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LEV: A behavioral intervention technology that supports young adults’ emotion management

Publication

  • Yoon, J., Vira, A., Jung, D. & Kim, C. (2023) LEV: A behavioral intervention technology that supports young adults’ emotion management. (manuscript in preparation).

LEV is a behavioral intervention technology designed to support young adults’ well-being by helping them better manage their emotions (both positive and negative). LEV builds on an emotion-regulating strategy called reappraisal, which refers to changing how one thinks either about the situation itself or about one’s capacity to manage it. For example, people can uplift their positive emotions by increasing the perceived value of the situation (e.g., believing one’s items are irreplaceable), cherishing the little resource left (e.g., listing time left in college), and adopting a grateful outlook (e.g., counting blessings every day). LEV is a small robotic creature that inhabits a user’s home and is a part of their daily routine. LEV guides users through a storytelling activity in which they reflect on and explore events in their daily lives. During the interaction, users recall a recent emotional event and then engage in reappraisal to retell the event from a particular emotional perspective. LEV supports this activity by initiating user interactions, choosing an emotional perspective based on current and historical user input, and providing feedback in gesture-based communication. By providing day-to-day opportunities to consider events from different angles, LEV aims to help users reflect on their daily lives constructively and critically. With time and repetition of the interaction, users can improve their reappraisal ability and become more emotionally adaptive in a variety of positive and negative situations.

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Positive emodiversity in everyday human-technology interactions and users’ subjective well-being

Publication

  • Yoon, J. and Kim, C. (2022) Emodiversity in human-product interactions and users’ subjective well-being, International Journal of Human-Computer Interaction.Download

This project investigates the effects of experiencing diverse positive emotions in technology use on users’ well-being, referred to as positive emodiversity. We examined technology’s role in facilitating positive emodiversity and well-being through a questionnaire study (N= 116; 580 example cases), in which three sources of emotions were considered: technology as an object, instrument, or enabler. Further, we evaluated how technology-supported hedonic and eudaimonic pursuits are associated with well-being. A regression analysis showed that increased positive emodiversity leads to increased well-being (p<.001). The effect was predicted by the three sources and both hedonic and eudaimonic pursuits. When engaged in positive activities enabled by technology, users experienced more diverse positive emotions, increasing their well-being. The study offers new understandings of the relationships between technologies, emodiversity, and well-being, and provides evidence that designing for a wide diversity of positive emotions, as opposed to generalized pleasure-displeasure distinction, can enrich users’ experiences, enhancing their well-being.

Research scheme: Positive emodiversity facilitated by technology and its influence on well-being.

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Factors of product attachment and their effects on sustainable product usage behaviors

Publication

  • Kowalski, M., & Yoon, J. (2022). I love it, I’ll never use it: Exploring factors of product attachment and their effects on sustainable product usage behaviors, International Journal of Design. 16(3), 37-57. Download
  • Cornell Chronicle (2023). Meaningful but unused products hinder sustainability. Link.

Research on product attachment has shown that users tend to retain emotionally meaningful products longer, and delay their disposal. This has been suggested to be more environmentally sustainable, though little empirical evidence of the actual long-term use of these products is available. Two studies sought to understand the factors of product attachment and their role in sustainable product usage behavior. Study 1 involved qualitative semi-structured interviews to understand users’ relationships with meaningful product possessions and how this connected to their long-term product use. Through an online questionnaire, Study 2 quantitatively investigated the relative roles of factors of product attachment in product usage behaviors. The results from both studies showed differing patterns of product use. While at times products of attachment are used actively for their practical utilitarian purpose, at other times they are set aside for more passive psychological reasons. In this passive use pathway, evidence was found of increased redundant product consumption to satisfy practical needs, contrary to expectations expressed in previous literature. Perceived irreplaceability of a product, while being most influential in stimulating higher levels of attachment, was associated with more passive use and redundant product consumption.

Click the below images to enlarge them.

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Decision-making experiences of maximizers and satisficers in human-design interactions

Publication

  • Shin, Y., Ranjan, K., Kowalski, M., and Yoon, J. (2023). Investigating the Decision-making Experiences of Maximizers and Satisficers: The Case of Interactions with Conversational Music Recommender Systems. Human Factors in Computing Systems (CHI 2023). ACM. (Under review)

This project investigates a human-centered perspective for creating a recommender system by focusing on users’ different decision-making styles and information processing modes. According to emerging research in behavioral science, people’s decision-making tendencies can be broadly classified into two styles: (1) maximizers, who strive to maximize the expected utility and, (2) satisficers, who want to reach their own sufficiency. When users exert a high level of cognitive elaboration in decision-making, they engage in analytical processing, while imagery processing takes place when cognitive elaboration is low. Utilizing these theoretical distinctions, we developed Arlo Assistant, a conversational user interface that differentiates ways of recommending music. Through an in-lab experiment, we tested the effects of using Arlo Assistant on both maximizers’ and satisficers’ decision-making experiences. The study provides initial evidence that a personalized recommender system tailored to users’ different decision-making styles can facilitate more positive experiences and discusses implications for developing recommender systems.

