Pieter Desmet

Pieter Desmet
Delft University of Technology | TU · Department of Human Centered Design

prof. dr. MSc

About

154
Publications
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6,534
Citations
Additional affiliations
June 2012 - present
Delft University of Technology
Position
  • Professor (Full)

Publications

Publications (154)
Article
Full-text available
The COVID-19 pandemic resulted in various unpleasant affective responses and dysfunctional behaviours, which created an urgent demand for effective interventions to support people’s coping and resilience. In addition to common forms of intervention, alternative approaches have also been explored, including the use of COVID-19-themed games to educat...
Chapter
Full-text available
This paper presents a five-day intense course that teaches “emotion-driven design” (EDD) to graduate students with a broad variety of disciplinary backgrounds at the Faculty of Psychology, Beijing Normal University. We introduce seven principles drawn from design-relevant emotion knowledge that informed the design of the course’s overall structure,...
Article
The theoretical understanding of design knowledge is a crucial concern for research in the design discipline. This article extends the rich existing research on design knowledge by providing a unifying model of design knowledge. The insights are derived from a rigorous review of existing literature. The resulting model presents an original framewor...
Article
Full-text available
Even though group mood has a significant impact on organizational functioning, there is no typology available to describe distinct group moods. We propose that designing products and services to facilitate beneficial group mood experiences requires a granular and experience-oriented understanding of the phenomenon. This article introduces an initia...
Article
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This article introduces the concept of mood sensitivity: a service agent’s ability to detect mood during service encounters and customize their interaction style accordingly, with the purpose of improving service encounters as a whole. We report on an experience sampling study that explored the role that mood plays in service provision. Eleven serv...
Article
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Positive emotion typologies, that is, classifications of positive emotions into conceptually distinct categories or ‘types’ according to their properties, can clarify and simplify the complex structure of positive emotion space. In this review, we introduce three key evaluative criteria for such typologies: comprehensiveness, distinctiveness, and g...
Article
Positive affect and emotion have become major topics in behavioral science, of growing importance in basic and applied research. A broad review of the literature reveals multiple, theoretically distinct constructs associated with the terms ‘positive affect’ and ‘positive emotion,’ sometimes conflated across this body of work. This article different...
Chapter
This chapter introduces six insights from emotion knowledge that inform design-relevant emotion measurement. In design practice, the resulting insights can be used to stimulate creativity and to support communication within the design team, with clients and with consumers. The first three insights broaden the emotion repertoire by detailing how div...
Article
Full-text available
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...
Article
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Central to the present paper is the question of how designers can be supported to deliberately facilitate positive emotional experiences. Related to this, the paper provides an overview of the research on design for positive emotions, its issues, and opportunities for further investigations. The practical relevance of transcending the notion of gen...
Article
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The term “creative space” describes a relatively recent phenomenon of innovative workplace design. Such creative workspaces are becoming popular in industry and academia. However, the impact of specific spatial design decisions on creativity and innovation is not yet fully understood. This paper provides an overview of state-of-the-art research on...
Article
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This paper introduces a design-focused typology of psychological human needs that includes 13 fundamental needs and 52 sub-needs (four for each fundamental need). The typology was developed to provide a practical understanding of psychological needs as a resource for user-centered design practice and research with a focus on user experience and wel...
Article
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This paper introduces a holistic typology of 20 mood states that are presented with a componential approach, describing six aspects: subjective feeling, perception, reaction, tendency, liking, and disliking. In addition, each mood is illustrated with a short example narrative and a collection of four images. The typology was generated by combining...
Book
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The booklet provides an overview of 20 human mood states. It provides descriptions of six properties of each mood
Article
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How people think and act is influenced by their transient mood state. Different moods stimulate different (thought/action) tendencies, such as the tendency to be attentive (when cheerful), to be cautious (when anxious), or to be impatient (when agitated). To support an understanding of how mood can inform user-centered design, this paper reports an...
