroen van Erp, Carlos Cardoso, Paul P.M. Hekkert
The interaction between intuitive (practice-based) and logical (theory-based) ways of thinking about creatively solving design problems is the focus of this project. Thirty-nine industrial design students were exposed to both intuitive and logical design approaches to resolving briefs during a 1-day workshop. The intuitive approach encouraged an open and informal take on idea development grounded in past-experience, whereas the logical approach emphasized structured and sequential problem analysis. In a within-subjects design, half the students adopted an intuitive approach in the morning and a logical one in the afternoon to solve design briefs, whereas the reverse applied to the other half. Students rated their experiences on five 7-point scales after 30 min into the session and on a different set of 10 scales at the end of the 2-hr session, and their design proposals were assessed by experts. Results showed that the intuitive approach energized participants and stimulated idea generation after 30 min, but teamwork was challenging. The logical approach lent confidence to the students and was easier to adopt, but only after applying an intuitive approach in the morning session. Students found it more challenging to complete their proposals after 120 min in the logical condition. Proposals by students in the intuitive condition comprised mostly images, while those created in the logical condition were highly verbal. Critical self-evaluation by students was reflected in higher ratings of proposals by the judges. ...
Journal article (2024) - Willem van der Maden, Derek Lomas, Paul Hekkert
In an era where artificial intelligence (AI) permeates every facet of our lives, the imperative to steer AI development toward enhancing human wellbeing has never been more critical. However, the development of such positive AI poses substantial challenges due to the current lack of mature methods for addressing the complexities that designing AI for wellbeing poses. This article presents and evaluates the positive AI design method aimed at addressing this gap. The method provides a human-centered process for translating wellbeing aspirations into concrete interventions. First, we explain the method’s key steps: (1) contextualizing, (2) operationalizing, (3) designing, and (4) implementing supported by (5) continuous measurement for iterative feedback cycles. We then present a multi-case study where novice designers applied the method, revealing strengths and weaknesses related to efficacy and usability. Next, an expert evaluation study assessed the quality of the case studies’ outcomes, rating them moderately high for feasibility, desirability, and plausibility of achieving intended wellbeing benefits. Together, these studies provide preliminary validation of the method’s ability to improve AI design, while identifying opportunities for enhancement. Building on these insights, we propose adaptations for future iterations of the method, such as the inclusion of wellbeing-related heuristics, suggesting promising avenues for future work. This human-centered approach shows promise for realizing a vision of “AI for wellbeing” that does not just avoid harm, but actively promotes human flourishing. ...

Eight pathways to foster plant-based diets through design

Journal article (2024) - Anna-Louisa Peeters, Nynke Tromp, Brit M. Bulah, Monique van der Meer, Lieke van den Boom, Paul P.M. Hekkert
Excessive animal protein consumption has led to calls for a plant-based protein transition. Plant-based diets can be fostered by design interventions, yet their effect on dietary choices depends on the framing that is chosen. The aim of this study was to understand which transition design frames (TD frames) are prevalent in existing consumer interventions in the Netherlands, to help transcend the dominant substitution pathway with alternative strategies for intervention. We explore framing through the lens of design, examining human-made interventions in a transition context, to complement the discursive lens that is common in transitions literature. Based on 62 existing consumer interventions and eight expert interviews, we identified eight TD frames. We find that market regulation and cultural interventions are strategic avenues to pursue. Reframing opportunities involve inclusivity, system breakdown and integrating multiple frames into single interventions. We observed that a design lens helped elucidate frame types that have not previously been identified in transitions literature. ...
Book chapter (2024) - Siyuan Huang, Paul Hekkert, Hendrik N.J. Schifferstein, M. Bordegoni
Addressing sustainability challenges requires shifts in consumption patterns and lifestyles. Design for Sustainable Behavior (DfSB) aims to cultivate sustainable attitudes and behaviors through product-based interventions. However, there can be a disconnect between design strategy and its embodiment and sometimes conflicts between designers’ intent and users’ interpretation. This paper explores the role of metaphors in DfSB in terms of using metaphorical thinking during the design process and/or creating product metaphors in the final design. It begins by identifying barriers that prevent people from engaging in sustainable practices, such as human nature and ambiguity in design. It then examines the roles of metaphor in design and its key strengths in DfSB. Furthermore, the paper outlines three methods to generate metaphors in DfSB: (1) The source domain implies the target domain. (2) The source domain serves design goals and strategies. (3) Cross-domain mapping is based on embodied experience. In conclusion, the paper discusses potential issues surrounding its use in DfSB. ...

