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Positive Technology, Computing, and Design: Shaping a Future in Which Technology Promotes Psychological Well-Being

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Abstract

More and more of our daily activities depend on some kind of inter-active device or digital service. Furthermore, the use of information and communication technologies (ICTs) is not limited to the long hours that we spend at the office. Computers and other digital devices have become regular companions in our daily lives, but have they made us any happier? Interestingly, the majority of psychological studies on the impact of technologies on well-being have focused on their potential negative effects, including investigations into cyber addiction, techno-stress, violent video-games, privacy risks, etc. On the other side, less attention has been paid to the question of how interactive digital systems could be used to improve well-being of individuals and groups. Designing for digital experience that promotes psychological knowledge and theory relating to those factors known to make life more fulfilling, with the technological expertise required to turn these factors into practical services and applications. The aim of this chapter is to introduce the concepts of Positive Technology and Positive Computing and examine some illustrative approaches. We will first introduce the field of positive psychology and examine key theoretical models. Next, we will discuss the objectives and main application areas of these design approaches. Last, we will consider some key challenges and future research directions for this emergent interdisciplinary area.

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... They argue that AI systems must be designed with social values in mind and should prioritize the well-being of individuals and communities. These factors are particularly relevant in the context of education, where AI systems must be designed to promote equity, inclusivity, and diversity [12]. ...
... As part of their argument, individuals should be informed about how AI algorithms make decisions that affect them, and AI systems should be transparent and accountable to them. These regulations provide a legal framework for protecting individuals' rights in the context of AI use in education [10][11][12]. ...
... Gaggioli [12] provide a critical analysis of the use of AI algorithms in the criminal justice system and their potential biases against certain groups, particularly Black individuals. They argue that AI systems must be designed to avoid perpetuating existing biases and discrimination. ...
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Artificial intelligence (AI) is rapidly changing the landscape of education, but it also brings new risks and challenges. Parents and educators have a critical role to play in managing these risks and ensuring that AI is used in a responsible and ethical manner. This research article explores the role of parents and educators in managing the risks of AI in education. It discusses the potential risks of AI in education, the responsibilities of parents and educators, and strategies for managing these risks. The article concludes with policy recommendations for promoting responsible and ethical use of AI in education.
... The HCI community and related fields have begun to assign more importance to designing interactions that promote well-being and mental health [58]. This has given rise to new research fields, such as Positive Computing [10], Emotional Design [52] and Positive Technology [6,25]. Regarding VR as positive technology, research has investigated VR as transformative experience [37,39],physical activity [71], persuasive technology supporting behavioural change [3], for mindfulness and relaxation [62,63] as well as emotion regulation [50]. ...
... Regarding VR as positive technology, research has investigated VR as transformative experience [37,39],physical activity [71], persuasive technology supporting behavioural change [3], for mindfulness and relaxation [62,63] as well as emotion regulation [50]. These examples showcase the interest of scholars to explore the design space of (VR) technologies for human flourishing and optimal human functioning, thus supporting the overall psychological well-being [25]. ...
... One way of integrating well-being into the design of technology is to address specific determinants or psychological needs such as autonomy, competence, empathy and compassion. [25,30]. The psychological need most relevant for our study is autonomy. ...
Conference Paper
Full-text available
Immersive interactive technologies such as virtual reality (VR) have the potential to foster well-being. While VR applications have been successfully used to evoke positive emotions through the presetting of light, colour and scenery, the experiential potential of allowing users to independently create a virtual environment (VE) has not yet been sufficiently addressed. To that end, we explore how the autonomous design of a VE can affect emotional engagement and well-being. We present Mood Worlds – a VR application allow- ing users to visualise their emotions by self-creating a VE. In an exploratory evaluation (N=16), we found that Mood Worlds is an effective tool supporting emotional engagement. Additionally, we found that an autonomous creation process in VR increases positive emotions and well-being. Our work shows that VR can be an effective tool to visualise emotions, thereby increasing positive affect. We discuss opportunities and design requirements for VR as positive technology.
... profound influence on ethical decision making of human beings (Gaggioli, Riva, Peters, & Calvo, 2017;Kroes & Verbeek, 2014;Wallach & Allen, 2008;Verbeek, 2011). Technological products actively influence their users, changing not only the way they perceive the world, but also the way they act in the world and interact with each other. ...
... Indeed, scholars and practitioners in the fields of positive technology and value-sensitive design (e.g., Friedman & Hendry, 2019;Riva, Banos, Botella, Wiederhold, & Gaggioli, 2012) have been advocating for active and mindful integration of ethical values and principles in technological products. Furthermore, several researchers (e.g., Gaggioli et al., 2017;van de Poel & Kroes, 2014;Wallach & Allen, 2008) adopt a socio-technical perspective on the moral significance of technology and emphasize the ethical implications not only at the product-level, but also at the user/consumer-level and the broader, society-level. ...
... A key tenet of the research on the moral significance of technology (Gaggioli et al., 2017;van de Poel & Kroes, 2014;Wallach & Allen, 2008) is that ethical issues of technology manifest at different levels. At the product level, AI products should satisfy certain basic principles, such as fairness and freedom from biases (Bostrom & Yudkowsky, 2014), and adequately incorporate the ethical values of product users (Etzioni & Etzioni, 2017). ...
Article
Full-text available
Products and services empowered by artificial intelligence (AI) are becoming widespread in today’s marketplace. However, consumers have mixed feelings about AI technologies due to the numerous ethical challenges associated the development and deployment of AI. Drawing upon prior research on the moral significance of technology and the emerging literature on AI, we delineate three key dimensions of AI-enabled products (i.e., multi-functionality, interactivity, and AI intelligence stage) that have relevance for ethical implications and adopt a socio-technical approach to provide a multi-layered ethical analysis of AI products at the product-, consumer-, and society-levels. Some key ethical issues identified in the paper include AI biases, ethical design, consumer privacy, cybersecurity, individual autonomy and wellbeing, and unemployment. Companies need to engage in corporate social responsibility (CSR) to shape the future of ethical AI; drawing upon stakeholder theory and institutional theory, we develop a conceptual framework on AI-related CSR, highlighting the product-, company-, and institutional environment-specific factors that influence firms’ socially responsible actions in the domain of AI and discussing the subsequent outcomes for firm, consumers, and the society. We include a section on future research agenda for AI ethics and firm CSR in this important domain.
... El enfoque adoptado en este estudio para el diseño de los objetos tangibles está centrado en el usuario. Se inscribe en el movimiento de las tecnologías positivas que designan una línea de investigación reciente sobre el diseño y uso de tecnologías para promover el potencial humano y fomentar el crecimiento positivo de individuos, grupos e instituciones (Gaggioli et al., 2017). Uno de los fundamentos teóricos de esta línea es la corriente de la psicología positiva. ...
... Se distinguen tres categorías de tecnologías positivas según su objetivo, que pueden ser 1) hedónica (generar las experiencias agradables), 2) eudemónica (proporcionar experiencias atractivas, gratificantes y satisfactorias) y 3) social (promover intercambios y relaciones dentro y entre las comunidades e instituciones) (Gaggioli et al., 2017). El objetivo del presente estudio, a través del diseño de objetos tangibles para apoyar la voluntad en los estudiantes a distancia, es por lo tanto eudemónico. ...
Article
El objetivo del estudio fue explorar el potencial del diseño tangible para sostener la voluntad en la educación a distancia. Se realizaron entrevistas semiestructuradas con seis estudiantes. El análisis fenomenológico interpretativo de las entrevistas evidenció las dificultades que pueden atenuarse mediante la implementación de estrategias volitivas como la estructuración del tiempo y el entorno, la gestión de las emociones y la motivación, y la investigación de apoyo social. Se propusieron cinco objetos tangibles para atender las necesidades del alumnado: el tubo de recompensa, el álbum de las victorias, el termómetro emocional, la gorra de aprendizaje y el guardián del tiempo.
... This theme of inducing user-centric satisfaction into digital technology is reflected also in another approach [56] which claims that Gaggioli et al.'s [36] positive technology framework approach could influence users' personal experience to involve more digital wellbeing practices in it. This approach would involve organizing personal experience through goals and feedback, using multisensory and multimodal experiences to augment personal experience and having alternate realities to replace personal experience [36]. ...
... This theme of inducing user-centric satisfaction into digital technology is reflected also in another approach [56] which claims that Gaggioli et al.'s [36] positive technology framework approach could influence users' personal experience to involve more digital wellbeing practices in it. This approach would involve organizing personal experience through goals and feedback, using multisensory and multimodal experiences to augment personal experience and having alternate realities to replace personal experience [36]. This would have to be done with a focus on emotional quality, on social connectedness (with e.g. ...
Thesis
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Uncontrolled, brief smartphone revisitations are a prevalent issue. Much of typical smartphone usage is shown to consist of short, repetitive revisitation habits which can have negative consequences for mental health. Despite its prevalence, uncontrolled revisitation remains largely untapped in digital wellbeing interventions. This is the case despite the degree of control over device usage forming the centrality of digital wellbeing. To fill this gap, this project investigated how to support smartphone users in becoming more in control of their revisitation behaviors. To that end, it first explored how to design digital wellbeing artifacts that can help smartphone users take better control over their device usage. This led to five design principles that entailed designing for: revisitation feedback, lived experience, being reflective, being tangible and being ambient. These principles were then embedded in the “Revisitation Reflector”, a digital wellbeing artifact designed to help users become aware of and reflect on their smartphone revisitation patterns. Fully functioning prototypes of this artifact were subsequently deployed in the field. Based on the field study, a number of findings were uncovered regarding the sensemaking associated with the device, and regarding the role, design and impact of the device. The findings ranged from how users appropriated the device to themselves and how they interpreted its feedback, to how it evoked inquiry and reflection in users’ everyday lives, and how its tangible medium and revisitation metric were perceived. Together, these findings provide guidelines and future opportunities on designing for digital wellbeing through employing the untapped, pertinent metric of revisitation; and through an ambient, reflective and tangible medium that has so far not been widely adopted for the digital wellbeing domain. The project will be completely open sourced to help researchers and designers create and research their own digital wellbeing artifacts. It aims to spark a new narrative for what it means to design for digital wellbeing.
... All these roles have direct or indirect implications for our well-being, and the interaction with these technologies shapes our relations with the world and influences our actions, emotions, goals, and values (Tromp et al., 2011). However, there is a lack of research on the design of interactive systems that could be used to foster people's well-being (Gaggioli et al., 2017). Creating a technology-mediated experience that fosters human flourishing is deemed to be more challenging because succeeding requires theory and knowledge that are effective in promoting the positive functioning of individuals and groups. ...
... the nine determinant factors that contribute to well-being; 2. the knowledge base on which these determinant factors are based; and 3. the three approaches of design for well-being, namely preventative, active, and dedicated. Positive technology (Riva, 2012;Riva et al., 2012) is very much compatible with positive computing (Gaggioli et al., 2017). Positive technology refers to the "scientific and applied approach to the use of technology for improving the quality of our personal experience through its structuring, augmentation and/or replacement" (Riva et al., 2012, p. 71). ...