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UnBlock: An interactive toy that promotes subjective well-being through improvised creative play

Publication

  • Faulk, J.D., Oluwadairo, O., & Yoon, J. (2022). Secret dance and bring light: Enhancing user autonomy through directional ambiguity in designing positive emotion regulation interventions. Design Research Society (DRS), Bilbao, ES. Download
  • Faulk, J.D., Dewey, C., Oluwadairo, O., Aguiar, C., & Yoon, J. (2020). Future Memories: A Case Study for Design-Mediated User Well-Being. Architecture Media Politics Society (AMPS), Tallahassee, FL, USA. Download

UnBlock is an interactive toy that encourages spontaneous play with a canvas, timer, and a set of open-ended prompts. Creative play is an effective means to promote well-being. However, people often find it difficult to enjoy it because of some barriers such as a lack of motivation, time, and limited resources. Unblock is designed to reduce barriers to initiating creative play and to help the user concentrate and reflect on the enjoyment of the play experience.

When the user lifts the block, a simple written prompt such as “hide” and “secret dance” appears for five minutes. The edges illuminate and then begin to slowly dim over 5 minutes, serving as a visual timer. During this time, the user may write, draw, or perform some improvised act inspired by the prompt. Using a chalk marker, the block itself becomes a canvas, which can serve as a visual reminder of the experience later. With an insignificant time-commitment and simple interface, the positive experiences can be stimulated and reflected upon for a longer period of time. UnBlock would fit well within coffee shops, waiting rooms, or educational settings. Many blocks could exist in a single space, or only one through which a variety of activities may emerge, with some affording group collaboration.

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Purpal: An interactive box that enables positive mental traveling

Purpal: An interactive box that enables positive mental traveling

Publication:

  • Yoon, J., Li, S., & Yu, H. (2021). Design-mediated positive emotion regulation: The development of an interactive device that supports daily practice of positive mental time traveling, International Journal of Human-Computer Interaction. 1-15. Download
  • Li, S., Yu, H., & Yoon, J. (2020). PurPal: An Interactive Box that Up-regulates Positive Experiences in Consumption Behaviors.  CHI’20 Late-Breaking Work on Human Factors in Computing Systems (CHI LBW 2020). ACM. Honolulu, HI, USA. Download

With emerging new technologies, the ways we buy things have become quicker and more transient: one-click or scanning, then all set. While efficient and useful, unfortunately, research has shown that it inadvertently influences people to mainly focus on material acquisition rather than being appreciative of experiential values—the joy of thinking about what they want to do with the purchased items or why the items are important to them. The pleasure sparked by material gain wears off quickly, failing to make people happier in the long run. 

Pupal, a self-administered behavioral intervention technology, can be used when a user plans to spend money on something such as a hobby, gift, education, travel, or just a new cloth. When a user pushes the button, the device shows an adaptive question about the item the user intends to buy. Examples are: What do you want to say when you offer it?, How does this event contribute to your relationship?, What’s the first thing you want to do when you get there?,  Where do you want to put it?, What’s the first thing you want to do with it?, and  Who do you want to show it first?

The purchase intention can be communicated to Purpal by choosing an experience category represented by an RFID embedded card. The questions are printed on a small piece of paper that the user can put in her wallet or stick on a board, which allows the pleasure of answering the question resonate. In this way, Purpal enables, supports, and inspires people to engage in savoring their positive experiences that can be mediated by the items to buy, eventually enriching their purchasing experiences.

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EmotionPrism: The development of a design tool that communicates 25 pleasurable human-product interactions

Research conducted at Delft Institute of Positive Design
Publication:

  • Yoon, J., Pohlmeyer, A. E., & Desmet, P. M. A. (2018). EmotionPrism: The development of a design tool that communicates 25 pleasurable human-product interactions, Journal of Design Research, 15(3/4), 174-196. Download

Some products are routinely described as “nice”, but what lies beneath that word? The range of positive emotions experienced in human-product interactions is multifarious. Differentiating positive emotions (e.g., joy, love, hope, and interest) and having an awareness of associated expressive interaction qualities (e.g., playful, careful, persistent and focused interaction) can support designers to influence users’ interactions in a favorable way. The emotionPrism is a design tool for designers to gain a better understanding specific positive emotions and related expressive interaction qualities. EmotionPrism is a collection of movie-sets that represents 25 different positive emotions in dynamic hand-object interactions, combined with theoretical descriptions of the emotions. Designers can use the tool to envision and discuss what kinds of interactions would be appropriate or desirable to incite and to select a set of relevant positive emotions accordingly by referring to the set of information as a repertoire to choose from.

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Towards a holistic design for subjective well-being

Researcher: Roby Michelangelo Vota
Involvement: Research advisor (chair: Dr. Stella Boess)
Research conducted at ID-Studiolab (Delft, the Netherlands)
Publication:

  • Vota, R. M. (2015). Towards a holistic design for subjective well-being. Delft: Delft University of Technology.