How everyday technology can support positive activities

Conference paper (2024) - Lisa Wiese, Anna Pohlmeyer, Paul Hekkert
Due to their widespread use, consumer technologies like messaging or video streaming services present a promising opportunity to disseminate wellbeing interventions, such as positive activities, to a large audience. Currently, this potential is primarily leveraged by dedicated wellbeing applications. To broaden the scope of applications, we conducted a student-led case study that explored how positive activities could also be integrated into consumer technologies that are not originally designed for wellbeing. Based on the analysis of concrete design examples, we identified three strategies for integration: 1. addition, 2. enrichment, 3. transformation. We showcase each integration strategy through a specific design example. A variety of design mechanisms were employed whereby particularly prompts to create an opportunity and self-reflection to foster motivation and capability have been observed. Together, our findings demonstrate how positive activities and mechanisms to support behavior change can be woven seamlessly into contemporary technology through minimal redesigns. ...
Journal article (2023) - W.L.A. van der Maden, J.D. Lomas, P.P.M. Hekkert
Introduction: Designing artificial intelligence (AI) to support health and wellbeing is an important and broad challenge for technologists, designers, and policymakers. Drawing upon theories of AI and cybernetics, this article offers a design framework for designing intelligent systems to optimize human wellbeing. We focus on the production of wellbeing information feedback loops in complex community settings, and discuss the case study of My Wellness Check, an intelligent system designed to support the mental health and wellbeing needs of university students and staff during the COVID-19 pandemic. Methods: The basis for our discussion is the community-led design of My Wellness Check, an intelligent system that supported the mental health and wellbeing needs of university students and staff during the COVID-19 pandemic. Our system was designed to create an intelligent feedback loop to assess community wellbeing needs and to inform community action. This article provides an overview of our longitudinal assessment of students and staff wellbeing (n = 20,311) across two years of the COVID-19 pandemic. Results: We further share the results of a controlled experiment (n = 1,719) demonstrating the enhanced sensitivity and user experience of our context-sensitive wellbeing assessment. Discussion: Our approach to designing “AI for community wellbeing,” may generalize to the systematic improvement of human wellbeing in other human-computer systems for large-scale governance (e.g., schools, businesses, NGOs, platforms). The two main contributions are: 1) showcasing a simple way to draw from AI theory to produce more intelligent human systems, and 2) introducing a human-centered, community-led approach that may be beneficial to the field of AI. ...

A systematic review and assessment framework

Journal article (2023) - Philip Cash, Jaap Daalhuizen, Paul Hekkert
The increasingly transdisciplinary context of design, where designers collaborate with other disciplinary and domain experts, means there is a growing need to evidence the effectiveness of design methods. We address this need in two ways. First, we propose a ‘chain of evidence’, from motivation to claims, operationalising this in a systematic assessment framework. Second, we systematically review current design method research. Our results reveal that while all links in the chain of evidence are reported across the literature and best practices can be identified, no individual paper either reports all links or consistently achieves best practice. Our framework and results demonstrate the need for standards of evidence in this area, with implications for design method research, development, education, and practice. ...

A strengths-based approach to technology-mediated reminiscence

Journal article (2023) - C. K.Bruce Wan, Cees J.P.M. de Bont, Paul Hekkert, Sebastian Filep, Kenny K.N. Chow
Reminiscing on memorable travel experiences is a common practice amongst many travellers. This study introduces positive psychology interventions – cultivation of character strengths and savouring strategies - to examine memorable and meaningful tourism experiences (MMEs). Although both interventions aim to increase well-being, little research has been conducted on their roles in enriching MMEs. MMEs are fundamental to understand as part of the travel reminiscence process. MMEs could be heightened by connecting tourists’ past experiences with their character strengths (capacities for ways of behaving). Savouring, on the other hand, facilitates the connections to places. The reminiscence process helps tourists gain self-knowledge and make well-being oriented choices in their future journeys. In so doing, this research study created an interactive strengths-based journal that facilitated tourists to incorporate their character strengths in their past MMEs. The narratives were structured to connect explicit experiential components, such as tourism activities, with implicit psychological factors, such as emotions, character strengths, and values. Data collection involved ten tourists of diverse nationalities who created 51 MME narratives. Participants were then invited to savour their strengths used, reflect on their narratives, and express their behavioural intentions for their next trip. Data analysis, using grouped frequency distributions, found that MMEs were associated with the moderate strengths rather than the signature (prominent) strengths of the participants, such as curiosity and gratitude. Appreciation of beauty and excellence was the most dominant strength observed. The findings showed participants preferred their future journeys to be congruent with their character strengths. Theoretical and practical implications for tourist experience research are outlined. ...

