Bad Habit Breakers

The Pleasurable Troublemakers Annoy Until Healthier Decisions are Made

Once a person gets too comfortable doing something, bad habits can form that wreak havoc on their health in a variety of ways; the Pleasurable Troublemakers hope to combat that. It relies on annoying its user until he or she starts to make the better choice.

Created by a team of students from the Folkwang University of the Arts, who were advised by Marc Hassenzahl, the Pleasurable Troublemakers is made up of a number of clever devices including the Keymoment, Forget Me Not, Never Hungry Caterpillar and Chocolate Machine. The first, Keymoment, is a dual-ended key rack that holds a bike lock key on one end and a car key on the other. Every time the latter is chosen, the bike key falls on the ground.

Behavioral Change Tools
The Pleasurable Troublemakers exemplifies the use of creative behavioral change tools that can shift an individual's habits.
Gamification of Health
By gamifying the process of breaking bad habits, the Pleasurable Troublemakers highlights a potential trend in the gamification of health and wellness.
Multi-functional Devices
The Pleasurable Troublemakers showcases the potential of multi-functional devices that can serve both practical and health-related purposes.

Where This Applies

Consumer Electronics
The Pleasurable Troublemakers aligns with the consumer electronics industry, which is constantly developing innovative devices to improve people's daily lives.
Fitness and Wellness
The Pleasurable Troublemakers features tools designed to improve health and wellness, indicating a trend within the fitness and wellness industry of integrating technology into wellness practices.
Product Design
By designing products that not only fulfill practical needs but also promote healthy habits, the Pleasurable Troublemakers highlights a potential trend in product design that prioritizes both functionality and wellness.
SCORE
6.5 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Europe
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 97%
Activity 89%
Freshness 8%

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