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DESIGNING YOUTH ENTERTAINMENT SPACES FOR MENTAL WELL-BEING: A HUMAN-CENTERED LEARNING APPROACH IN INTERIOR DESIGN EDUCATION
Ajman University (UNITED ARAB EMIRATES)
About this paper:
Appears in: EDULEARN26 Proceedings
Publication year: 2026
Article: 1236 (abstract only)
ISBN: 978-84-09-88444-5
ISSN: 2340-1117
doi: 10.21125/edulearn.2026.1236
Conference name: 18th International Conference on Education and New Learning Technologies
Dates: 29 June-1 July, 2026
Location: Palma, Spain
Abstract:
The mental health of adolescents and young adults has declined significantly in recent decades. In the United Arab Emirates, studies indicate that approximately 22 percent of youth experience symptoms of depression and anxiety, often associated with academic pressure, social expectations, and limited opportunities for emotional expression and social support. Many young people lack environments where they can relax, socialize, and explore personal interests in a safe setting. Research in environmental psychology suggests that well-designed recreational environments can improve mood, reduce stress, and encourage social interaction. The aim of this study is to explore how interior design education can address youth mental well-being through research-informed entertainment environments.

In interior design education, addressing mental well-being through spatial design offers students an opportunity to apply human-centered design principles to real social challenges. This study investigates how an entertainment hub can be designed to support emotional regulation, social connection, self-exploration, and stress relief through interior design strategies. The project also serves as a learning model that demonstrates how students can integrate user research, environmental psychology, and evidence-based design into the design process.

The central research question guiding this study is: How can interior design transform entertainment environments into spaces that support youth mental well-being and personal growth? To address this question, the research adopts a mixed-methods approach that combines analytical and user-centered design methods. The first stage involves analysing standards and regulations to establish spatial requirements for functions such as social lounges, library spaces, art studios, game rooms, and counselling areas. The second stage includes qualitative precedent studies and expert interviews with mental health professionals and interior designers to identify spatial needs and opportunities for improvement. The third stage includes quantitative user feedback through a survey of 100 youth in the United Arab Emirates to align design decisions with user expectations.

Expected results indicate that entertainment environments designed with immersive and interactive spatial experiences can positively influence youth mental well-being. Spaces that encourage creativity, relaxation, and social interaction are expected to reduce stress levels, improve mood, and support meaningful engagement among users.

The proposed project, titled "Youthful Serenity", is a youth entertainment hub developed around the concept of "Harmonic Realms", where each zone represents an environment supporting emotional balance and personal development. The hub includes spaces such as escape rooms, game rooms, social lounges, art studios, library areas, counselling rooms, and relaxation zones. Each realm encourages different forms of interaction and creativity while remaining connected through a unified design concept.

From an educational perspective, the project demonstrates how experiential interior design education can integrate research, user engagement, and evidence-based strategies to address real societal challenges. The study highlights the value of teaching students to translate psychological and social research into spatial design solutions that support youth well-being and community engagement.
Keywords:
Interior design education, Human-centered design, Youth mental well-being, Experiential learning, Evidence-based design, Recreational learning environments.