Thesis
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This study investigates a technology-mediated experience design that fosters memorable and meaningful tourism experiences (MMEs). Technology has been playing an integral role in facilitating people to make personal choices on their tourism activities, from itinerary planning, online bookings, and way findings, to social sharing of people’s journeys. This study shows how technology may offer the potential to transcend personalized experiences into memorable and meaningful experiences. A review of literature in positive psychology provided three insights on MMEs. First, a holistic understanding of MMEs from one’s explicit experiential dimension to implicit experiential dimension, which includes what people do, feel, think, and value. Second, MMEs also result from pursuing growth goals derived from their past, present, and future aspirations. Lastly, character strengths, which represent positive traits of individuals, can be the pivotal component in MMEs because they are the bridge between the implicit and the explicit dimensions of experience. Experience of meaning can emerge by making the implicit explicit, thereby fostering self-awareness, a sense of purpose, and self-development towards flourishing. Therefore, this study seeks to incorporate character strengths into an informatics system so that users can cultivate their character strengths and facilitate users in the appreciation of their MMEs by connecting what they do, feel, think and value. This thesis is composed of interrelated three studies that progress through a design process. The first study explored how technology can support people to cultivate their character strengths for the creation of memorable and meaningful experiences. It resulted in a tripartite strengths-based HCI framework that encapsulates three aspects of strengths used namely, strengths well spent, reflection and introspection, and anticipation of future self. The second study focused on the stage of reflection and introspection by investigating people’s proficiencies in creating visual diary with photos generated on their memorable and meaningful journeys because comprehensive visual storytelling is the prerequisite for people to connect the experience to the associated implicit psychological motives and needs. The result informed the development of a proof-of-concept strengths-based journaling platform. The third study involved the evaluation of the platform from three perspectives. First, on the features that facilitate users to create meaning by making the implicit psychological dimensions of MMEs (e.g., character strengths, motives, and values) explicit. Second, participants’ strengths that had drawn upon on their MMEs. Third, their intentions on cultivating their characters strengths, and pursuing values gained in their future journeys. The result showed that people deepened their self-awareness by using the platform. Also, MMEs more often involved people’s moderate character strengths rather than signature strengths. Participants were more willing to pursue the value gained and develop the character strengths used in their future journeys rather than revisit the places. By making the implicit psychological dimensions explicit, this study showed that technology facilitates people to deepen their self-awareness through recognizing deep-rooted values and appreciate character strengths from their MMEs. The result of this study has multiple implications and contributions to the field of technology-mediated experience design and smart tourism innovation at the levels of empirical research, theory, and artifacts.
... Human-computer interaction (HCI) scholars have advocated for the positive role of computing in everyday life. They premise that, since ICT has become an integral part of our daily life, it could be designed to enhance users' psychological well-being, in addition to achieving the goals of usability and productivity (Gaggioli et al. 2017). "Positive Computing" is a new approach of technology design that incorporates psychological well-being into everyday software design practices Peters 2014, 2015). ...
... First, our paper contributes to the emerging research of positive computing by empirically demonstrating the association between user competence with technology and psychological well-being, suggesting the importance of augmenting user skills in the context of online learning environments. Most technologies today are not yet "positively" designed: technology designers have not taken well-being into account (Gaggioli et al. 2017). When computer engineers design digital technologies for workplaces, they often consider measures like productivity, speed, and safety, as digital technologies are tools designed to improve work outcomes and performance. ...
Article
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The study examines the role of digital proficiency in relation to psychological well-being of a vulnerable population—first-generation college students (FGS)—and their counterparts, continuing-education students, in online learning during the coronavirus pandemic (COVID-19). Informed by positive computing and FGS studies, this paper empirically tests a model of three key influencing factors by using a data sample (n = 309) collected from a minority-serving university in the U.S. in April 2020. Our data analysis confirms that FGS underperformed in digital proficiency, compared to their peers. Moreover, digital proficiency had a significant effect on individual psychological well-being, regardless of a student’s generational status. Our paper contributes to the positive computing research by empirically demonstrating the association between users’ technology competence and psychological well-being. Practically, our findings highlight the importance of implementing educational programs and policies to promote the digital skills and well-being of underserved students such as FGS in college education.
... Immersive technology, such as purposefully designed Virtual Reality (VR), provides a compelling opportunity to elicit technologically-mediated self-transcendent emotions and experiences when they might be rare or inaccessible [118]. Recent evidence points to VR's efcacy in providing sensory stimuli of experiences that are known to foster well-being [62,86], reduce stress [102], provide connection [116], and selfactualization [33]. Moreover, VR has been demonstrated to induce emotions and behaviours similar to what the authentic experience can generate [21,103] owing in part to presence, a neuropsychological process [126] that contributes to cognitive engagement and feeling as though the virtual environment is 'real.' ...
... Despite many scientific efforts acknowledging the risks of digital technologies to wellbeing (Gaggioli et al., 2019), it is less common to find how technologies can be used to improve people's wellbeing. This observation inspired the development of the novel research area "Positive Technology", aiming to investigate the use of Information and Communication Technology (ICT)-based applications and services to foster positive growth of individuals, groups and institutions Riva et al., 2012;Gaggioli et al., 2017). Positive Technology resulted from the convergence of two main research fields: Positive Psychology, and Human-Computer Interaction (HCI). ...
Article
Full-text available
The well-thought implementation of technology within the product-service system (PSS) will undoubtedly contribute to the increase of healthy life expectancy and to the improvement of the wellbeing of society. The ‘Exercise-Well’ project, explored the problem and solution areas related to home-based exercise through digital interventions. Students worked in pairs and expected to propose a PSS solution providing a type of sports/physical activities for individuals to support their wellbeing. The proposed solutions were encouraged to create positive change especially through the integration of self-determination theory (SDT), but also be functionality suited to the persona. The project had the goals of directing students: i) to learn how digital technologies can be best tailored to assist people to exercise; ii) to consider engineering and healthcare domain constraints for utilizing convenient technological methods and integrating relevant hardware and software components; and iii) to motivate people by integrating autonomy, competence, relatedness into their design proposals. The paper demonstrated how SDT can be integrated into the design process, and how home-based digital exercise interventions can lead to creative solutions.
... On the other hand, other beneficial elements could be significant in the context of food consumption, such as users9 overall wellbeing, which has not yet been investigated in the literature in this discipline. In fact, the FDA gets food delivered to customers9 front door with a few taps of a smartphone screen [6]; that not only makes people9s lives more convenient but also enhances their quality of life [29]. Thus, these benefits permit users gain a higher level of perceived wellbeing through using the app. ...
... A transformative experience is defined as an event in which a person's worldview is reconstructed, resulting in a shifted perspective of the world, or in the change on values and beliefs [50]. The transformative experiences induced in VR could facilitate social interaction by helping people to establish common ground and infer shared knowledge and beliefs between interactants [51]. Potentially even low-tech VR can generate high sense of engagement and social connectedness in people that naturally belong to the outgroup and therefore increase emotional empathy [23]. ...
Chapter
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Virtual reality (VR) has been described as the ultimate empathy machine; but does it deserve this reputation? Thanks to its features of embodied technology, VR can let users virtually walk in someone else's shoes. In addition, multi-sensory VR experiences can present evocative and heart-wrenching stimuli. For these reasons, VR seems to be a likely candidate to foster empathy. However, the published literature indicates that the impact of VR on empathy is complex and depends both on the type of VR and also the type of empathy being evaluated. The present chapter compares two meta-analyses which suggest that VR can elicit empathy, but the theoretical factors on which the technology has more efficacies are in contrast. In this chapter, these discordant meta-analyses are discussed, and the reasons why they find different results are theorized. We attempt to answer when and how VR could be an empathy machine. We conclude that low-tech but evocative storytelling is most likely to yield emotional empathy, and embodied experiences that encourage perspective-taking will improve cognitive empathy. Although we attempt to present the latest empirical evidence about empathy and VR, we are aware that the scientific consensus around this topic is likely to evolve in the future.
... While at first blush psychological wellbeing may seem too complex and multifaceted a construct to allow distillation into guidelines. However, wellbeing has been effectively conceptualized, evaluated, and measured for decades by psychologists and economists; wellbeing psychology theories have been applied to technology design (Desmet & Pohlmeyer, 2013;Gaggioli et al., 2017;Peters et al., 2018); and heuristic-style guidelines based on wellbeing psychology already exist within other domains (Martela et al., 2021;Ryan & Deci, 2018). ...
Article
Full-text available
While human beings have a right to digital experiences that support, rather than diminish, their psychological wellbeing, technology designers lack research-based practices for ensuring psychological needs are met. To help address this gap, we draw on findings from over 30 years of research in psychology (specifically, self-determination theory) that has identified contextual factors shown to support psychological wellbeing. We translate these findings into a list of 15 heuristics and 30 design strategies to provide technology makers with theoretically grounded, research-based, and actionable ways to support wellbeing in user experience.
... For example, extroverted people who felt strongly connected with their peers generally appreciated prompts involving social connectedness, while those who felt more isolated did not. Although it is well known that individuals are more engaged with activities when the activities are catered to their situation [49], our studies demonstrated that the same holds true for seemingly innocuous and positive short messages. The fact that there is not a conversational partner in a one-way text messaging service makes this issue even more crucial to address. ...
Preprint
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One-way text messaging services have the potential to support psychological wellbeing at scale without conversational partners. However, there is limited understanding of what challenges are faced in mapping interactions typically done face-to-face or via online interactive resources into a text messaging medium. To explore this design space, we developed seven text messages inspired by cognitive behavioral therapy. We then conducted an open-ended survey with 788 undergraduate students and follow-up interviews with students and clinical psychologists to understand how people perceived these messages and the factors they anticipated would drive their engagement. We leveraged those insights to revise our messages, after which we deployed our messages via a technology probe to 11 students for two weeks. Through our mixed-methods approach, we highlight challenges and opportunities for future text messaging services, such as the importance of concrete suggestions and flexible pre-scheduled message timing.
... First, technology influences and manipulates users in novel and powerful ways and thus entails specific challenges for self-determination (Cara, 2020;Gaggioli et al., 2017). Since a lot of apps are designed to capture and keep attention, users are at risk of using technology in a highly passive manner which can potentially lead to digital overuse in the long run (Cara, 2020). ...
Preprint
Building on research of psychosocial maturity and self-determination theory, we introduced and investigated the concept of digital maturity as a novel view on young people’s digital technology use. We conceptualized digital maturity as the self-determined use of digital technologies supporting psychological growth and well-being while shielding potential threats and considering needs of the social environment. To measure digital maturity, we developed the Digital Maturity Inventory (DIMI). In Study 1 (N = 390, age 12-18), we developed and selected items for the ten dimensions based on an exploratory factor analysis. In Study 2 (N = 558, age 12-18), we examined the scale’s factor structure and internal consistency using confirmatory factor analysis, and tested the convergent, discriminant, and incremental validity. The results confirmed that digital maturity is linked to personality maturity (agreeableness, conscientiousness, negative emotionality), and a hierarchical linear regression analysis revealed the unique influence of digital maturity in predicting problematic mobile device use beyond individual differences in personality, age, and amount of mobile device use.