In current approaches to Design for Sustainable Behavior (DfSB), the main focus is on “mitigating, controlling or blocking unsustainable or inappropriate behavior by users”. The concept of sustainability appears limited to restraining the environmental impact of behaviors, often at the detriment of people’s subjective well-being. However, personal and environmental well-being are not only compatible but even mutually supportive aspects of sustainability. Hence, a research was conducted to explore how design can address environmental sustainability and subjective well-being as complementary aspects of sustainability. Through observations of sustainability-related design activities, a series of key factors influencing the design approach emerged. Focusing on the factor ’empathy towards people’s positive experiences’, a design method and a set of design tools and techniques was developed to validate the effects of an experience-driven approach on the positivity of Design for Sustainability. The proposed method was built around three key points: (1) positive experiences as the focus of preliminary design explorations, (2) empathic understanding of the components and mechanisms underlying the experiences, and (3) exploration of short- and long-term effects of experiences on both personal and environmental well-being.

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The mood street, creating design interventions that support flight attendants

Research conducted in collaboration with KLM Royal Dutch Airlines (Amsterdam, the Netherlands)
Publication:

  • Desmet, P. M. A. , Fokkinga, S.F., Ozkaramanli, D., & Yoon, J. (2016). Emotion-driven product design. In: H. L.  Meiselman (Ed.). Emotion measurement (pp. 406-426). New York: Elsevier. Download
  • Yoon, J., Pohlmeyer, A. E., & Desmet, P. M. A. (2014). The mood street: Designing for nuanced positive emotions (pp. 707–716). Presented at the NordiCHI, Helsinki, Finland: ACM. Download

The KLM Royal Dutch Airlines wanted to introduce products and services in the crew center that evoke positive emotions to improve the mood of flight attendants just before boarding the airplane. At the beginning of the project, 10 positive emotions were chosen to design for, which guided the design process: anticipation, confidence, energized, inspiration, joy, kindness, pride, relaxation, respect, and sympathy. For each emotion, several ideas were generated. Because the emotions differ in terms of causes and behavioral effects, with interviews, observations, and creative workshops, the designers explored when and why flight attendants experienced each of the 10 emotions, and how these emotions contributed to their professional activities. The gained insights were translated into a collection of 30 designed interventions, three for each emotion.

Two examples are “Good Night” and “The Curtain”, which were designed to evoke kindness and anticipation, respectively. Good Night is a smartphone application that enables team members to help each other to be on time when they have early flights. The application is aware of the schedule of a flight attendant and automatically sets the desired wake-up time for each team member. At wake-up time, the application gently reminds the team members to check who might still be asleep by showing each member’s state, and, if necessary, signaling to give them a friendly wake-up call. In this way, the flight attendants kindly look after each other and feel connected even before they meet. The Curtain intends to stimulate positive anticipation for the upcoming flight. As the flight attendants walk from the crew center towards the airport gate, the closed curtain slowly opens and lights around the curtain frame glow, one by one. When the lights are on, the curtain is completely open. This moment builds up a feeling of expectancy and signals that they are ready and prepared to go “on-stage.”

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Playing with paintings to enhance museum experiences in Mauritshuis

Researcher: HungChu Shih
Involvement: Research advisor (chair: Dr. Arnold P. O. S. Vermeeren)
Research conducted in collaboration with Mauritshuis Museum and Kiss the Frog (Delft, the Netherlands)
Publication:

  • Vermeeren, A. P. O. S., Shih, H., van der Lan., Calvi, L., Yoon, J., Keller, I. (2018) Designing trajectories of experience: In museums, around museums, or including museums. In: Vermeeren, A. P. O. S., Calvi, L., & Sabiescu, A. (Ed.). Museum experience design: Crowds, ecosystems and novel technologies (pp. 301-323). Springer international publishing. Download
  • Shih, H., Yoon, J., & Vermeeren, A. P. O. S. (2016). Positive emotions for inciting behavior: Playing with paintings to enhance museum experiences (pp. 222–230). Presented at the 10th International Conference on Design and Emotion – Celebration and Contemplation, Amsterdam, the Netherlands. Download
  • Vermeeren, A. P. O. S., Shih, H., & Yoon, J. (2016). Design for experiences beyond the museum: Classical paintings as an introduction to modern culture. Presented at the CHI ’16 workshop. Download

One of the current trends in the function of museums is the change from a single museum to connected museums or museums as part of large institutional ecosystems. In terms of designing for experiences, this trend implies that one no longer only designs for visitors’ experiences before, during and after museum visits, but that one should think in a more holistic way. This project explored possible implications of the above trend, based on a case of designing a mobile application (an app) for the Mauritshuis, a museum for classical art in the Hague, the Netherlands. The design of the app aimed at providing its visitors with a more engaging way of appreciating the classical Dutch paintings, at the same time, raising interest for and connecting visitors to modern Dutch culture.  The app contains the function of giving travel tips to the young adult travelers for exploring the Hague by means of a game ‘treasure hunting’. The treasures to be found are elements in famous as well as less famous paintings that connect to stories that are interesting for the young adult travelers.