Design for a good digital life - Häme University of applied sciences
Design for a good digital life

Design for a good digital life

Design for a good digital life

Digitalisation changes work and daily life. In design thinking and user experience, the development of new services starts from understanding the current state and needs of users to ensure that the designed services will be acceptable to their users. Typical stages of projects employing design thinking include user empathy, definition, ideation, prototyping and user testing. The benefits of design thinking include improved competitiveness, acceptability of products and services, user and customer experience, product quality and product development efficiency.

The research area focuses on user experience and design for emotions, and employs design thinking in research projects and product development. The research results include new, useful and attractive prototypes for products and services, theoretical models, design tools and indicators.


Digital culture – Digitaalinen kulttuuri

The aim of the project is to improve the capabilities and competence of personnel in different organisations in their use of digitalisation, and to guide and coach them in developing the digital culture, productivity and wellbeing at work of their organisation.

In the project, expertise in the research area is employed in the design of a human-centred digital work culture. The working methods used with the participating organisations include surveys, interviews and workshops.

Website (In Finnish):

A change tamer – Muutoksen kesyttäjä

Project objectives:

  1. Helping businesses get back on their feet after COVID-19.
  2. Improving the wellbeing at work of company personnel and self-employed people.
  3. Strengthening the networks and interaction.

Using expertise in the research area for the benefit of the network of companies participating in the project. The approaches include system intelligence, empowering video storytelling, experiments and network events.

Website (In Finnish):

Developing expertise in smart wearables – Puettavan älykkyyden osaamisen kehittäminen

The project objective is to develop a cluster of expertise and an ecosystem of smart wearables that generates new innovations and products in smart textiles, clothing and footwear as well as wearable robotics.

In the project, the expertise of the research area will be used for human-centred design of smart wearables. The project explores the user needs for smart clothing and wearable robotics, and approaches design in a value-based manner.

Website (In Finnish):


Anke van Oosterhout, Miguel Bruns Alonso, and Satu Jumisko-Pyykkö. 2018. Ripple Thermostat: Affecting the Emotional Experience through Interactive Force Feedback and Shape Change. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems  DOI:, Honorable mention award.

Domink Strohmeier, Satu Jumisko-Pyykkö. 2019. Audiovisual Quality. Sensory Evaluation of Sound, Ed. Nick Zacharov. CRC Press

van Oosterhout, Anke and Jumisko-Pyykkö, Satu and Alonso, Miguel Bruns. 2016. Counteract or assist?: influence of dynamic force-feedback on emotions. Proceedings of the 15th International Conference on Mobile and Ubiquitous Multimedia

Jumisko-Pyykkö, Satu and Pesonen, Emilia and Väätäjä, Heli. 2016. Temporal Dimensions of Affect in User Experience of Digital News in the Field, Proceedings of the 20th International Academic Mindtrek Conference

Jumisko-Pyykkö, Satu and Markopoulos, Panos and Hannuksela, Miska M. 2015. Who is Moving – User or Device? Experienced Quality of Mobile 3d Video in Vehicles. Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology. DOI: