This Masters graduation report presents how design methodology founded on theories of positive psychology can be used to design for happiness in an office setting. Office workers spend a substantial portion of their time in an office environment. This environment should be designed to be safe, efficient and comfortable. According to the World Health Organization (WHO), the workplace is “a priority setting for health promotion”. Recently, this definition has broadened its scope by including aspects of subjective well-being in organisations, which represents a mayor opportunity for positive design in the context of office environments. In the first part of the report the concept of office environment is explored and defined, dominant theories and frameworks of positive psychology are presented, and an introduction on positive design is given, including some frameworks developed during the last years. The work pattern model is presented as being relevant for the design of products in the context of office environments, and used in the conceptualization phase of the project. The insights gathered during the literature research laid the basis for the user study reported in the second part of the report. The main objective of the user study was to find out what made people happy at work. For this purpose, the participants collected anecdotes during their time at work when they felt good; moments that put a smile on their face. The main motivations for the study were important findings of positive psychology applied in some frameworks of positive design. It seems that one way to increase our level of happiness is in engaging on meaningful activities. Accordingly, activities and experiences are put to the fore as a means to design for happiness. The anecdotes collected in the study were turned into patterns by finding important time points, phases, and significant elements that made them meaningful. Next, they were given a theme and used as design inspiration for the conceptualization phase of the project. Hence, the main focus was placed on experiences as a means to design for happiness. The third part of the report, conceptualization, presents the complete process of ideation and embodiment design of the final concept: gibbous chair. The concept was inspired by one of the experiences named ‘dissolving in the moment’. In this experience the person takes a step away from her desk, and goes to a beautiful and sensorial place in which she spends a moment enjoying a cup of coffee. In this space the person can ‘let her mind wander’. The concept is an elevated piece of furniture, which has the facilities for the user to have a drink and enjoy a moment of self-indulgence. Elements like the height of the chair, the asymmetry of the shapes, the coffee spot, and the context, are intended to recreate the experience distilled from the pattern. The concept is further elaborated and prototyped for user testing. Furthermore, a marketing plan is proposed to BMA ergonomics. In this marketing plan, it was decided to consider the experiential side of the design instead of solely offering its physical attributes. ‘It’s not so much the chair, but how it changes your perspective at work’ was proposed as a starting point of their marketing vision. The last part of the report, evaluation, presents the set-up and results of the user testing with the 1:1 prototype. The results of the testing were mostly positive and inspiring for the design process. People described the product and the experience of sitting on it in rich and varied ways. Of relevance is the placing of the product inside the office environment. This showed to have important effects on how people perceive it, and if they are prone to use it. Besides, recommendations for further development of the concept are presented. Finally, some recommendations for positive design in the context of office environments are proposed to BMA Ergonomics as a final outcome of this thesis.