Conference Paper
Full-text available
This paper provides an overview of the state-of-the-art research about creative work and learning environments. We conducted a systematic literature search within the Scopus database and identified a total of 70 relevant sources discussing creative spaces within academic, practice, or other innovation environments. Among the included sources are 48...
Conference Paper
Full-text available
Creative workspaces are becoming popular in many organizations. They are believed to support innovation efforts and creativity among employees. This paper presents spatial evidences of creative work environments from real-life organizations, based on an exploratory multi-case study in 18 institutions. The found workspaces were mapped and categorize...
Article
Full-text available
Creative workspaces are becoming popular in many organizations. They are believed to support innovation efforts and creativity among employees. This paper presents spatial evidences of creative work environments from real-life organizations, based on an exploratory multi-case study in 18 institutions. The found workspaces were mapped and categorize...
Article
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We challenge the unquestioning pursuit of the appearance of objectivity and ingrained designer-user dualism in human-centred design research and propose a resurrection of introspection as a valid approach to investigating subjective experiences. Through comparing epistemic perspectives and reviewing the histories of introspection in several discipl...
Chapter
This chapter described the initial version of PrEmo (PrEmo1) that was introduced in 2002. Since its introduction, PrEmo1 was used to measure emotions evoked by a wide variety of products and other designed stimuli, such as wheelchairs (Desmet and Dijkhuis in Proceedings of the international conference on designing pleasurable products and interface...
Article
Full-text available
This article presents a longitudinal case study of the development process of an idea lab-from initial planning to final implementation and usage. The research approach comprised various methods, including a user study with cultural probes and a visual canvas, a focus group co-creation workshop, and a follow-up evaluation, two years after the space...
Conference Paper
Full-text available
In this editorial, we present SIGWELL (the DRS Special Interest Group on Design for Wellbeing, Happiness and Health) and the papers that were part of SIGWELL's track at the DRS 2018 Conference in Limerick, Ireland.
Conference Paper
Full-text available
Work and study environments that facilitate creative design processes—so called creative spaces—have gained an increased interest in the past years. This paper contributes to this emerging field by providing a set of guidelines for creating such environments. We developed a set of 49 abstracted design principles (patterns) that are empirically deve...
Article
This article presents a typology of creative spaces that is relevant to facilitating creative working and learning processes for designers. Drawing on qualitative user research with cultural probes in a design thinking institution, this typology identifies five different types of creative spaces along with five related spatial qualities. The paper...
Book
Full-text available
In 2015, a new journal was launched: the Dutch Journal of Positive Psychology. The editor-in-chief invited Pieter Desmet to contribute with a recurring column that reflects on the question of how design can contribute to the field of positive psychology. Desmet proposed to discuss examples of Positive Design – design cases that focus on human flour...
Article
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The symbolic meaning of a product can contribute to people’s well-being. Previous research (Casais et al., 2016) has identified six distinct well-being enhancing symbolic meanings in products (based on Ryff, 1989): positive relations with others, personal growth, autonomy, environmental mastery, purpose in life, and self-acceptance. To support desi...
Article
Full-text available
The symbolic meaning of a product can contribute to people’s well-being. Previous research (Casais et al., 2016) has identified six distinct well-being enhancing symbolic meanings in products (based on Ryff, 1989): positive relations with others, personal growth, autonomy, environmental mastery, purpose in life, and self-acceptance. To support desi...
Article
Full-text available
Users often have conflicting concerns (i.e., dilemmas), such as ‘embracing change vs. following tradition.’ Design can resolve these dilemmas through simultaneously fulfilling conflicting user concerns. This paper proposes three abstraction levels for framing user concerns when formulating dilemmas. In a large-scale industry project, we identified...
Conference Paper
Full-text available
The physical environment in design education can have a significant impact on students' creativity, learning performance, and wellbeing. However, little attention is given to the question, how to design such spaces in a scientifically sound manner and how to involve the relevant stakeholders. Specifically, the future users of the space—students and...
