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"Actually I Can Count My Blessings": User-Centered Design of an Application to Promote Gratitude Among Young Adults

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Abstract

Regular practice of gratitude has the potential to enhance psychological wellbeing and foster stronger social connections among young adults. However, there is a lack of research investigating user needs and expectations regarding gratitude-promoting applications. To address this gap, we employed a user-centered design approach to develop a mobile application that facilitates gratitude practice. Our formative study involved 20 participants who utilized an existing application, providing insights into their preferences for organizing expressions of gratitude and the significance of prompts for reflection and mood labeling after working hours. Building on these findings, we conducted a deployment study with 26 participants using our custom-designed application, which confirmed the positive impact of structured options to guide gratitude practice and highlighted the advantages of passive engagement with the application during busy periods. Our study contributes to the field by identifying key design considerations for promoting gratitude among young adults.

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Young adults have high rates of mental health conditions, but most do not want or cannot access formal treatment. We therefore recruited young adults with depression or anxiety symptoms to co-design a digital tool for self-managing their mental health concerns. Through study activities-consisting of an online discussion group and a series of design workshops-participants highlighted the importance of easy-to-use digital tools that allow them to exercise independence in their self-management. They described ways that an automated messaging tool might benefit them by: facilitating experimentation with diverse concepts and experiences; allowing variable depth of engagement based on preferences, availability, and mood; and collecting feedback to personalize the tool. While participants wanted to feel supported by an automated tool, they cautioned against incorporating an overtly human-like motivational tone. We discuss ways to apply these findings to improve the design and dissemination of digital mental health tools for young adults.
Conference Paper
Decades of research demonstrate that expressing gratitude has various psychological and physical benefits. At the same time, gratitude routines run the risk of being a hassle activity, which diminishes the positive outcome. Speech assistants might help to integrate gratitude routines more easily in an intuitive way using voice input. The results of our 8-day field study with two experimental groups (Alexa group vs. Paper group, N = 8) show that users see the benefits, that Alexa was effective in reducing participants’ stress and that both groups express their gratitude differently. The positive effect of Alexa was restricted by a security setting (limiting user input to eight seconds) imposed by Amazon, which has now been repealed. The findings give practical and theoretical implications of how verbal gratitude expression affects participants’ well-being.
Article
Although gamification has received considerable attention from both researchers and practitioners, its influence on consumers remains ambiguous. This paper proposes that a negative process through decreased attention and a positive process through increased enjoyment explain the effects of gamification on different outcome variables. Study 1 examines these two processes and gamification’s downstream consequences on purchase intention and product information recognition. For purchase intention, the two processes operate in parallel and produce a null effect of gamification. For product information recognition, only the negative process emerges, resulting in a negative effect of gamification. Studies 2 and 3 focus on the negative effect of gamification on product information recognition and show that the negative effect disappears in gamification designs that link the game elements with meaningful information about the product (Study 2) or make consumers aware of the distraction potential of game elements (Study 3). The studies’ findings provide managerial insights into why not all gamification endeavors yield the desired results; they also specify two boundary conditions (i.e., meaningfulness and disclosure) that may help managers avoid potentially detrimental effects of gamification.
Article
Objective Gratitude interventions are easy-to-deliver, offering promise for use in clinical-care. Although gratitude interventions have consistently shown benefits to psychological wellbeing, the effects on physical health outcomes are mixed. This systematic review aims to synthesize gratitude intervention studies which assessed physical health and health behavior outcomes, as well as evaluate study quality, comment on their efficacy, and provide directions for future research. Methods Relevant studies were identified through searches conducted in PsycINFO, MedLine, Embase and Cochrane Library databases, up until August 2019. Only studies that evaluated a gratitude intervention, randomly assigned participants to gratitude and control conditions, and assessed objective and subjective measures of physical health and health behaviors were included. The Revised Cochrane risk-of-bias (RoB2) tool was used to assess risk of bias. Results Of the 1433 articles found, 19 were included in the review. Subjective sleep quality was improved in 5/8 studies. Improvements in blood pressure, glycemic control, asthma control and eating behavior were understudied yet demonstrated improvements (all 1/1). Other outcome categories remain understudied and mixed, such as inflammation markers (1/2) and self-reported physical symptoms (2/8). The majority of studies showed some risk of bias concerns. Conclusions Although it was suggested gratitude interventions may improve subjective sleep quality, more research is still needed to make firm conclusions on the efficacy of gratitude interventions on improving health outcomes. Further research focusing on gratitude's link with sleep and causal mechanisms is needed, especially in patient populations where more ‘clinically-usable’ psychosocial interventions are urgently needed.
Conference Paper
While the HCI field increasingly examines how digital tools can support individuals in managing mental health conditions, it remains unclear how these tools can accommodate these conditions' temporal aspects. Based on weekly interviews with five individuals with depression, conducted over six weeks, this study identifies design opportunities and challenges related to extending technology-based support across fluctuating symptoms. Our findings suggest that participants perceive events and contexts in daily life to have marked impact on their symptoms. Results also illustrate that ebbs and flows in symptoms profoundly affect how individuals practice depression self-management. While digital tools often aim to reach individuals while they feel depressed, we suggest they should also engage individuals when they are less symptomatic, leveraging their energy and motivation to build habits, establish plans and goals, and generate and organize content to prepare for symptom onset.
Article
Gratitude interventions have been consistently found to enhance individuals’ gratitude level. However, most of the existing gratitude interventions require handwriting that is difficult to sustain among young adults who often use social networking sites. This study thus proposed and tested a social media-based gratitude intervention. Thirty-three undergraduate students aged between 18 and 24 years were randomly assigned to gratitude group and control group. Participants in the gratitude group were instructed to post one picture with a caption related to gratitude on Instagram for 7 days. Likewise, the control group was to post a picture with caption related to colour. All participants answered Big Five Inventory short version before the intervention as well as the Gratitude Questionnaire-Six-Items Form, Perceived Stress Scale, and Satisfaction with Life Scale before and after the intervention. Analysis of covariance (controlling personality traits, pre- and post-measured stress and life satisfaction) indicated that students in the gratitude condition reported higher levels of gratitude than those in the control group. No significant difference was observed for post-measured stress and life satisfaction. Overall, the preliminary findings support that the gratitude intervention through Instagram is a promising method to increase gratitude among young adults.
Article
Millions of Americans struggle with depression, a condition characterized by feelings of sadness and motivation loss. To understand how individuals managing depression conceptualize their self-management activities, we conducted visual elicitations and semi-structured interviews with 30 participants managing depression in a large city in the U.S. Midwest. Many depression support tools are focused on the individual user and do not often incorporate social features. However, our analysis showed the key importance of sociality for self-management of depression. We describe how individuals connect with specific others to achieve expected support and how these interactions are mediated through locations and communication channels. We discuss factors influencing participants' sociality including relationship roles and expectations, mood state and communication channels, location and privacy, and culture and society. We broaden our understanding of sociality in CSCW through discussing diffuse sociality (being proximate to others but not interacting directly) as an important activity to support depression self-management.?
Conference Paper
There is a mental health crisis facing universities internationally. A growing body of interdisciplinary research has successfully demonstrated that using sensor and interaction data from students' smartphones can give insight into stress, depression, mood, suicide risk and more. The approach, which is sometimes termed Digital Phenotyping, has potential to transform how mental health and wellbeing can be monitored and understood. The approach could also transform how interventions are designed, delivered and evaluated. To date, little work has addressed the human and ethical side of digital phenotyping, including how students feel about being monitored. In this paper we report findings from in-depth focus groups, prototyping and interviews with students. We find they are positive about mental health technology, but also that there are multi-layered issues to address if digital phenotyping is to become acceptable. Using an acceptability framework, we set out the key design challenges that need to be addressed.