... One tool that may help with practicing focused attention is neurofeedback, a coaching and training technique that helps people learn how to change their neurological patterns to improve their mental and emotional state [19]. For example, the Muse is a multi-sensor headband that gives you real-time auditory neurofeedback of birds chirping when you are in a meditative state based on your brain wave activity. ...
Conference Paper
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Lucid dreaming is the awareness of being in a dream, allowing dream control and living out fantasies. It also has benefits for growth and well-being. Yet, lucid dreaming is not accessible to most people. So, we created Lucid Loop—a neurofeedback-augmented immersive experience that utilizes AI-enhanced visuals and spatial audio in a virtual reality device for simulating lucid dreaming. We interviewed nine lucid dreamers who tried Lucid Loop and helped us propose design considerations: dreaming allusions, reality checks, focus points with neurofeedback, people in the scene, and immersion. Lucid Loop was like lucid dreaming because of its capacity for emotionality and fluidity between self and environment. Participants also noted several differences where technology might be limited. Lucid Loop appears to accurately simulate lucid dreaming, with implications for enhancing well-being and future applications for lucid dream training. Our research generalizes to technologically-mediated simulations of other emotive or internal experiences.
... 27 This has led to the emergence of fields such as "Positive Technology" and "Positive Computing", which aim to develop technology designed to foster well-being in individuals and groups. 28 Such practices typically rely on guided sessions delivered through applications such as Headspace or Smiling Minds for example, or leverage social networking features delivered through web or mobile applications. 27 In the context of the NHS specifically, the range of technology that might be used for wellbeing activities could be limited by factors such as organisational firewalls and variable access to WIFI. ...
Article
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Background NHS staff are disproportionately impacted by workplace stress, threatening not only quality of service delivery, but the sustainability, of this vital healthcare system. There is an urgent need for accessible and cost-effective interventions that promote the wellbeing of this integral workforce. Aim The aim of this study was to explore the potential propensity of a short virtual reality (VR) nature experience, delivered during the workday, to induce positive mood states NHS clinicians. Method NHS clinicians working in a fast-paced trauma service were offered the opportunity to take part in a short virtual reality (VR) relaxation session, during their working day, in which they were able to explore the “Green Meadows” experience available within the Nature Treks application. An indication of physiological arousal (heart rate) was obtained, and subjective measures of emotional state were employed to assess the effect of the intervention on participants’ mood. Further, feedback was gathered to provide an initial indication of the acceptability of the experience. Results Analysis of data from 39 clinicians revealed that, following the VR experience, participants reported significantly increased feelings of happiness ( p < 0.001) and relaxation ( p < 0.001), and significantly decreased feelings of sadness ( p = 0.003), anger ( p < 0.001) and anxiety ( p < 0.001). No significant differences in reported levels of surprise ( p = 0.603) or vigour ( p = 0.566) were found. Further, the experience was associated with a significant reduction in heart-rate ( p = 0.025), and had high acceptability ratings, despite participants’ varied experience with computers and VR technology. Conclusions The findings of this study indicate that the administration of VR for the promotion of NHS staff wellbeing in the workplace is a potentially fruitful avenue of exploration that warrants further investigation.
... Estos hallazgos son un argumento más que señala que la combinación de la psicología y la tecnología, a través del desarrollo de sistemas y aplicaciones, pueden contribuir a que las personas desarrollen su potencial, crecimiento personal, bienestar y felicidad (Calvo & Peters, 2014;Distéfano et al., 2015). Con este objetivo de mejorar la experiencia personal aumentando el bienestar y generando fortalezas, los investigadores podemos conjugar los conocimientos de la Psicología Positiva, como en este caso, con las Tecnologías de la Información y la Comunicación (Botella et al., 2012;Gaggioli et al., 2017). Existen diferentes programas de intervención para la promoción de la conducta prosocial que han demostrado su eficacia (Eisenberg et al., 2006). ...
Article
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Implementation of the Hero Program to promote empathy, positive emotions, forgiving attitudes and prosocial behavior in Mexican adolescents Implementação do Programa Herói para promover a empatia, emoções positivas, atitudes de perdão e comportamento pró-social em adolescentes mexicanos. R E S U M E N El programa Héroe es una intervención virtual con evidencia empírica para favorecer el desarrollo psicosocial positivo de los adolescentes. El presente estudio tenía como objetivo evaluar su eficacia en un contexto nunca antes explorado, como los adolescentes mexicanos. Los objetivos de este trabajo eran determinar si el programa Héroe era efectivo para incrementar la conducta prosocial, la empatía, las emociones positivas y el perdón en adolescentes mexicanos. Para este fin, se constituyó una muestra de 241 participantes de ambos géneros (50.2% eran mujeres y el 49.8%, varones). Todos los participantes eran estudiantes mexicanos de secundaria de entre 12 y 15 años de edad, pertenecientes a dos escuelas secundarias. Los resultados arrojaron que el programa fue eficaz para promover conducta prosocial hacia los extraños, la empatía (en su dimensión cognitiva y emocional), las emociones positivas y el perdón. Estos hallazgos señalan que la combinación de la psicología y la tecnología, a través del desarrollo de sistemas y aplicaciones, pueden contribuir a que los adolescentes desarrollen su potencial.
... Therefore, a set of heuristics for wellbeing supportive design could help designers systematically account for wellbeing by equipping them with new knowledge for 'doing no harm' and providing this knowledge in a familiar form While at first blush psychological wellbeing may seem too complex and multifaceted a construct to allow distillation into guidelines. However, wellbeing has been effectively conceptualised, evaluated, and measured for decades by psychologists and economists; wellbeing psychology theories have been applied to technology design (Desmet & Pohlmeyer, 2013;Gaggioli et al., 2017;Peters et al., 2018); and heuristicstyle guidelines based on wellbeing psychology already exist within other domains (Martela et al., 2021;Ryan & Deci, 2018). ...
Preprint
Full-text available
While human beings have a right to digital experiences that support, rather than diminish, their psychological wellbeing, technology designers lack research-based practices for ensuring psychological needs are met. To help address this gap, we draw on findings from over 30 years of research in psychology (specifically, self-determination theory) that has identified contextual factors shown to support psychological wellbeing. We translate these findings into a list of 14 heuristics and 28 design strategies to provide technology makers with theoretically grounded, research-based, and actionable ways to support wellbeing in user experience.
... We extend these approaches by analysing commercial well-being mobile and VR apps based on insights derived from expert interviews with a specific focus on ER. In line with Gaggioli et al. [22], we define commercial well-being apps as "positive technologies" targeting broad masses through common app stores such as the iOS App Store or Steam. ...
Chapter
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Interactive technologies for autonomous mental health management are on the rise due to limited therapy access and stigma. However, most commercial mental health apps are neither theory-based nor clinically tested, and psychological theories are not easily accessible to app designers. Thus, it remains unclear if current mobile and VR mental health apps meet therapists’ expectations. To address this gap, we conducted interviews (\(N=11\)) to build an understanding about current therapeutic practices with a focus on emotion regulation and their applicability to mobile apps. We then conducted a systematic app review of 60 mental-health-related mobile and VR apps applying the themes identified in our interviews as an understanding lens. We draw upon the identified discrepancies to pinpoint design implications for better embedding lived therapeutic practice into mental health apps. We contribute by providing a common grounding between therapists and developers on the features and properties of well-being mobile and VR apps.
... In general, research efforts regarding the influence of technology on people examine the negative effects, however only a few of them investigate how technology could contribute to happiness and well-being of people (Gaggioli et al., 2017). Positive technology is a relatively new and fast-growing movement aiming to foster positive growth of individuals, groups and institutions. ...
Article
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Breast cancer is one of the most common cancer types among women, accountable for approximately 2.2 million new cases and 684,996 deaths globally in 2020. There are various screening methods to detect cancer early, and experts suggest that women should perform breast self-examination (BSE) once a month. Unfortunately, most women fail to do so even if they are aware of the risks and the importance of screening methods. The aim of this paper is to understand women's current behavior and experience with BSE and mobile BSE apps and to suggest several design dimensions for positive mobile BSE app experience by benefiting from positive technology. With this aim, three selected mobile BSE apps were used by a total of 24 participants for four weeks. A three-phase study was carried out to uncover women’s pre- during-, and post-usage experiences of BSE apps. The analysis revealed six headings under two themes: strategies, limitations, and emotions under BSE theme; and the needs, limitations, and benefits under Mobile Apps theme. Consequently, based on the findings, suggestions for design dimensions for BSE apps to better meet women’s needs by benefiting from levels of positive technology are made.
... The technologies that make this possible are considered as being smart because they transform tourists' experiences by fulfilling users' functional needs [14]. However, recent literature on human-computer interaction [15,16] indicates that technology should go beyond utilitarian purposes by enabling the sustainable well-being of users. This can be achieved by developing technology-mediated solutions that address the psychological needs and values of users as highlighted in positive psychology [17]. ...
Article
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Technology innovation has become one of the driving forces that advance the tourism industry, but the industry has yet to account for the manner in which personal technologies can foster tourists’ sustainable well-being. Generating innovation that promotes the sustainable well-being of individuals is deemed to be challenging because the experience needs to account for users’ psychological well-being and their attitudes towards technology. A holistic apprehension of these needs, which requires multidisciplinary perspectives, can help designers to identify design spaces for further design investigations at the fuzzy front-end of innovation. Hence, the goal of this study is to identify design opportunities for smart tourism innovation that foster sustainable tourist well-being by using Q methodology to gather participants’ attitudes on the future use of such technology. The study involved 43 participants ranking 46 statements derived from the extant literature. The results show four opinion clusters related to the optimal use of personal technologies for sustainable tourist well-being. These clusters, which highlight both hedonic and eudaimonic user experience considerations, provide directions for designers for developing innovations that promote well-being. Recommendations of using Q as an exploratory design research method are discussed.
... Positive technology, a combination of positive psychology and user experience, supports the idea that technology has the potential to promote individual well-being [3,4]. The field of postphenomenology frames technology as a mediation of the relations between humans and the world in which they live. ...
