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P.M.A. Desmet

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User Concerns Regarding Social Robots for Mood Regulation

A Case Study on the “Sunday Blues”

While recent research highlights the potential of social robots to support mood regulation, little is known about how prospective users view their integration into everyday life. To explore this, we conducted an exploratory case study that used a speculative robot concept—Mora—to ...
By exploring the potential of liminal design for museums and exhibitions through the intentional juxtaposition of the familiar and the unfamiliar, we offer perspectives to ignite visitors’ imagination. The theoretical framework connecting liminality, transformative experiences, a ...
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 ...
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 ...

Orchestrating acts of kindness

An exploratory framework for designing beneficial kindness interventions

Acts of kindness can enhance well-being for both actors and recipients. Consequently, numerous products and technologies have been created to foster such behaviors. However, existing design interventions often assume that any kind act will positively impact well-being, neglectin ...

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 ...

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, ...

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 ...
"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 ...

Emotions by design

Using the science of emotions to created beloved products and services

Design without emotion falls flat. This book shows how to harness emotion to create products that connect, engage, and make a lasting impact.
Why do some products become beloved while others are quickly forgotten? Design profoundly shapes our lives, often in unnoticed but sig ...

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 ...
"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 ...

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’, ...

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. [...]
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 ...
Addressing the widespread use of AI-driven decision-making systems in public spheres, in this paper we advocate for the integration of love as both a virtue and an affection within the discourse of participatory practices in AI design and development. Based on an analysis of just ...
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 ...