Conference Paper
The aim of this paper is to explore how meanings in products and services can be captured, deconstructed, and finally structured, in order to facilitate the deliberate and intentional creation and conveyance of meanings to users and non-users. These analytical steps for mapping meanings are investigated in an empirical study using a qualitative...
Poster
People with stressful occupations are at risk of health problems. Additional stressful life events like for example parenthood or taking care of family may increase this risk further. Strengthening resilience, being able to adapt to changing circumstances or stressful/traumatic life events (Bonanno et al,2012; Masten, 2014), is expected to prevent...
Conference Paper
Full-text available
Building on the assumption that the physical environment can have an influence on the creativity of designers and design students in particular, the aim of this paper is to provide theoretical propositions and evidences for this relationship. We develop various propositions about the influence of physical environments on creativity, based on eight...
Conference Paper
Full-text available
Building on the assumption that the physical environment can have an influence on the creativity of designers and design students in particular, the aim of this paper is to provide theoretical propositions and evidences for this relationship. We develop various propositions about the influence of physical environments on creativity, based on eight...
Article
It is commonly known in the positive psychology literature that people who want to increase their happiness ought to engage in so-called happiness-enhancing activities. Building on this stream of research, work that emphasizes the duality of happiness (affect vs. meaning) is introduced in order to propose a new conceptualization of happiness activi...
Article
This paper suggests that designers can frame user behaviour in terms of the conflicts between long-term goals and immediate desires (i.e. self-control dilemmas), and address these conflicts by facilitating the pursuit of long-term goals. A phenomenological study provided an understanding of self-control dilemmas and the strategies people use to dea...
Article
Personal dilemmas can be valuable starting points for user-centred design. Since dilemmas prevail in everyday life, designers can identify many dilemmas relevant for a given design brief. It can therefore be a challenge to choose a target dilemma as a means to frame an appropriate problem space. To address this challenge, this paper proposes seven...
Article
Full-text available
The range of positive emotions experienced in human-product interactions is multifarious. Differentiating positive emotions (e.g., joy, love, hope, and interest) and having an awareness of associated expressive interaction qualities (e.g., playful, careful, persistent and focused interaction) can support designers to influence users’ interactions i...
Article
Graphical self-report tools are increasingly used to collect data on users’ emotional responses to products, yet most of these tools have only undergone minimal validation. A systematic set of animations was developed to allow participants in design research and other fields to report their feelings without relying on the nuances of a particular la...
Chapter
This chapter introduces six insights from emotion knowledge that support a structured approach to emotion-driven design activities. In design processes, these insights can be used to structure consumer insights, to stimulate creativity, and to support communication within the design team, with clients and with consumers. The first three insights br...
Article
Full-text available
This paper reports a study that explored the usefulness of positive emotional granularity (PEG) in the product development process. PEG re ects the ability to interpret and represent the experience of positive emotions with precision and speci city. Interviews were conducted with twenty- ve design professionals to understand their needs and expecta...
Research
Full-text available
Symbolically meaningful possessions have the ability to make intentions tangible, to remind of aspirations and to keep successes fresh. This videography is a compilation of stories about objects with symbolic meaning, reflecting on the contribution of the material environment to the subjective well-being of individuals. Trailer: https://vimeo.com...
Article
Full-text available
Background Card-based design tools have gained popularity as a means to communicate research insights and to make them usable in a design process. There are various examples of card tools and guidelines for developing a card set itself, yet there has been little research into how the usage of card tools can be systematically formulated. Although t...
Conference Paper
Full-text available
Material possessions with happiness-related symbolic meanings can provide a contribution to subjective well-being (happiness), because they remind owners of memories, achievements, or aspirations. Such possessions provide an anchor for personally meaningful narratives, help in the construction and communication of self-identity, represent personal...
Poster
Full-text available
Poster presented at the 10th International Conference on Design and Emotion, Amsterdam
Article
This paper introduces Pick-A-Mood, a character-based pictorial scale for reporting and expressing moods. Pick-A-Mood consists of three characters that each express eight mood states, representing four main categories: excited and cheerful (for energised-pleasant), irritated and tense (for energised-unpleasant), relaxed and calm (for calm-pleasant),...