Article
Purpose of the article This study explored the impact of assistive technology on the well-being of legally blind adults. Materials and methods In this mixed-method study, a convenience sample of 86 legally blind adults took an electronic survey. The questionnaire was comprised of demographics, use patterns, and an instrument called TENS-Interface that measured the impact of technology on well-being categories of autonomy, competence, and relatedness. Descriptive statistics, reliability, power analysis and bivariate correlations were calculated using SPSS statistical software. Three participants completed follow up semi-structured interviews, which were analysed for themes of technological mediation using NVivo 12 software. Results The TENS-Interface was validated for use with a legally blind population. Descriptive statistics showed a higher mean for autonomy than competence or relatedness. Braille was positively correlated to both autonomy and competence, while screen reader proficiency was related to competence. Daily use of social media, email, instant messaging, and video calls were correlated to relatedness. The technological devices used by interview participants were analysed for technological mediation. Training was identified as an additional theme. Conclusions Recommendations for practice include providing training to legally blind adults in screen reader use and braille use to support well-being via competence and autonomy. Training is also recommended for this population in the use of social media, email, and video calls to promote well-being through opportunities for relatedness. Further research is recommended to explore instructional methods that are not only efficient, but also meaningful for older adults in the position of losing their vision. • IMPLICATIONS FOR REHABILITATION • Providing access to braille instruction and braille assistive technology equipment can promote legally blind adults’ well-being by supporting their basic needs for both competence and autonomy. • Providing training in screen reader use can promote legally blind adults’ well-being by supporting their basic need for competence. • Providing training in use of email, social media, video calls, and instant messaging can promote legally blind adults’ well-being by supporting their basic need for relatedness. • A consideration of technological mediation can allow practitioners to make recommendations that take into account not only efficient task completion, but issues related to meaning and social context. • Instruction for adults losing their vision adventitiously needs to address not only efficient task performance, but also meaning and social context.
... Desde este ideal de las THP puede observarse como en los últimos veinte años comienzan a aparecer nuevos dispositivos y aplicaciones caracterizadas por que su diseño y desarrollo conciben ser utilizadas con el objetivo de mejorar la calidad de vida y aumentar el bienestar (Bowman y McMahan, 2007, Roo et al, 2016Valmaggia et al, 2016;Gaggioli et al, 2017). Estos dispositivos ofrecen estrategias y herramientas concebidas para generar bienestar a través diseños tecnológicos y en algunos casos didácticos generadores de flujos de emociones positivas. ...
Book
En la Sociedad del Conocimiento destacan por su importancia aspectos como la calidad, la innovación, la gestión, las alianzas y las estrategias para conseguir estos nuevos retos. Tanto la innovación como la gestión de la misma resultan claves en la búsqueda de mejoras. Este libro se centra en el diseño de mejoras que surgen de profesores que tienen inquietud por innovar, buscando la calidad educativa. Muchos docentes afrontan esa búsqueda de mejoras, enfrentándose a la gran pregunta ¿Cómo hacerlo? Los autores, profesores de diferentes universidades, dan pautas para ayudar en el proceso de resolver esa cuestión, con propuestas para diseñar Planes de Mejora sobre diversos temas y desde diferentes ángulos, partiendo del diseño, entendido como la preparación que pretende prefigurar el resultado de la calidad deseada. Los capítulos se agrupan en torno a cuatro grandes bloques. El primer bloque es de marco teórico; el segundo referido a contextos de formación, el tercero a Gestión del Conocimiento y resiliencia, y el cuarto dedicado a mostrar la vinculación entre la mejora educativa y la tecnología. Se abordan así diferentes propuestas de mejora, que abarcan la perspectiva técnica, la práctica, la formación inicial de los futuros maestros, diferentes etapas y tipos de centros educativos, la importancia de la gestión del conocimiento, la resiliencia, la tecnología educativa, la teleformación, la competencia digital, la gamificación y el uso positivo de la tecnología.
... productivity paradigms). Computersysteme sollten Nutzerinnen und Nutzer allerdings so unterstützen, dass sie sich durch die Befriedigung menschlicher Grundbedürfnisse und die Förderung von Motivation entfalten können und ihr Wohlbefinden gesteigert wird (Gaggioli et al., 2017). ...
Thesis
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Viele technische Entwicklungen sollen die Produktivität steigern aber vernachlässigen das Wohlbefinden der Nutzerinnen und Nutzer. Dabei macht nach der Facial-Feedback-Hypothese bereits Lächeln glücklich. Auf den Grundlagen des Positive Computing wurde in dieser Arbeit eine Echtzeit-Lächelerkennung als positive Interaktionsform (ELAπ) entwickelt, die das Lächeln einer Person als Eingabemöglichkeit nutzt. Zum Testen dieser wurde eine Demo-Anwendung einer Achtsamkeitsübung für Android und iOS Geräte programmiert, wobei das ML Kit für die Mimikerkennung verwendet wurde. Die App wurde in einem Cross-over Feldexperiment von 51 Versuchspersonen (29 weiblich, 21 männlich, 1 divers; M = 34.35 Jahre, SD = 14.83 Jahre) mindestens acht Tage lang genutzt. Um Achtsamkeit und Wohlbefinden (operationalisiert durch Aktivierung und Freude) zu untersuchen, wurden ein Affective Slider (AS) und der Freiburger Fragebogen zur Achtsamkeit (FFA) verwendet. Im Vergleich zur Interaktion mit einem Button als Kontrollbedingung, zeigte sich durch die ELAπ eine signifikant größere Steigerung der Freude (t (48) = 2.76, p = .008, d = 0.40). Die neue Interaktionsform konnte den entspannenden Effekt der Achtsamkeitsübung nicht verstärken (t (49) = 0.83, p = .411, d = 0.12). Die Versuchspersonen waren nach Verwendung der ELAπ wacher als vor der Interaktion. Bereits acht Atemübungen führten bei den Versuchspersonen in dieser Studie zu einer erhöhten Achtsamkeit (F (2, 96) = 3.53, p = .033, η 2 p = .07). Die hier entwickelte Lösung zeigt, dass ein einfaches Lächeln als Interaktion die Freude erhöht und damit eine Smartphone-Anwendung in eine positive Technologie transformiert werden könnte, die Wohlbefinden fördert. Denkbar wäre zum Beispiel der Einsatz der ELAπ als Alternative zu einem Button, sofern keine zeitkritische Eingabe notwendig ist. Wie die Follow-up Befragung zeigte, schien rund die Hälfte der Versuchspersonen (N = 29) das Lächeln als Interaktionsform in der App gegenüber dem Button zu bevorzugen.
... More recently, there has been a shifting trend to investigate how video games can have a positive impact on mental health, emotional intelligence and prosocial behaviour (Carissoli & Villani, 2019;Harrington & O'Connell, 2016;Pine et al., 2020;Villani et al., 2018). In addition, the Positive Technology movement emerged in response to the growing interest on the potential of digital technologies to foster positive growth of individuals, groups and institutions (Gaggioli et al., 2017(Gaggioli et al., , 2019. However, there is scarce evidence about digital games designed to target specific positive social and emotional outcomes in youth. ...
Article
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Digital games aiming to improve children health behaviours have received increasing attention from scholars and practitioners due to their societal importance. However, there remains a very limited understanding on the scope, application and relevance of prosocial games on youth. This review systematically investigates the literature base of empirical examinations of prosocial digital game interventions for children and explores the measures applied and their effectiveness. According to PRISMA guidelines, a systematic literature search was performed using five academic databases (EBSCO, Ovid, ProQuest, Scopus and Web of Science). To assess risk of bias in the analysis of included studies Cochrane developed quality assessment framework RoB2 and ROBINS-I were applied. Eleven studies met the inclusion criteria. Discussion of the reviewed studies highlights a heterogeneity of measures and lack of a consistent framework, mixed but promising results, and implications of skills and attitudes impacting prosocial behaviours. Finally, it proposes an agenda for future research on prosocial digital games focused on implementing clear theoretical frameworks and analysing key game design attributes to enhance prosocial digital games’ effectiveness.
... Research into design methods that support psychological wellbeing has steadily increased over the past decade. Some prominent examples of research programs in this area include work in "wellbeing-supportive design" (originally "positive computing") which has focused on digital technologies [11,34,35]; "positive design" which has roots in industrial design [15,26,40]; "positive technology", with roots in cyberpsychology and therapeutic interventions [2,17,18]; and work in "hedonic" and "wellbeing-driven" experience design [21,22,28]. ...
Conference Paper
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Concerns over the impact of technologies on psychological health have led to a growing interest in ‘digital wellbeing’ and related research within HCI. In order for technologies to better respect psychological needs, designers will need to incorporate wellbeing-supportive design knowledge and methods into their practice in ways that are practical and scalable. To this end, we developed and evaluated a workshop and resources intended to equip technology-makers with the research-based knowledge and skills necessary to design in ways that better support psychological wellbeing. We report on findings from two iterations of the workshop conducted with HCI and technology professionals. Results from surveys of 56 participants demonstrate that the final workshop was considered valuable, well-structured, and successful in improving knowledge of wellbeing psychology in ways transferrable to practice. We also share lessons learned in the process that might generalise to workshop development in HCI more broadly.
... The exploration into designing for awe and transformative experiences continues to expand. In the fields of design and human-computer interaction, there has been a shift from building new products and technologies that simply support human activity, such as communication and productivity, to creating a design that can support fulfillment of higher needs such as transcendence [58]. In this study, we followed an appraisal theory approach toward designing for awe. ...
Article
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From looking up at a skyscraper to the Grand Canyon's vastness, you may have experienced awe in one way or another. Awe is experienced when one encounters something greater or more powerful than themselves and is associated with prosocial behavior through a diminishment of self-importance. In design research, most studies on awe have been conducted in lab conditions by using technologies such as virtual reality because of its efficiency to simulate typical awe-stimulating conditions (e.g., nature scenes). While useful in inducing awe and assessing its effects on users, they give little guidance about how design can deliberately evoke awe. Most attempts focus on the response of awe instead of its eliciting conditions. With an aim to support designers to facilitate awe, this paper explores design strategies to evoke awe. Based on appraisal theory, the cause of awe was formulated, and its relevance to designing for awe was investigated. The conditions that underlie awe in design were explored through a survey in which participants reported 150 awe experiences, resulting in six design strategies. The paper describes these strategies and discusses how they can be used in a design process, giving attention to addressing the experiential value of awe.
... A combination of both user experience and the self-determined pursuit of one's own life is reflected in an emergent field called Positive Technology. As described by Gaggioli, Riva, Peters, & Calvo (2017), this field can be defined as "the scientific and applied approach to the use of technology for improving the quality of our personal experience…personal experience is the dependent variable that may be manipulated through the technology (2017, p. 488). In describing the positive technology approach, Triberti et al. (2016) stated: ...
... Like posthumanism and positive psychology, existentialism now influences other fields of study, including approaches to wellbeing empowered by designthinking (Forlano, 2017;Gaggioli et al., 2017;Torkildsby, 2014). More importantly, it suggests the means through which the nature of wellbeing in conscious artificial intelligence programs might be understood, most notably in the work of Dr. Paul Wong in the emerging field of existential positive psychology (Wong, 2011). ...
Article
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Artificial intelligence has generated more ambivalence than any technology in human history. As Silicon Valley enters the third decade of its self-proclaimed era of artificial intelligence, there is still surprisingly little agreement about the nature of the 21st century’s defining invention, and even less about how our relationship with this seminal technology should be managed in the future. Positive psychology offers software engineers methods to cultivate a greater understanding of the unique strengths of the artificial intelligence programs they develop, as well as the effects to wellbeing triggered by the applications they deploy. In this paper, I will propose three tools inspired by my chosen field of study for use by artificial intelligence innovators: (a) a classification of the artificial intelligence strengths and virtues; (b) the THETIS dimensions of cybernetic wellbeing, and; (c) the definition of a positive existential posthuman philosophy of artificial intelligence design. The philosophy of positive psychology is perhaps most succinctly summarized with a single phrase: “other people matter.” If Silicon Valley is to deliver a clearer and more compelling vision of the future of artificial intelligence—one in which human and machine agents work and thrive in collaborative harmony—then it must update its innovation practices to embrace a similarly transformative point of view: “other consciousnesses matter,” too.
