Research Focus Office-based knowledge workers frequently experience brief periods of frustration, tension, fatigue, or anxiety during the workday. However, when these emotions arise, workers often have only a few seconds or minutes available and may not be able to leave their desks, open a well-being application, or complete a structured relaxation exercise. This project explores an alternative approach: a small, discreet interactive object that remains on the user’s desk and supports brief, low-effort emotional regulation during everyday work.
The project addresses two research questions:
• RQ1: How should a lightweight desktop object be designed to help office-based knowledge workers regulate momentary negative emotions during the workday?
• RQ2: How do knowledge workers use such an object within ordinary work, and what forms of interaction and feedback best support brief, low-effort regulation? The project will investigate how workers currently respond to momentary emotional strain and explore different forms of tangible interaction, such as touching, pressing, holding, or manipulating an object, combined with subtle feedback such as light or physical movement. The goal is not to develop a clinical mental-health intervention. Instead, the project focuses on designing an everyday object that allows workers to briefly pause, redirect attention, and regulate momentary emotions without significantly interrupting their work.
Academic Value The project contributes to research in human-computer interaction, tangible interaction, and digital well-being. Existing workplace well-being technologies often rely on applications, structured exercises, or interventions that require users to deliberately stop working. Less is known about how physical interactive objects can support very brief moments of self-regulation while remaining integrated into everyday work routines. By studying both users’ immediate experiences with tangible interactions and their longer-term use of the object at their actual desks, the project will provide knowledge about how physical interaction can support well-being in real-world workplace contexts.
Innovation The project has three main innovations. First, it explores an interaction form beyond screens. Rather than adding another mobile or desktop application to an already screen-intensive work environment, the project investigates physical and tangible interaction. Second, it emphasizes lightweight and discreet interaction. The object will be designed for interactions lasting seconds or minutes, requiring little attention and remaining socially appropriate in shared workplaces. Third, it follows an evidence-driven product innovation process. The final object will not be predetermined. Its physical form, interaction mechanism, and feedback will emerge from user research, concept evaluation, hands-on testing, and real-world deployment.
Feasible Research Plan The project will follow a four-stage user-centered design process:
Stage 1 – Explore User Needs: Conduct workshops with office workers to understand common emotional situations, existing coping behaviors, and unmet needs for brief workplace recovery.
Stage 2 – Evaluate Design Concepts: Conduct an online questionnaire with a larger sample to compare alternative concepts and investigate preferences regarding size, appearance, interaction, feedback, portability, workplace visibility, and privacy.
Stage 3 – Prototype and Test: Develop or select several physical concepts for hands-on evaluation. Participants will compare different forms of physical interaction and subtle feedback in a desk-like environment.
Stage 4 – Develop and Deploy: Develop an original interactive desktop prototype based on the findings and deploy it on participants’ actual desks for one to two weeks. Feedback from field use will inform iterative improvements to the prototype.
The project is feasible for Dachuang while offering meaningful technical and research challenges. Students will participate in user research, product and interaction design, physical prototyping, embedded technology development, field evaluation, and data analysis, experiencing the complete process of transforming a user need into an evidence-based interactive product.