Consumers' tactile esthetic appreciation explained by a balanced combination of unity and variety in product designs

Journal article (2023) - Ruben A.G. Post, Janneke Blijlevens, Paul Hekkert, Daniel Saakes, Luis Arango
Tactile experiences are a pivotal part of consumer behavior and choice. However, very little is known about why consumers esthetically appreciate touching products. The principle of Unity-in-Variety, stating that consumers like to perceive variety but only when this variety is presented as a coherent whole, has been shown to partly explain consumers' esthetic appreciation in the visual domain. We theorize that the psychological mechanisms underlying the esthetic principle of Unity-in-Variety are modality-independent, and therefore that this principle also applies to consumers' tactile esthetic appreciation. Across three studies, using existing products and novel 3D printed product designs systematically manipulated along the perceptual dimensions of unity and variety, we show that both unity and variety independently contribute to tactile esthetic appreciation. Furthermore, because unity and variety are inherently partial opposites, esthetic appreciation of products is highest when both unity and variety are simultaneously maximized. ...

Eight pathways to foster plant-based diets through design

Conference paper (2023) - A.L. Peeters, N. Tromp, Brit Bulah, Monique van der Meer, Lieke van den Boom, P.P.M. Hekkert

A cybernetic perspective on data feedback loops in complex socIotechnical systems