... In the last five years, a number of researchers have developed new design methods for supporting autonomy which go beyond the immediate effects of a user interface and extend to autonomy as a life-wide experience. These methods have often approached autonomy through the larger contexts of psychological wellbeing Gaggioli et al. 2017;Desmet and Pohlmeyer 2013;Hassenzahl 2010) and human values (Friedman and Hendry 2019;Flanagan and Nissenbaum 2014) and often build on psychological theories, such as theories of positive psychology (Seligman 2018), hedonic psychology , or motivation (Hekler et al. 2013). ...
Book
This book brings together international experts from a wide variety of disciplines, in order to understand the impact that digital technologies have had on our well-being as well as our understanding of what it means to live a life that is good for us. The multidisciplinary perspective that this collection offers demonstrates the breadth and importance of these discussions, and represents a pivotal and state-of-the-art contribution to the ongoing discussion concerning digital well-being. Furthermore, this is the first book that captures the complex set of issues that are implicated by the ongoing development of digital technologies, impacting our well-being either directly or indirectly. By helping to clarify some of the most pertinent issues, this collection clarifies the risks and opportunities associated with deploying digital technologies in various social domains. Chapter 2 is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
... In the last five years, a number of researchers have developed new design methods for supporting autonomy which go beyond the immediate effects of a user interface and extend to autonomy as a life-wide experience. These methods have often approached autonomy through the larger contexts of psychological wellbeing (Peters et al. 2018;Gaggioli et al. 2017;Desmet and Pohlmeyer 2013;Hassenzahl 2010) and human values (Friedman and Hendry 2019; Flanagan and Nissenbaum 2014) and often build on psychological theories, such as theories of positive psychology (Seligman 2018), hedonic psychology (Kahneman et al. 1999), or motivation (Hekler et al. 2013). ...
Chapter
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Autonomy has been central to moral and political philosophy for millennia, and has been positioned as a critical aspect of both justice and wellbeing. Research in psychology supports this position, providing empirical evidence that autonomy is critical to motivation, personal growth and psychological wellness. Responsible AI will require an understanding of, and ability to effectively design for, human autonomy (rather than just machine autonomy) if it is to genuinely benefit humanity. Yet the effects on human autonomy of digital experiences are neither straightforward nor consistent, and are complicated by commercial interests and tensions around compulsive overuse. This multi-layered reality requires an analysis that is itself multidimensional and that takes into account human experience at various levels of resolution. We borrow from HCI and psychological research to apply a model (“METUX”) that identifies six distinct spheres of technology experience. We demonstrate the value of the model for understanding human autonomy in a technology ethics context at multiple levels by applying it to the real-world case study of an AI-enhanced video recommender system. In the process we argue for the following three claims: (1) There are autonomy-related consequences to algorithms representing the interests of third parties, and they are not impartial and rational extensions of the self, as is often perceived; (2) Designing for autonomy is an ethical imperative critical to the future design of responsible AI; and (3) Autonomy-support must be analysed from at least six spheres of experience in order to appropriately capture contradictory and downstream effects.
... Some examples of ongoing research programs in the wellbeing-supportive design space include work in "positive design", which looks at ways product design can increase subjective wellbeing [25,29]; "positive computing", which focuses on wellbeing-supportive digital technologies [20,30]; "positive technology", which has contributed, in particular, to therapeutic and positive psychology interventions [22,31]; and work in experience design incorporating models of happiness and wellbeing [32][33][34]. The boundaries are not rigid [35], nor do they need to be, as work in this area is multifaceted and exploratory. ...
Article
Full-text available
While research on wellbeing within HCI is an active space, a gap between research and practice persists. To tackle this, we sought to identify the practical needs of designers in taking wellbeing research into practice. We report on 15 semi-structured interviews with designers from four continents yielding insights into design tool use generally, and requirements for wellbeing design tools specifically. We then present five resulting design tool concepts, two of which were further developed into prototypes and tested in a workshop with 34 interaction professionals. Findings include seven desirable features and three desirable characteristics for wellbeing-supportive design tools, including that these tools should satisfy a need for proof, buy-in, and tangibility. We also contribute clarity around the notion of design for wellbeing and why it must be distinguished from design for positive emotions. --- [In: Multimodal Technologies and Interaction, Special Issue "Frameworks and Methods to Design for Positive User Experience and Wellbeing"]
Book
The book examines the current state of mHealth and Human-Centered Design (HCD) initiatives toward health, care, and well-being. The present surge in interest in improving people's quality of life is creating new prospects for the development of innovative design solutions aimed at enhancing living conditions. The combination of emerging user needs and opportunities provided by recent innovative mHealth technologies enables research institutions, stakeholders, and academia to design new solutions to promote well-being, health, and care, thereby improving the quality of life of people of all ages. The book analyzes and discusses the most innovative services, products, and systems in the healthcare field. This strategy is in line with the concept of ambient assisted living or enhanced living environment, which focuses on the comfort and health of specific categories of users. This book covers several topics highlighting the importance of involving end-users in the design of innovative solutions in digital health care, and design considerations of mobile healthcare applications. Furthermore, the covered topics are described in their current applications in relevant fields focusing on the design of smart solutions, such as biomonitoring systems, activity recognition tools, smart living environments, physical autonomy, and virtual assistance. This editorial project is addressed to academics, designers, engineers, and practitioners in health care who want to promote cooperation between academia, stakeholders, and research institutions.
Article
Our lives have drastically changed during the COVID-19 pandemic. Information and communications technologies (ICTs) have replaced other media as the primary means of work, communication, expression, and entertainment throughout this time. As society's reliance on technology increases throughout and possibly after the pandemic, it is critical to fully understand the multifaceted nature of engagement with technology and develop reliable instruments capable of accurately evaluating its processual nature. Therefore, this study aimed at describing and psychometrically validating a novel instrument to measure the dynamics of engagement with technology, namely the Technology Engagement Scale (TES). Data were collected from a representative sample of 2021 participants in Italy. Results from both the confirmatory analysis and the Rasch model suggested the mono-dimensionality of the 5-item TES. Moreover, empirical ordinal alpha indicated a very good internal consistency. Findings provide also solid evidence for the convergent validity of the proposed instrument. Finally, it emerged that TES levels were able to predict the frequency of online activities during the COVID-19 pandemic. Globally, these findings suggest that the TES could be considered a reliable and valid tool, able to evaluate the complex process of engagement with technology in a simple, quick, and easy-to-administer manner.
Chapter
Digitalization is revolutionary for the health sector, which has recently struggled with problems such as increased health expenditures, quality, and access to services. Wearable technology and other digital processes called positive technology are becoming a regular part of the system in ensuring sustainability in health. Positive technologies have tremendous importance in many countries in times of crisis, such as the Covid-19 pandemic period, in the treatment process of the patient, in ensuring their adaptation to the health service provided, and therefore in improving the quality of health services and health outcomes. In this context, this chapter reveals the current status of positive technologies in the health field. For this, the contribution of these technologies to the quality of health services and the competitive process of health organizations was studied by researching the current literature, industry reports, and news. In this direction, our chapter aims to provide practitioners, researchers, and society with new insights and understandings of wearable technology.
Article
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Serious games are defined as applied games that focus on the gamification of an experience (e.g., learning and training activities) and are not strictly for entertainment purposes. In recent years, serious games have become increasingly popular due to their ability to simultaneously educate and entertain users. In this review, we provide a comprehensive overview of the different types of digital games and expand on the serious games genre while focusing on its various applications. Furthermore, we present the most widely used game engines used in the game development industry and extend the Unity game machine advantages. Lastly, we conclude our research with a detailed comparison of the two most popular choices (Unreal and Unity engines) and their respective advantages and disadvantages while providing future suggestions for serious digital game development.
Chapter
We will probably never go to the Moon, climb Mount Everest, or swim with dolphins. Virtual reality (VR), however, can allow us to do all these things using the simulative power of computers and smartphones. Specifically, what distinguishes VR from other media is the sense of presence: the feeling of “being there” inside the virtual experience produced by the technology. The feeling of presence, associated with the high level of emotional engagement allowed by virtual experiences, turns this technology into a powerful tool for exploring what is possible and engaging with it, supporting personal and clinical change.
Chapter
The concept of Ambient Intelligence (AmI) provides a vision of the Information Society where the emphasis is on greater user-friendliness, more efficient services support, user-empowerment, and support for human interactions. User-centered design involves two fundamental elements: multidisciplinary teamwork; and a set of specialized methods for acquiring user input and converting it into design. The chapter discusses each of the UCD activities from the point of view of Ambient Intelligence, in an attempt to anticipate the main challenges which will need to be addressed, and outline potential directions of investigation. Efforts aimed at user programmability lead to a perspective on Ambient Intelligence as a socio-technical system where intelligence is both human and artificial in an interconnected and collaborative way. The chapter examines the centrality and role of human factors in the emergence and development of AmI environments.
Article
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Cognitive frailty is defined as a clinical condition characterized by both physical frailty and cognitive impairment, without reaching the criteria for dementia. The major goal of rehabilitation intervention is to assist patients in performing ordinary personal duties without the assistance of another person, or at the very least to remove the need for additional support, using adaptive approaches and facilities. In this regard, home-based rehabilitation allows patients to continue an intervention begun in a hospital setting while also ensuring support and assistance when access to healthcare systems is limited, such as during the present pandemic situation. We thus present Brain m-App, a tablet-based application designed for home-based cognitive rehabilitation of frail subjects, addressing spatial memory, attention, and executive functions. This app exploits the potential of 360° videos which are well-suited to home-based rehabilitation. The Brain m-app is made up of 10 days of activities that include a variety of exercises. The activities were chosen based on those patients used to do during their clinical practice in the hospital with the aim to improve their independence and autonomy in daily tasks. The preliminary usability test, which was conducted on five older people, revealed a sufficient level of usability, however, the sample size was modest. Results from the clinical study with 10 patients, revealed that Brain m-App improved especially executive functions and memory performances.
