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P.M.A. Desmet

240 records found

Design for mood regulation is an emerging design area that is gaining growing interest. However, there is limited guidance on what designers should consider when creating interventions to support mood regulation. To address this gap, we conducted an exploratory case study focused ...
"What If...?" – Activity Workbook

This workbook is a practical toolkit filled with creative exercises designed to guide young people (ages 10–14) through a step-by-step design process focused on complex social issues (e.g., poverty, inequality, climate change, divorce, m ...

A consent for myself/ourselves

Designing for responsible use of autoethnography

This study explores the ethical complexities of using introspective methods, particularly autoethnography, in design research. Drawing from relevant literature, we identify six significant ethical risks – psychological or emotional, physical, privacy, social, career and economic, ...

Introducing the Fundamental User Needs (FUN) Scales

Assessing Need Satisfaction and Frustration in Design-Mediated Interactions

This paper introduces the Fundamental User Needs (FUN) Scales, tailored to measure need satisfaction and frustration in design-mediated interactions. The development and initial validation process included a preparation phase and four studies. Adopting a deductive approach, we ge ...
Generative AI systems are increasingly capable of expressing emotions through text, imagery, voice, and video. Effective emotional expression is particularly relevant for AI systems designed to provide care, support mental health, or promote wellbeing through emotional interactio ...
Despite the ever-changing wishes and desires accompanying today’s rapid pace of technological innovation, basic psychological needs remain enduring sources for human functioning, development, and well-being. A shared language of needs, further with design-oriented measurement too ...

Wake Up and Smell the Coffee

34 Alarm Clocks to Fulfill Fundamental Needs

The alarm clock designs are based on a typology of 13 fundamental needs developed by Desmet and Fokkinga (2020), as outlined in their work Beyond Maslow’s pyramid: Introducing a typology of thirteen fundamental needs for human-centered design (Multimodal technologies and interact ...
"What If...?" – A Guide for Facilitators

This guide is designed to help educators, youth workers, and coaches engage young people (ages 10–14) in creative design processes to explore and respond to complex social issues such as poverty, inequality, climate change, or fam ...

Edible innovations

Testing the WOW impact of 3D printed chocolate packaging

3D food printing is an emerging processing technology with a profound impact on both the food industry and consumer experiences. It currently makes it possible to process a wide range of food materials into custom-designed and safe-to-consume 3D printed foods. One notable applica ...

Technology and Meditation:

Exploring the Challenges and Benefits of a Physical Device to Support Meditation Routine

Existing studies of technology supporting meditation habit formation mainly focus on mobile applications which support users via reminders. A potentially more effective source of motivation could be contextual cues provided by meaningful objects in meaningful locations. This long ...
The influence of design on wellbeing and happiness in research is growing across various design domains, including products, services, systems, and environments. Despite the existence of theories addressing wellbeing and happiness, a challenge remains to bring them to life throug ...

Happy urban public spaces

A systematic review of the key factors affecting citizen happiness in public environments

Urban spaces play a crucial role in shaping the happiness of individuals and communities. However, understanding the factors that contribute to urban happiness is challenging due to the complex and subjective nature of the concept, as well as the scattered nature of the relevant ...

Positive Design

Delft students design for our well-being

Since 2015, I have had the pleasure of writing a regular column for the Dutch Journal of Positive Psychology, in which I present projects that explore how design can enhance well-being. In 2018, the first 10 columns were published as Volume 1, followed by Volume 2 in 2020. [...]

Happy Click!

Investigating the Use of a Tangible Interface to Facilitate the Three Good Things Positive Psychology Intervention

The ‘Three Good Things’ (TGT), a structured journaling exercise, has shown great effect in helping improve mental well-being. However, the exercise could be quite tedious and difficult to carry out daily. To improve the user experience of the exercise, we developed ‘Happy Click’, ...

Gelukskaarten

Bouwstenen van een leuk leven

Wist je dat er ten minste 23 ingrediënten zijn voor een gelukkig leven?

In deze doos vind je ze allemaal!
Nieuwsgierigheid, Vrijheid, Medeleven, Vriendschap, Veiligheid, Ontspanning en nog veel meer.

Elke kaart biedt een korte beschrijving en twee inspireren ...
This two-part article explores the concept of emotional connoisseurship—the art of appreciating lived emotional experiences in emotion-driven design (EDD). In Part 1, we aim to establish and position the concept within the current EDD theoretical landscape. We first review the co ...
Background: Because the fulfillment of basic/fundamental psychological needs affects people’s motivation and well-being, measuring the degree to which these needs are met is of interest to researchers across various domains. Although numerous self-assessment tools have been devel ...

Button Bash

Spelenderwijs energie opladen op kantoor

Part 2 of this article introduces the Experience Design Introspection (XDI) workshop. This educational initiative aims to nurture designers’ emotional connoisseurship through a sensibility-oriented approach. We begin by discussing the philosophical underpinnings of XDI, which inc ...