Background Longitudinal field studies are crucial in capturing the dynamics between the interaction with innovative products or services and the evoked experiences on users. The Experience Sampling Method (ESM) is a method originated from psychology and shows potential to use for capturing experiences in design research. The ESM captures user experiences in situ and for long periods of time. However, one drawback of this method is that much effort is asked from the participant. The frequent and often repetitive questions cause annoyance, burden, boredom and ultimately a negative experience. This project is done to find a way to motivate people to participate in an ESM study and to keep them motivated. Based on literature on motivation and existing motivational theories, an understanding is the concept of motivation is clarified and aspects that influence human motivation for certain tasks are outlined. In an exploratory study an analysis is done on motivation in practice. As a result of literature and the explorations, 5 motivation factors are identified: Fun, Benefit, Control, Social, and Coach. These motivation aspects and the accompanying opportunities functions as an analysis tool that helps to structure the design activities. Furthermore 4 stages within an ESM are identified: Reminder, Answering, Contributing, and Feedback. Action From here the projects continuous by focusing on the ESM in projects for Social Connectedness and elderly. The design space narrowed as follows: the design of the full toolkit of the ESM that covers all the stages, but the focus is on motivating the participants by adding a benefit, fun and control in the extra step of ‘Contributing’. Two concepts are developed and tested which provide insights in the effects of different opportunities within the motivation aspects. Reflection The conclusions from the two tested concepts lead to a final concept for the ESM in the Family Connector study; the Memo(t)ry, growing your personal story. This concept exists of an piece of artwork that the participants can grow. It exists of a tree that serves as a decoration in the house. By answering questions in the ESM the participant can grow leaves, flowerbud, flowers and fruits on the tree. The Memo(t)ry reflects the progress in the research, but besides that it is an artwork with a personal story. Because participants are making their own artwork with this tree, the focus of the research is shifted from stress caused by the research to enjoyment of making an artwork. In terms of fun aspects, benefit aspects and control aspects, it is possible to make an ESM research enjoyable. Based on the major insight of shifting the focus from stress to enjoyment, guidelines are developed that can be used by designers when setting up an ESM study with elderly. The main purpose of the guidelines is shifting the focus, and a number of ways are provided to do that. The guidelines include: Prompting Fun - Attract the attention in a fun way, by creating curiosity - Invite for a simple, but fun challenge - Consider the form of the prompt, choose something fun Control 7 - Prompt the participant first; then give him the control - Use the option to self report as the stationary position to provide freedom - Link the research topic/product to the ESM, to avoid a lack of clarity Answering Fun - Directly reward the participant for answering the question by provide a surprise - Keep triggering the participant, by providing variety Control - Provide familiar material, to give the feeling of having power Contributing Benefit - Let the participant make an end to each question, by offering a way to contribute his answers - Let the participant grow his own artwork - Show the progress of the research in a beneficial way - Personalize the artwork to offer personal reflection