Article
Purpose In recent years, the application of artificial intelligence and digital technology has increasingly become a priority for online retailers. It is crucial to choose a way to make use of human–computer interaction (HCI) design to exert the positive influence of intelligent technology on consumer welfare. Despite the increasing use of HCI design in online retail context, there remain limitations in their effect of consumer well-being improvement. Although there is extensive literature in the field of consumer well-being improvement, few studies have empirically examined how HCI design drives the improvement of consumer well-being in the online retail context. Therefor, this study aims to deeply and systematically analyze the psychological mechanism between HCI and consumer well-being in the online retail environment. Design/methodology/approach The empirical analysis is based on data collection of 476 samples of online shoppers through the online survey method. From the perspective of autonomy, this study deeply analyzes the influence mechanism of different dimensions of HCI perception on consumer well-being. Findings The results indicated that autonomy plays a positive intermediary role in the impact of perceived connectivity, perceived personalization, perceived control and perceived responsiveness on the eudaimonia and hedonic enjoyment. Also, it revealed that psychological resistance negatively regulates the impact of perceived connectivity, perceived personalization and perceived control on autonomy, while experience purchase positively regulates the impact of autonomy on hedonic enjoyment. Originality/value This paper expands the research situation of consumer well-being by making integration of the dual structure of subjective well-being and psychological well-being to define the psychological mechanism and boundary conditions of the impact of HCI perception on consumer well-being. The main contribution of this study is to provide enlightenment for online retail enterprises to improve HCI design and help consumers enhance long-term well-being.
Chapter
This chapter explores how augmented reality technologies can be used to augment the environmental graphic design typically seen in healthcare environments such as hospital wards, public health spaces, clinics, and consultancy waiting rooms. We use the term Environmental Graphic Design to include all 2D design and visual artworks as aspects of placemaking that connect people to the built environment, including visual identity, wayfinding, communication graphics and wall art. From the perspective of the different users of public healthcare environments, we develop discourse around what kind of digital content might be useful and desirable to overlay onto physical environmental graphics. Concepts including Salutogenic Design (the design of healthy environments) and Positive Technology, use of technologies to improve experiences are discussed as ways of thinking about placemaking through the use of hybrid visual/digital displays. The chapter includes a review of existing practices and describes original experimental case study material that is designed to ascertain how a digitally augmented Environmental Graphic Design activation might affect the workplace experience and emotional wellbeing of healthcare professionals.
Thesis
Notre thèse est un travail interdisciplinaire (sciences de l'éducation – psychologie) qui a pour objet d’étudier si l’éducation à la santé mentale peut prévenir la radicalisation violente. Nous supposons alors que la méditation pourrait à la fois développer des compétences psychosociales et des indicateurs relatifs au modèle d’ouverture d’esprit comme la connexion à la nature et la flexibilité cognitive et diminuer par conséquent, des indicateurs de fermeture d’esprit comme le dogmatisme, la rigidité mentale ou la coupure émotionnelle. Dans cette perspective, nous avons mené trois études empiriques : la première est de type corrélationnel visant l’évaluation de l’impact du programme de méditation « connected » tandis que la deuxième et la troisième étude, sont de type expérimental visant l’évaluation de deux autres programmes incluant de la méditation. Les résultats étaient significatifs dans la première étude au niveau de la focalisation sur les détails et la connexion à la nature, alors qu’ils étaient significatifs dans la troisième étude au niveau de la connexion à la nature, la responsabilité et le dogmatisme. Sachant que pour les deux dernières variables, la différence constatée va dans le sens inverse de nos hypothèses. Notre résultat de recherche pourrait constituer un point de départ pour d’autres projets afin de promouvoir la santé mentale et favoriser l’ouverture d’esprit.
Article
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The article presents the importance of the socio-emotional learning (sel) construct in the lives of children and young people. The use of sel programs in schools promotes greater student well-being, as well as involving parents and teachers, promoting the school-family relationship. The definition of "strength of the heart" summarizes the concept at the base of socio-emotional learning: the teacher through their skills promotes the social and emotional skills of students. Today's curriculum in most schools minimizes teaching important social-emotional skills, the «soft skills» or «strengths of the heart» that make a real difference in the lives of our children and youth. The model presented highlights the importance of this approach in schools, beyond traditional teaching.
Chapter
Eating disorders and obesity have many characteristics in common. In both, weight-related problems play a central role. There is growing interest in identifying their common risk factors, and research shows that unhealthy weight-control behaviors are common antecedents to both obesity and eating disorders. There are currently interventions available that have shown some efficacy, with variability depending on the disorder under consideration. The incorporation of technological resources such as virtual reality, information and communication technologies, and games with physical activity, allows for even higher levels of efficacy, as shown by the randomized controlled studies that have been conducted to date. The available evidence, therefore, permits to recommend this type of applications. Future research must be focused not only on the treatments that are offered once these problems have emerged but also on preventing them.
Article
The objective of this study is to explore the potential of tangible design to support volition in distance learning. Semi-structured interviews were conducted with 6 students with the aim of focusing on their distance learning experience. The interpretative phenomenological analysis (IPA) of interviews highlights difficulties that can be mitigated by implementing volitional strategies such as structuring time and environment, managing emotions and motivation, and seeking social support. The IPA also reveals heterogeneity in the use of volitional strategies. A toolbox has been developed using an iterative through design approach. Five tangible objects were designed to meet the students’ needs in terms of strategies in a personalized way: the Reward Tube to encourage them to reward themselves after effort; the Victories Album to help them document their successes; the Emotional Thermometer to make them aware of their emotions and needs; the Learning Cap to signal to others the need not to be disturbed; and the Time Guard to split time in an appropriate way and to take regular breaks.
Chapter
The global attention paid to wellbeing and happiness shows no signs of abating. From Bhutan, the first country to establish wellbeing indicators as a benchmark for social progress, to the announcement of a Minister of Happiness and Wellbeing in the United Arab Emirates in 2016, the move towards establishing policies, practices, and programs to support that which makes life worthwhile and contributes to the development of stronger, more vibrant nations is becoming accepted policy practice. The World Happiness Report has been a contributor to this development by highlighting the need for, and possibility of measuring wellbeing at a national level by GDP, life expectancy, social support, generosity, freedom and perceptions of corruption. While chosen for their impact on wellbeing, we highlight a missing facet; that is, Commercial Life and its related social interactions, emotional experiences and long-term psychosocial outcomes, and propose that it be included as a measure of a nation’s wellbeing. Thus, we highlight the importance of the consumer experience, employee wellbeing, and product/service innovation possibilities that can contribute to greater social, environmental, and individual wellbeing and draw upon various theories in positive psychology to inform our approach.
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An overview on Social-Emotional Learning and Strengths of the Heart: What these concepts represent, how they are measured, and their value to children, youth, families and society.
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Aim To examine the effectiveness of smart technologies in improving or maintaining the social connectedness of older people living at home. Methods We conducted a systematic review and critical evaluation of research articles published between 2000 and 2013. Article screening, data extraction and quality assessment (using the Downs and Black checklist) were conducted by two independent researchers. Results Eighteen publications were identified that evaluated the effect of smart technologies on dimensions of social connectedness. Fourteen studies reported positive outcomes in aspects such as social support, isolation and loneliness. There was emerging evidence that some technologies augmented the beneficial effects of more traditional aged-care services. Conclusion Smart technologies, such as tailored internet programs, may help older people better manage and understand various health conditions, resulting in subsequent improvements in aspects of social connectedness. Further research is required regarding how technological innovations could be promoted, marketed and implemented to benefit older people.
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A growing number of HCI professionals are interested in how we might design technology to foster psychological wellbeing. Meeting such an aim will involve a crossing of disciplines, of methods, and a new way of thinking about what technology should be doing for us. By turning to the well-established research and methods available in psychology, education, neuroscience, and HCI, we can begin to cultivate a field dedicated to the design and development of technology that supports wellbeing and human potential, a field we refer to as positive computing [1]. In this course we will explore multidisciplinary approaches to evaluating and designing for digital experience that supports wellbeing determinants like self-awareness, autonomy, resilience, mindfulness, and altruism. The objective of this course is to provide participants with: a theoretical foundation, a practical framework, a look at the state of the art, and group-generated design strategies to better support wellbeing in their current and future projects.
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18.5% of adults in the US suffer mental illness. Just under half of all adults will experience mental illness at some point in their life. These compelling statistics have prompted computing researchers and practitioners to work toward developing technologies that can support those with mental illness and promote thriving universally. For example, wear-ables and sensors can help detect mental states, smart-phone apps can be used to expand the reach of interventions , and our understanding of the impacts of everyday technology on our mental health can contribute to a future of technology design for flourishing. This interdisciplinary workshop will provide the opportunity for mental health professionals and technologists to come together to explore how new computing technologies can support mental health and promote psychological flourishing. H.5.m [Information interfaces and presentation (e.g., HCI)]: Miscellaneous; See [http://acm.org/about/class/1998/]: for full list of ACM classifiers. This section is required.
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Exergaming is a promising new alternative to traditional modes of therapeutic exercise which may be preferable and more effective for people with Multiple Sclerosis (MS). Impaired balance is reported as one of the most disabling aspects of MS. The purposes of this study were to examine the effects of exergaming on: (1) postural sway, (2) gait, (3) technology acceptance and (4) flow experience in people with MS. Secondary outcomes were disability: 12-item Multiple Sclerosis Walking Scale (MSWS-12) and the World Health Organization Disability Assessment Schedule 2.0 (WHODAS 2.0) questionnaire. Fifty-six adults (mean age = 52 years, SD = 5.8; 38 women) with a clinical diagnosis of MS and able to walk 100 meters with or without use of a walking aid were included in this study and randomized into 3 groups. Group 1 received balance training using the Nintendo Wii Fit™ (exergaming) and Group 2 undertook traditional balance training (non-exergaming). Group 3 acted as a control group, receiving no intervention. Exergaming and traditional balance training groups received four weeks of twice weekly balance-orientated exercise. Postural sway was measured using a Kistler™ force platform. Spatiotemporal parameters of gait were measured using a GAITRite™ computerised walkway. Technology acceptance and flow experience were measured using the Unified Theory of Acceptance and Use of Technology and the Flow State Scale questionnaires, respectively. There were significant improvements in bipedal postural sway in both intervention groups when compared to the control group; and no effects of either intervention on gait. There were no significant differences between the interventions in technology acceptance but on several dimensions of flow experience the Wii Fit™ was superior to traditional balance training. Both interventions showed improvements in disability compared to control. In terms of the physical effects of exergaming, the Wii Fit™ is comparable to traditional balance training. These findings would support the use of the Wii Fit™ as an effective means of balance and gait training for people with MS, which is both accepted and intrinsically motivating to MS users. Controlled Trials ISRCTN13924231.
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Augmented Reality is a new technological system that allows introducing virtual contents in the real world in order to run in the same representation and, in real time, enhancing the user's sensory perception of reality. From another point of view, Augmented Reality can be defined as a set of techniques and tools that add information to the physical reality. To date, Augmented Reality has been used in many fields, such as medicine, entertainment, maintenance, architecture, education, and cognitive and motor rehabilitation but very few studies and applications of AR exist in clinical psychology. In the treatment of psychological disorders, Augmented Reality has given preliminary evidence to be a useful tool due to its adaptability to the patient needs and therapeutic purposes and interactivity. Another relevant factor is the quality of the user's experience in the Augmented Reality system determined from emotional engagement and sense of presence. This experience could increase the AR ecological validity in the treatment of psychological disorders. This paper reviews the recent studies on the use of Augmented Reality in the evaluation and treatment of psychological disorders, focusing on current uses of this technology and on the specific features that delineate Augmented Reality a new technique useful for psychology.
