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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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Doctoral thesis defense: Youngsoo Shin, PhD

On October 30, 2023, Youngsoo Shin successfully defended his doctoral thesis entitled “Supporting users’ behavioral decision-making experiences through personalized human-technology interactions.” The thesis was advised by Dr. Jay Yoon of Human Centered Design, Dr. Wendy Ju of Cornell Tech, and Dr. Geoffrey Fisher of SC Johnson College of Business.

Dr. Youngsoo Shin recently accepted and started an assistant professorship atPace University, NY. Congratulations, Dr. Shin!

Summary
Influencing user behavior has been increasingly stated as an explicit design objective in Human-Computer Interaction (HCI) and design research. However, designers often face difficulties in their practices resulting from users’ different preferences about how they are guided to certain behaviors to perform when using computing systems (e.g., managing tasks and schedules through a calendar app and choosing movies to watch on a streaming service). In terms of people’s decision-making styles, some users—maximizers—desire to have an array of options to get the very best out of the decision, but in the same situation, other users—satisficers—tend to be pleased to settle for a good enough option. It is conceivable that this individual difference should manifest when interacting with computing systems, strongly influencing users’ experiences. However, there has been little empirical research available about if and how different decision-making styles affect users’ behavioral decision-making experiences in this technology use. To fill this gap, this doctoral dissertation aims to advance our understanding of how users’ decision-making styles affect their experiences in technology use and their implications for design. This dissertation explores how users’ behavioral decision-making experiences can be supported through computing systems, especially focusing on the concept of personalized interactions. Using Research through Design (RtD) as an overarching approach, this research develops an understanding of how users’ different decision-making styles affect their experiences in technology use and the implications of these tendencies for design (Thread 1). This research also explores how users’ behavioral decision-making experiences can be supported through design, especially at the intersection of user experience (UX) design and behavioral intervention technology (Thread 2). Further, this research develops a new approach to supporting users’ daily decision-making in technology use by conducting a series of deployment studies (Thread 3).

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MDTL’s design workshop with Ithaca Youth Bureau

On July 18th, MDTL’s Jay Yoon and Jeremy Faulk held a workshop in collaboration with the Ithaca Youth Bureau for 22 middle school students. The goal of the workshop was to increase awareness of the positive and negative impact that everyday technologies have on our emotions, behaviors, and well-being. These students are part of the College Discovery Program (CDP), a long-term mentoring and academic support program aimed at reducing achievement gaps and increasing access to college education.

The article on the workshop is available online.

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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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MDTS’s research on sustainable well-being introduced by Cornell Chronicle

On January 4, 2013, Cornell Chronicle published an article introducing the MDTL’s research on the relationship between product attachment and sustainable behavior, recently published in the International Journal of Design. The research looks into the factors influencing the increase of product attachment and how they differently affect how people retain, use, and discard their cherished products in the long run, discussing the implications for sustainability. The research is part of Micheal Kowalski’s work on designing for psychological well-being and environmental sustainability.

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Roundtable discussion—International Meeting Challenges in Design Education

On November 8, 2022, MDTL’s Jay Yoon participated in the roundtable discussion of the International Forum on Challenges in Design Education, hosted by the School of Industrial Design of the Faculty of Architecture, National Autonomous University of Mexico (UNAM).

The discussion was moderated by Prof. Juan Carlos Ortiz Nicolás. The topics were on:

  • Current and future challenges in design education
  • Pedagogy approaches for multi- and trans-disciplinary projects embedded in postgraduate and undergraduate programs.