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Bloom: Scaffolding multiple positive emotion regulation techniques to enhance casual conversations and promote the subjective well-being of emerging adults

Publication

  • Kozin, K., Mapara, S., Bao, J., Chao, H, & Yoon, J. (2024) Bloom: Scaffolding multiple positive emotion regulation techniques to enhance casual conversations and promote the subjective well-being of emerging adults (manuscript in preparation).

Bloom is an interactive artifact created to address the lack of meaningful in-person social interactions among emerging adults. Drawing upon emotion regulation theories, the development of Bloom explores whether incorporating multiple Positive Emotion Regulation (PER) techniques into a single artifact can effectively enhance users’ subjective well-being in their routines. The paper discusses the design methodology employed to develop a prototype that supports five PER techniques, along with the design components, and preliminary user testing of the prototype. The chosen PER techniques are: (1) Being immersed and absorbed, (2) Engaging in a collective, (3) Creating a savoring atmosphere, (4) Sharing the positive experience with others, and (5) Infusing ordinary events with positive meaning. The paper discusses the benefits of enabling users to utilize diverse PER techniques to enhance their well-being, and future research directions for assessing the efficacy of Bloom and refining its design.

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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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Does practicing a diversity of savoring techniques help enhance happiness?

Click the image to enlarge.
Interaction scenarios for Revealing Moments in which two individuals self-select different positive activities in response to the same ambiguous prompt (i.e., “Bring light”).

Publication

  • Faulk, J., & Yoon, J. (2023). Does practicing a diversity of savoring techniques help enhance happiness? A randomized-controlled trial of design-mediated well-being, Journal of Design Research. (In press – Downloadable upon request)
  • 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

When we look forward to enjoyable events or share positive experiences with others we can prolong and amplify our positive emotions. These and other savoring techniques can increase our subjective well-being. Yet, it remains unknown whether practicing a variety of savoring techniques adds its own happiness-enhancing effect. In this 1X3 randomized-controlled trial, 71 participants used a novel, interactive poster to facilitate high vs. low savoring diversity over eight days, or they journaled in the control condition. Unlike other positive psychology interventions, the poster was designed to inspire users to self-select their own happiness-enhancing activities. Regression analyses showed that while cognitive well-being increased in the high diversity condition, emotional well-being did not. These results suggested that assigning savoring diversity may have modestly contributed to users’ cognitive well-being. Written responses further pointed to the poster’s potential effectiveness in promoting positive experiences. Implications for design practice and directions for future research are discussed.

A diagram that depicts how practicing diverse savoring techniques may increase participants’ well-being.

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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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Variapsody: Creating three interactive music listening experiences that use diversified positive emotion regulation strategies to promote subjective well-being

Publication

  • Ghanem, M. & Yoon, J. (2022). Variapsody: Creating three interactive music listening experiences that use diversified positive emotion regulation strategies to promote subjective well-being.  CHI’22 Late-Breaking Work on Human Factors in Computing Systems (CHI LBW 2022). ACM. New Orleans, LA, USA. Download

Over the past decade, initiatives to design for subjective well-being have gained increased attention and momentum in design research. These initiatives often draw from positive psychology to explore ways of making Positive Psychology Interventions (PPIs) more effective through technology. This paper explores how a mix of tangible and digital technology can realize activity-focused, diverse emotion regulation for its users. We propose that emotion regulation strategies can serve as a principle for designing technology that encourages users to savor, modify, reassess, or commemorate their experiences. By centering the design around music listening experiences, the paper demonstrates how users can be supported to overcome motivation hurdles that get in the way of frequent engagement with a PPI. Variapsody is a device that enriches music listening with three features, each deploying a different set of emotion regulation strategies that make the experience more enjoyable and meaningful. Variapsody’s regulatory diversity offers users the choice of how to approach music listening and expands their repertoire of ER strategies. The first feature, Reaction Tile, inscribes users’ reactions to music onto a tangible, domino-sized tile to encourage them to savor the music. The second is Monofilter, which purposefully muffles the salience of background music while working on a cognitively demanding task. Vibelist is the third feature that helps users capture and revisit the context of music listening experiences in a digital collage. The paper discusses the lessons learned and future research opportunities.

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[Canceled] Workshop “Design and Sustainable Development” with De Montfort University

  • Workshop: Design and sustainable development
  • Participants: Cornell and De Montfort University students
  • Location: Design+Environmental Analysis, Cornell University
  • Period: May 18 through 20
  • Participation fee: None

Update – March 12, 2020

We regretfully inform you that we are canceling our workshop, originally scheduled for May 18 through 20. 
Cornell University has issued new policies to minimize future community spread of COVID-19. All international events are strongly discouraged that bring outside guests to campus. We are following these policies, which unfortunately means we will not hold the workshop. Please understand this.

Thank you for your support and enthusiasm.


The purpose of the workshop is to engage Cornell students with high caliber design and research in the School of Design at De Montfort University in the United Kingdom. Participating students will have exciting and meaningful opportunities to take part in the research, design and action addressing the UN Sustainable Development Goals with a focus on SDG 3 (Good health and well-being) and SDG 12 (Responsible consumption and production).

The core activities will be special lectures and workshops delivered by professors and lecturers from Cornell, DMU and UNIST. The program will consist of three full-day workshops. The special lectures will be about design for the UN SDGs addressing a range of different issues. Each workshop will be related to the special lecture and based on pre-defined briefs regarding UN SDG 3 and 12.

Cornell students will be paired with students from De Montfort to work on each brief to understand how British (or De Montfort) students think and work, and learn about how to work effectively and efficiently as a team in an international setting. They will be expected to produce compelling design solutions and visual outcomes such as drawings, modeling, renderings, or prototypes as a response to each brief. At the end of the third workshop, the best performing pairs will be awarded with small prizes.

Application
A total of 15 Cornell students can participate. Priority for this opportunity will be given to junior and sophomore students, but those in their freshmen or senior year are also welcome to apply.

Canceled – Fill out online application here.

General inquiries
Dr. Jay Yoon (jy846@cornell.edu)

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Identifying core UX values and design opportunities for mobile experiences

Research conducted in collaboration with Samsung Electronics (Seoul, South Korea)

This project aims to identify the core User eXperience values and design opportunities that can guide the innovation process of developing mobile devices and services (e.g., smartphones, apps, tablets, smart speakers, wearable sensors, etc.). The approach is experience-driven: A set of users’ needs were specified that are relevant to enriching mobile experiences. The set was used as a framework to assess mobile devices and services, generating insights into the areas to improve. In addition, key enablers that are crucial for the implementation of mobile product-service systems were identified that encompassed the areas of artificial intelligence, camera, sensors, etc. Taking the users’ needs and key enablers into account, a series of design opportunities for mobile devices and services were proposed.

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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.