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The aim of this study was to examine the efficacy of a 3 week mindfulness inspired protocol, delivered by an Android application for smartphones, in reducing stress in the adult population. By using a controlled pragmatic trial, a self-help intervention group of meditators was compared with a typical control group listening to relaxing music and a waiting list group. The final sample included 56 Italian workers as participants, block randomized to the three conditions. The self-reported level of perceived stress was assessed at the beginning and at the end of the protocol. Participants were also instructed to track their heart rate before and after each session. The results did not show any significant differences between groups, but both self-help intervention groups demonstrated an improvement in coping with stress. Nevertheless, meditators and music listeners reported a significant decrease in average heartbeats per minute after each session. Furthermore, both groups perceived a moderate but significant change in stress reduction perceptions, even if with some peculiarities. Limitations and opportunities related to the meditation protocol supported by the mobile application to reduce stress are discussed.
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Cyberpsychology is a recent branch of psychology whose main research objects are the processes of change induced by new technologies. Some of these processes are related to and involve a variety of affective processes. The discipline’s overlap with affective computing and human-computer interaction in general are significant, yet its psychological origins suggests that the research communities have somewhat different focus. In this chapter we review these histories, and discuss the similarities and differences that are currently found in the two bodies of literature. We focus in particular on how technologies can be used to help people change behavior in both clinical situations (cybertherapy) and in personal development (positive technology/computing and smart health).
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Information and communication technologies are becoming more present in people’s daily lives. But what is the final purpose of the mass proliferation of digital devices? Are they helpful in fostering personal growth and individual integration in the sociocultural environment, by promoting satisfaction, opportunities for action and self-expression? Recently Riva and colleagues underlined that one of the fundamental objectives for our field - cyberpsychology—in the coming decade will be to create technologies that contribute to enhancement of happiness and psychological well-being (Botella et al., 2012; Riva, Banos, Botella, Wiederhold, & Gaggioli, 2012; Wiederhold & Riva, 2012). In particular, these authors suggested that it is possible to use technology to manipulate the quality of personal experience, with the goal of increasing wellness, and generating strengths and resilience in individuals, organizations, and society.
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Background: The recent convergence between technology and medicine is offering innovative methods and tools for behavioral health care. Among these, an emerging approach is the use of virtual reality (VR) within exposure-based protocols for anxiety disorders, and in particular posttraumatic stress disorder. However, no systematically tested VR protocols are available for the management of psychological stress. Objective: Our goal was to evaluate the efficacy of a new technological paradigm, Interreality, for the management and prevention of psychological stress. The main feature of Interreality is a twofold link between the virtual and the real world achieved through experiential virtual scenarios (fully controlled by the therapist, used to learn coping skills and improve self-efficacy) with real-time monitoring and support (identifying critical situations and assessing clinical change) using advanced technologies (virtual worlds, wearable biosensors, and smartphones). Methods: The study was designed as a block randomized controlled trial involving 121 participants recruited from two different worker populations-teachers and nurses-that are highly exposed to psychological stress. Participants were a sample of teachers recruited in Milan (Block 1: n=61) and a sample of nurses recruited in Messina, Italy (Block 2: n=60). Participants within each block were randomly assigned to the (1) Experimental Group (EG): n=40; B1=20, B2=20, which received a 5-week treatment based on the Interreality paradigm; (2) Control Group (CG): n=42; B1=22, B2=20, which received a 5-week traditional stress management training based on cognitive behavioral therapy (CBT); and (3) the Wait-List group (WL): n=39, B1=19, B2=20, which was reassessed and compared with the two other groups 5 weeks after the initial evaluation. Results: Although both treatments were able to significantly reduce perceived stress better than WL, only EG participants reported a significant reduction (EG=12% vs. CG=0.5%) in chronic "trait" anxiety. A similar pattern was found for coping skills: both treatments were able to significantly increase most coping skills, but only EG participants reported a significant increase (EG=14% vs CG=0.3%) in the Emotional Support skill. Conclusions: Our findings provide initial evidence that the Interreality protocol yields better outcomes than the traditionally accepted gold standard for psychological stress treatment: CBT. Consequently, these findings constitute a sound foundation and rationale for the importance of continuing future research in technology-enhanced protocols for psychological stress management. Trial registration: ClinicalTrials.gov: NCT01683617; http://clinicaltrials.gov/show/NCT01683617 (Archived by WebCite at http://www.webcitation.org/6QnziHv3h).
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We describe the main features and preliminary evaluation of Positive Technology, a free mobile platform for the self-management of psychological stress (http://positiveapp.info/). The mobile platform features three main components: (i) guided relaxation, which provides the user with the opportunity of browsing a gallery of relaxation music and video-narrative resources for reducing stress; (ii) 3D biofeedback, which helps the user learning to control his/her responses, by visualizing variations of heart rate in an engaging 3D environment; (iii) stress tracking, by the recording of heart rate and self-reports. We evaluated the Positive Technology app in an online trial involving 32 participants, out of which 7 used the application in combination with the wrist sensor. Overall, feedback from users was satisfactory and the analysis of data collected online indicated the capability of the app for reducing perceived stress levels. A future goal is to improve the usability of the application and include more advanced stress monitoring features, based on the analysis of heart rate variability indexes.
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The aim of this article is to describe a game engine that has all the characteristics needed to support rehabilitation at home. The low-cost tracking devices recently introduced in the entertainment market allow measuring reliably at home, in real time, players' motion with a hands-free approach. Such systems have also become a source of inspiration for researchers working in rehabilitation. Computer games appear suited to guide rehabilitation because of their ability to engage the users. However, commercial videogames and game engines lack the peculiar functionalities required in rehabilitation: Games should be adapted to each patient's functional status, and monitoring the patient's motion is mandatory to avoid maladaptation. Feedback on performance and progression of the exercises should be provided. Lastly, several tracking devices should be considered, according to the patient's pathology and rehabilitation aims. We have analyzed the needs of the clinicians and of the patients associated in performing rehabilitation at home, identifying the characteristics that the game engine should have. The result of this analysis has led us to develop the Intelligent Game Engine for Rehabilitation (IGER) system, which combines the principles upon which commercial games are designed with the needs of rehabilitation. IGER is heavily based on computational intelligence: Adaptation of the difficulty level of the exercise is carried out through a Bayesian framework from the observation of the patient's success rate. Monitoring is implemented in fuzzy systems and based on rules defined for the exercises by clinicians. Several devices can be attached to IGER through an input abstraction layer, like the Nintendo(®) (Kyoto, Japan) Wii™ Balance Board™, the Microsoft(®) (Redmond, WA) Kinect, the Falcon from Novint Technologies (Albuquerque, NM), or the Tyromotion (Graz, Austria) Timo(®) plate balance board. IGER is complemented with videogames embedded in a specific taxonomy developed to support rehabilitation progression through time. A few games aimed at postural rehabilitation have been designed and developed to test the functionalities of the IGER system. The preliminary results of tests on normal elderly people and patients with the supervision of clinicians have shown that the IGER system indeed does feature the characteristics required to support rehabilitation at home and that it is ready for clinical pilot testing at patients' homes.
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To examine the effectiveness of smart technologies in improving or maintaining the social connectedness of older people living at home. We conducted a systematic review and critical evaluation of research articles published between 2000 and 2013. Article screening, data extraction and quality assessment (using the Downs and Black checklist) were conducted by two independent researchers. Eighteen publications were identified that evaluated the effect of smart technologies on dimensions of social connectedness. Fourteen studies reported positive outcomes in aspects such as social support, isolation and loneliness. There was emerging evidence that some technologies augmented the beneficial effects of more traditional aged-care services. Smart technologies, such as tailored internet programs, may help older people better manage and understand various health conditions, resulting in subsequent improvements in aspects of social connectedness. Further research is required regarding how technological innovations could be promoted, marketed and implemented to benefit older people.
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Virtual reality (VR) is not commonly used in clinical rehabilitation, and commercial VR gaming systems may have mixed effects in patients with stroke. Therefore, we developed RehabMaster TM, a task-specific interactive game-based VR system for post-stroke rehabilitation of the upper extremities, and assessed its usability and clinical efficacy. A participatory design and usability tests were carried out for development of RehabMaster with representative user groups. Two clinical trials were then performed. The first was an observational study in which seven patients with chronic stroke received 30 minutes of RehabMaster intervention per day for two weeks. The second was a randomised controlled trial of 16 patients with acute or subacute stroke who received 10 sessions of conventional occupational therapy only (OT-only group) or conventional occupational therapy plus 20 minutes of RehabMaster intervention (RehabMaster + OT group). The Fugl-Meyer Assessment score (FMA), modified Barthel Index (MBI), adverse effects, and drop-out rate were recorded. The requirements of a VR system for stroke rehabilitation were established and incorporated into RehabMaster. The reported advantages from the usability tests were improved attention, the immersive flow experience, and individualised intervention. The first clinical trial showed that the RehabMaster intervention improved the FMA (P = .03) and MBI (P = .04) across evaluation times. The second trial revealed that the addition of RehabMaster intervention tended to enhance the improvement in the FMA (P = .07) but did not affect the improvement in the MBI. One patient with chronic stroke left the trial, and no adverse effects were reported. The RehabMaster is a feasible and safe VR system for enhancing upper extremity function in patients with stroke.
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Several studies have reported the efficacy of group reminiscence in improving wellbeing in older adults. Still, the potential of intergenerational reminiscence, involving groups of seniors and children, has not been thoroughly investigated. We explored the potential benefits of this approach in a feasibility study, which involved 32 older adults and 114 students participating in a within-subject, repeated measures design. Participants were assigned to 16 groups, each including two seniors and six-eight pupils. The intervention consisted of three weekly meetings, totaling to about six hours of reminiscing activities. Pre-test and post-test measures included seniors’ perceived levels of loneliness, selfesteem and quality of life. In addition, the effects of intergenerational contact on children’s perception of the elderly were investigated by using an ad-hoc semantic differential scale. Analyses of pre- and post-intervention measures revealed that the elderly participants reported significantly lower values of loneliness and an increase in perceived quality of life. Further, results indicated that the children’s attitude towards the elderly positively changed in a positive way, following their participation in the program.
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Over the last decade, 'user experience' (UX) became a buzzword in the field of human – computer interaction (HCI) and interaction design. As technology matured, interactive products became not only more useful and usable, but also fashionable, fascinating things to desire. Driven by the impression that a narrow focus on interactive products as tools does not capture the variety and emerging aspects of technology use, practitioners and researchers alike, seem to readily embrace the notion of UX as a viable alternative to traditional HCI. And, indeed, the term promises change and a fresh look, without being too specific about its definite meaning. The present introduction to the special issue on 'Empirical studies of the user experience' attempts to give a provisional answer to the question of what is meant by 'the user experience'. It provides a cursory sketch of UX and how we think UX research will look like in the future. It is not so much meant as a forecast of the future, but as a proposal – a stimulus for further UX research.