Conference paper (2022) - Willem van der Maden, J.D. Lomas, Paul Hekkert
The COVID-19 pandemic has put wellbeing on the global agenda like never
before. Many businesses, organizations, and even governments have recognized
wellbeing as a formal policy goal. This paper addresses the question of how to design
complex systems to improve the wellbeing of their stakeholders. We present a case of
helping a university adopt a systematic approach to wellbeing assessment and
improvement during the COVID-19 crisis. To support the improvement of student and
staff wellbeing, we adopted a cybernetic perspective. Practically, this involved focusing
on the design of a feedback loop that used wellbeing assessments to inform
organizational actions. We argue that “off-the-shelf” assessments of wellbeing are
often insufficient for supporting a systemic response to data because they lack
context-sensitivity and actionability. While a “cybernetic perspective” may evoke a
sense of the inhuman or mechanical in the optimization of wellbeing, our case study
suggests otherwise. At least from our perspective, a society that aims to improve
wellbeing may look more like a deliberative or dialogical democracy than an
automated AI system. ...
Foreword postscript (2022) - D Lockton, S.L. Lenzi, P.P.M. Hekkert, A. Oak, J. Sadaba, P.A. Lloyd
Topology optimization is increasingly applied to design consumer products, for which aesthetics plays an important role to consumer acceptance. In industrial design, it is known that preferences or taste judgement obey certain rules or principles. These principles are not directly quantifiable, but can qualitatively predict and explain aesthetic responses. In this paper, we empirically evaluate whether or not these design principles are effective for increasing the appealingness of topology optimized shapes. Our starting point is an overarching principle known as Unity-in-Variety. Variety stimulates our interests, whilst unity helps us make sense of a design in its entirety. According to this principle, aesthetic appreciation is maximized when a balance in unity and variety is attained. Since designs from topology optimization often exhibit remarkable complexity and variety, we hypothesize that increasing unity is the key to reach a balance and thus to elevate aesthetic appreciation in topology optimization. In our experimental setup, designs from topology optimization were manually post-processed, with the intention to increase unity, by following the “principles of perceptual grouping”, known as Gestalt principles. Our user study shows that in 11 out of the 12 pairs of topology optimized designs and their modified counterparts, the modified designs are perceived by the majority as visually more appealing, confirming our hypothesis. These findings provide a good basis for improving the aesthetic pleasure of topology optimized designs, either manually or ultimately by integrating them in the topology optimization formulation. It is expected that this eventually will contribute to a wider acceptance of topology optimization for consumer product design. ...
Book chapter (2022) - P.P.M. Hekkert
Although design objects have been and still are created to serve a function and perform well, they also have to look or feel nice. Aesthetic pleasure in the context of designed artifacts is a reflection of how well the designer did his or her job. This chapter argues that designers should aim at resolving conflicts in order to arrive at a beautiful design. These conflicts can be of different kinds, but always entail a tension between—metaphorically speaking—needs for safety and accomplishment. Various aesthetic principles, such as unity-in-variety, Most Advanced Yet Acceptable, and Maximum Effect for Minimal Means, are proposed that all follow this logic of striking a careful balance between opposing forces. The chapter concludes with some speculative suggestions on how this safety-accomplishment framework could also be used to predict the aesthetic pleasantness of design ideas, concepts, and consequences. ...
Journal article (2020) - Lisa Wiese, Anna E. Pohlmeyer, Paul Hekkert
In this paper, we introduce a framework that conceptualizes a multi-stage process through which technology can promote sustained wellbeing. Intentional wellbeing-enhancing activities form the centerpiece linking direct product interaction to, ultimately, wellbeing. The framework was developed following a bottom-up–top-down approach by integrating theoretical knowledge from positive psychology, behavioral science and human–computer interaction (HCI)/design with empirical insights. We outline (a) the framework, (b) its five main stages including their multidisciplinary theoretical foundations, (c) relations between these stages and (d) specific elements that further describe each stage. The paper illustrates how the framework was developed and elaborates three major areas of application: (design) research, design strategies and measurement approaches. With this work, we aim to provide actionable guidance for researchers and IT practitioners to understand and design technologies that foster sustained wellbeing. ...
Journal article (2020) - C. K.Bruce Wan, Kenny K.N. Chow, Cees J.P.M. de Bont, Paul Hekkert
Personal technologies are widely used to capture the memorable and meaningful experiences travellers have during their journeys. These digital footprints serve as memorabilia for travellers to share and reminiscence about these special experiences. This study showcases an exploratory study of the creation of a travel diary from the traveller’s digital footprints to facilitate the expression of and reminiscences about memorable and meaningful moments. In this study, 15 participants were asked to share their memorable and meaningful travel experiences and were then instructed to use their photos and a set of prototyping tools to create a paper-based visual diary of their experiences. The goal of this study was to examine the process of creating a visual diary to understand the differences in how these experiences are recounted and the ways they are expressed. We used a Labovian approach to compare and contrast the participants’ oral narratives and visual diaries. As in comics studies, the visual diaries are analysed with respect to their spatio–temporal dimensions and the recurring patterns in these two narrative forms are discussed. Based on the results, recommendations are made regarding the future design of travel diary platforms. ...
Journal article (2020) - S.F. Fokkinga, P.M.A. Desmet, P.P.M. Hekkert
This paper introduces a framework for impact-centered design that maps the direct and indirect psychological, social, and behavioral effects resulting from human-product interactions, as well as the strategic pathways that designers utilize to achieve these effects. The framework was created through a series of expert workshops in which 186 design cases were analyzed. The framework includes three basic levels. At the base, user-product interaction evokes three types of direct product experience: aesthetic experience, experience of meaning, and emotional experience. The second level describes more indirect and long-term types of impact: on behaviors, attitudes, (general) experiences, and users’ and stakeholders’ knowledge. The third and final level represents the general quality of life and society. This paper details the characteristics of and theoretical models underlying the various impact areas, provides illustrative student design cases, and describes how the impact areas relate to each other and how design can influence them. Design research can help increase the designer’s influence by contributing theoretical models that explain the various relationships in the impact areas. We propose a three-part classification of these models to get an overview of the current state of knowledge of each impact area, and to discuss the different ways in which models can guide designers. In the discussion, we offer four action points to help set a concerted agenda for impact-centered design research. ...

A Classification of Influence Based on Intended User Experience

Book chapter (2020) - N. Tromp, P.P.M. Hekkert, P.P.C.C. Verbeek
Ob aufgrund der Finanzkrise, der öffentlichen Wahrnehmung eines massiven Überkonsums oder des globalen Klimawandels, immer mehr Designer*innen sind bestrebt, ‚der Gesellschaft etwas Gutes zu tun‘. Dieses Interesse scheint sich vor allem auf zwei Weisen zu manifestieren. Zum einen übernehmen Designer*innen und Designunternehmen bei der Produktentwicklung mehr gesellschaftliche Verantwortung. ...
Conference paper (2020) - S. Huang, M. Carulli, Paul Hekkert, Hendrik N.J. Schifferstein, M Bordegoni
Within the scope of Design for Sustainable Behaviour, the connection between behavioural change strategies and design idea generation has received limited attention. This paper highlights metaphorical thinking in product design to stimulate sustainable behaviour. In particular, the current study proposes a metaphor-based design method to guide designers on how to associate product features with behavioural and experiential cues through metaphors. We next report two design cases to evaluate this method. In the end, the shortcomings of current research and future developments are also discussed. ...