Conference Paper
Full-text available
The range of positive emotions experienced in human-product interactions is diverse, and understanding the differences and similarities between these positive emotions can support emotion-driven design. Yet, there is little knowledge about what kind of tool would be effective to leverage the differentiated nature of positive emotions in a design pr...
Conference Paper
Full-text available
Emotion measurement is a vital aspect for new product development and product improvements (see e.g. P. Desmet & Schifferstein, 2012). Nowadays, new technological devices, data mining, and social media offer many opportunities to invigorate design research. This paper tries to combine both aspects by exploring the question, how new technologies can...
Article
This paper presents a more ecologically valid way of developing theory-based item questionnaires for measuring user experience. In this novel approach, items were generated using natural and domain-specific language of the research population, what seems to have made the survey much more sensitive to real experiences than theory-based ones. The app...
Article
Full-text available
Background: The current article explores the effect of design on the efficacy of behavioural intervention technologies (BITs). With a user-centred design process, colourful key ring coins were created as a means of introducing self-administered behavioural interventions. Method: A 6-week study tested whether the tangible objects contributed to the...
Article
Full-text available
In 2016, almost three and a half billion people, or 46 % of the world population, have an internet connection (internetlivestats 2016). The number of mobile phone users is even higher: more than four and a half billion people own a mobile (or smart) phone (statista.com 2016). Interactive technology is ubiquitous, influencing the daily practices of...
Research
Full-text available
Pick-A-Mood is a cartoon-based pictorial instrument for reporting and expressing moods. It measures eight distinct mood states in a quick and intuitive way, and can be used both for qualitative and quantitative research. This manual provides a step-by-step guide for using Pick-A-Mood.
Article
A potent way of designing for emotion is to design for concerns. However, people have multiple, and often, conflicting concerns. Such conflicts create emotional dilemmas: One may need to spend a Sunday afternoon working to meet a deadline, and at the same time, wish to attend a birthday party. In this paper, we consider conflicting concerns as a de...
Conference Paper
Full-text available
Traditional design approaches stimulate the creation of products that make daily interactions more efficient, comfortable, and pleasant. In contrast, provocative design approaches, such as critical design, have a different focus: they aim to challenge the status quo through products that expose assumptions and stimulate discussion. In this paper, w...
Conference Paper
Full-text available
Using design to improve the lives of people towards a positive flourishing state is the main premise of Positive Design. Our contribution to this growing field focuses on making use of the symbolic meaning that design can have to bolster human happiness. This paper presents the development of a card set for designers aiming to inspire design for ha...
Conference Paper
Full-text available
Design education involves various teaching, learning, and designing activities, such as idea generation, writing, sketching, computer-work, planning, lecturing and listening to presentations, team work, discussions, model making, and prototyping. All these activities require particular environments. The question how these activities could be facili...
Method
Full-text available
The SIM toolkit for designers (composed of a card set and a website) aims to inspire design that is open for symbolic meaning attribution and supports subjective well-being.
Article
This paper introduces Pick-A-Mood, a character-based pictorial scale for reporting and expressing moods. Pick-A-Mood consists of three characters that each express eight mood states, representing four main categories: excited and cheerful (for energised-pleasant), irritated and tense (for energised-unpleasant), relaxed and calm (for calm-pleasant),...
Article
Full-text available
This paper introduces a theory-based approach to design for mood regulation. The main proposition is that design can best influence mood by enabling and stimulating people to engage in a broad range of mood-regulating activities. The first part of the manuscript reviews state-of-the art mood-focused design research initiatives, grouped into four ba...
Article
Full-text available
Previous research has argued that in order to become happier, consumers should prefer experiences over material objects. However, this experience recommendation is based upon measures of short-term happiness. In two empirical studies, we test the experience recommendation for both short- as well as long-term happiness. In line with previous results...