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Although all professions are susceptible to work-related stress, the nursing profession has been identified as particularly stressful; indeed, oncology nursing is often described as being among the most stressful specialty areas. The current study tested the short-term effects of an innovative self-help stress management training for oncology nurses supported by mobile tools. The sample included 30 female oncology nurses with permanent status employed in six oncology hospitals in Milan, Italy. The stress inoculation training (SIT) methodology served as the basis of the training, with the innovative challenge being the use of mobile phones to support the stress management experience. To test the efficacy of the protocol, the study used a between-subjects design, comparing the experimental condition (SIT through mobile phones) with a control group (neutral video through mobile phones). The findings indicated psychological improvement of the experimental group in terms of anxiety state, anxiety trait reduction, and coping skills acquisition. This paper discusses implications for the implementation of this protocol in several contexts. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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Comments on the original article by McNulty and Fincham (see record 2011-15476-001). The authors indicated the need to think beyond positive psychology. In particular, they argued that positive psychology needs "to move beyond labeling psychological traits and processes as positive." In general, the current author agrees with the two authors on the need for a "situated" positive psychology that is able to address the context in which we spend our lives. However, their suggestions have a critical flaw: They do not clearly distinguish between psychology and positive psychology. The current author lists a number of suggestions on ways to overcome this issue with a different approach. (PsycINFO Database Record (c) 2012 APA, all rights reserved).
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Identifying ‘networked flow’ as the key driver of networked creativity, this new volume in the Springer Briefs series deploys concepts from a range of sub-disciplines in psychology to suggest ways of optimizing the innovative potential of creative networks. In their analysis of how to support these networks, the contributing authors apply expertise in experimental, social, cultural and educational psychology. They show how developing a creative network requires the establishment of an optimal group experience in which individual intentions inform and guide collective goals. The volume represents a three-fold achievement. It develops a ground-breaking new perspective on group creativity: the notion of ‘networked flow’ as a bridging concept linking the neuropsychological, psychological and social levels of the creative process. In addition, the authors set out a six-stage model that provides researchers with a methodological framework (also by referring to the social network analysis) for studying the creativity traditionally associated with interpersonal contexts. Finally, the book includes perceptive analysis of the novel possibilities opened up by second-generation internet technologies, particularly in social networking, that seem destined to develop and sustain online creativity. As a wide-ranging exposition of a new direction in theoretical psychology that is laden with exciting possibilities, this volume will inform and inspire professionals, scholars and students alike.
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Positive psychology is the study of the conditions and processes that contribute to the flourishing or optimal functioning of people, groups, and institutions. In this brief introduction, the authors give examples of current work in positive psychology and try to explain why the positive psychology movement has grown so quickly in just 5 years. They suggest that it filled a need: It guided researchers to understudied phenomena. The authors close by addressing some criticisms and shortcomings of positive psychology, such as the relative lack of progress in studying positive institutions.
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The recent growth of positive psychology has led to a proliferation in exercises to increase positive thoughts, behaviors, and emotions. Preliminary evidence suggests that these exercises hold promise as an approach for reducing depressive symptoms. These exercises are typically researched in isolation as single exercises. The current study examined the acceptability of several multi-exercise packages using online dissemination. The purpose of this study was to investigate methods of dissemination that could increase the acceptability and effectiveness of positive psychology exercises. To achieve this goal, we compared the use of positive psychology exercises when delivered in packages of 2, 4, or 6 exercises. Self-help-seeking participants enrolled in this study by visiting an online research portal. Consenting participants were randomly assigned to receive 2, 4, or 6 positive psychology exercises (or assessments only) over a 6-week period. These exercises drew from the content of group positive psychotherapy. Participants visited an automated website that distributed exercise instructions, provided email reminders, and contained the baseline and follow-up assessments. Following each exercise, participants rated their enjoyment of the exercise, answered how often they had used each technique, and completed outcome measures. In total, 1364 individuals consented to participate. Attrition rates across the 2-, 4-, and 6-exercise conditions were similar at 55.5% (181/326), 55.8% (203/364), and 52.7% (168/319) respectively but were significantly greater than the attrition rate of 42.5% (151/355) for the control condition (χ(2)(3) = 16.40, P < .001). Participants in the 6-exercise condition were significant more likely than participants in the 4-exercise condition to use both the third (F(1,312) = 5.61, P = .02) and fourth (F(1,313 )= 6.03, P = .02) exercises. For 5 of the 6 exercises, enjoyment was related to continued use of the exercise at 6-week follow-up (r's = .12 to .39). All conditions produced significant reductions in depressive symptoms (F(1,656) = 94.71, P < .001); however, a significant condition by time interaction (F(3,656) = 4.77, P = .003) indicated that this reduction was larger in the groups that received 2 or 4 exercises compared with the 6-exercise or control condition. Increasing the number of exercises presented to participants increased the use of the techniques and did not increase dropout. Participants may be more likely to use these skills when presented with a variety of options. Increasing the number of exercises delivered to participants produced a curvilinear relationship with those in the 2- and 4-exercise conditions reporting larger decreases in depressive symptoms than participants in the 6-exercise or control conditions. Although research generally offers a single exercise to test isolate effects, this study supports that studying variability in dissemination can produce important findings.
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Three studies investigated the influence of mood states on the processing of positive and negative information regarding caffeine consumption and on the impact of this information on one's mood, attitudes, and intentions. The results were consistent with the predictions of the mood-as-a-resource hypothesis: First, the induction of positive mood in high (compared with low) caffeine consumers enhanced recall of negative information about caffeine consumption. Second, processing information about caffeine consumption undermined the positive mood of high (but not low) caffeine consumers. Third, the induction of positive mood enhanced the impact of negative information about caffeine on high (compared with low) caffeine consumers' attitudes and intentions toward caffeine consumption.
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Handwritten autobiographies from 180 Catholic nuns, composed when participants were a mean age of 22 years, were scored for emotional content and related to survival during ages 75 to 95. A strong inverse association was found between positive emotional content in these writings and risk of mortality in late life (p < .001). As the quartile ranking of positive emotion in early life increased, there was a stepwise decrease in risk of mortality resulting in a 2.5-fold difference between the lowest and highest quartiles. Positive emotional content in early-life autobiographies was strongly associated with longevity 6 decades later. Underlying mechanisms of balanced emotional states are discussed.
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Whenever a person’s life is passed in review, either in an autobiography, a biography, a psychohistory, or a clinical report, a more or less implicit assumption is made that the life in question has a certain coherence, a form and purpose which is in some way uniquely different from that of others (Bühler and Massarik 1968; Pascal 1960). In fact a biography would be unimaginable if the life events of a person followed each other randomly or if they were determined only by the vector forces of genetics and social milieu. The assumption behind any biography is that the subject’s actions over time reflect a unique theme played out against a wider background of historical themes.
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https://www.academia.edu/7608381/Applying_Quantified_Self_Approaches_to_Support_Reflective_Learning_doctoral_consortium_
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In this article, the author describes a new theoretical perspective on positive emotions and situates this new perspective within the emerging field of positive psychology. The broaden-and-build theory posits that experiences of positive emotions broaden people's momentary thought-action repertoires, which in turn serves to build their enduring personal resources, ranging from physical and intellectual resources to social and psychological resources. Preliminary empirical evidence supporting the broaden-and-build theory is reviewed, and open empirical questions that remain to be tested are identified. The theory and findings suggest that the capacity to experience positive emotions may be a fundamental human strength central to the study of human flourishing.
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Few studies have examined how changes in materialism relate to changes in well-being; fewer have experimentally manipulated materialism to change well-being. Studies 1, 2, and 3 examined how changes in materialistic aspirations related to changes in well-being, using varying time frames (12 years, 2 years, and 6 months), samples (US young adults and Icelandic adults), and measures of materialism and well-being. Across all three studies, results supported the hypothesis that people’s well-being improves as they place relatively less importance on materialistic goals and values, whereas orienting toward materialistic goals relatively more is associated with decreases in well-being over time. Study 2 additionally demonstrated that this association was mediated by changes in psychological need satisfaction. A fourth, experimental study showed that highly materialistic US adolescents who received an intervention that decreased materialism also experienced increases in self-esteem over the next several months, relative to a control group. Thus, well-being changes as people change their relative focus on materialistic goals.
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We investigated the relationship between various character strengths and life satisfaction among 5,299 adults from three Internet samples using the Values in Action Inventory of Strengths. Consistently and robustly associated with life satisfaction were hope, zest, gratitude, love, and curiosity. Only weakly associated with life satisfaction, in contrast, were modesty and the intellectual strengths of appreciation of beauty, creativity, judgment, and love of learning. In general, the relationship between character strengths and life satisfaction was monotonic, indicating that excess on any one character strength does not diminish life satisfaction.
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Positive psychology aims at catalyzing a change in the focus of psychology from preoccupation only with repairing the worst things in life to also building positive qualities. A key interest of positive psychology is the analysis of happiness which has been broadly defined according to two opposing philosophical traditions: hedonism and eudaimonism. The hedonic view equates happiness with pleasure, comfort, and enjoyment, whereas the eudaimonic view equates happiness with the human ability to pursue complex goals which are meaningful to the individual and society. Besides analyzing the antecedents, correlates and consequences that happiness entails for human well-being at the individual and community levels, recent trends in positive psychology call for the integration of the hedonic and eudaimonic views into a global theory of human well-being, and stress the need to adopt a cross-cultural perspective on happiness which would take into account a world-wide concept of a life worth living.
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This study examined the predictive value of social support (SS) and emotional intelligence (EI), and their interaction effects, on subjective well-being (SWB) beyond variance already explained by personality and sociodemographic variables. Participants were 267 adults (196 female) who anonymously completed measures of satisfaction with life, positive and negative affect, social support, emotional intelligence, personality and social desirability. Exploratory hierarchical multiple regression analyses showed that SS and EI, and their interaction effects, significantly predicted SWB, and explained 44%, 50%, and 50% of the variance in SWL, positive affect (PA), and negative affect (NA) respectively. At step-two SS predicted NA and SWL, at step-three EI predicted PA and SWL, and at step-four one interaction effect was significant (SS: Significant Other×EI for PA). This study elucidates the predictive value of SS, EI and their interaction on SWB, and provides the first published insight into a possible conditional relationship between SS and SWB with regard to EI, suggesting that SS may not always be necessary for SWB. Implications are discussed, highlighting that the relationship between SS, EI and SWB is more complex than previous literature suggests.
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What constitutes a good life? Few questions are of more fundamental importance to a positive psychology. Flow research has yielded one answer, providing an understanding of experiences during which individuals are fully involved in the present moment. Viewed through the experiential lens of flow, a good life is one that is characterized by complete absorption in what one does. In this chapter, we describe the flow model of optimal experience and optimal development, explain how flow and related constructs have been measured, discuss recent work in this area, and identify some promising directions for future research. © 2014 Springer Science+Business Media Dordrecht. All rights reserved.
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An intelligence must meet several standard criteria before it can be considered scientifically legitimate. First, it should be capable of being operationalized as a set of abilities. Second, it should