Posted on

Seeking workshop participants: designing rich experiences in the science museum

MB-workshop
How do we design surprising, confusing, or even frustrating experiences that people can still enjoy?
How can we ensure these experiences are truly accessible?

Sometimes user disorientation can be a good thing.
Science museums know this well – designing exhibits to challenge and confound visitors is a great way to promote deeper engagement and learning. But the way these experiences are designed often excludes blind and visually impaired visitors.
We’re working to identify tools and strategies to help designers create these rich, challenging experiences – without an over-reliance on visual content.

If you have experience designing for emotion, play, learning, or accessibility, and are interested in collaborating with other designers, we invite you to participate in our research. We’ll be hosting two (remote) workshops in May and June to explore and test design strategies for accessible, rich learning experiences in the museum.

Interested in participating, or learning more about the project?
Contact Michael Brigham at mab654@cornell.edu

Posted on

Guest lecture: Introspection & designer’s experiential connoisseurship


Illustration by Valery Lemay

On February 17, Dr. Haian Xue will give a guest lecture on “Introspection & designer’s experiential connoisseurship” for the course DEA 3308 Positive Design Studio run by Dr. Jay Yoon.

Dr. Haian Xue is Assistant Professor of Department of Human-Centered Design at Delft University of Technology, The Netherlands. His research focuses on the mechanisms that underlie mood experiences in human-design interaction. This lecture:

  1. uncovers the epistemological and methodological limitations of the mainstream ‘trouble-free’ (seemingly objective) experience design research methods,
  2. introduces the first-person/introspective methods for experience design,
  3. points out the inseparability of the researcher/designer (the introspector) and introspection, and finally
  4. elaborates the concept of experiential connoisseurship as an acquirable faculty that plays a crucial role in the successful practice of introspective methods.

By guiding the students to go through a structured process of introspection on a lived emotional experience, the following Experience Design Introspection (XDI) workshop introduces a pathway to cultivate and continuous advance their experiential connoisseurship.

The lecture will be online and open to all Cornell students who are interested in the topic.

  • Time: Feb 17, 2021 at 08:00 am
  • Zoom link: https://bit.ly/2NVWhGl (Passcode: 588552 / Participants will be admitted to the meeting individually).

Related reading material

  • Xue, H., & Desmet, P. M. A. (2019). Researcher introspection for experience- driven design research. Design Studies, 63, 37–64. http://doi.org/10.1016/j.destud.2019.03.001. Download (via Cornell Library)
Posted on

Master thesis defense: Jeremy Faulk, MS

On November 18, 2020, Jeremy Faulk, MS successfully defended his master thesis entitled “Does the Diversity of Savoring Strategies Increase Happiness? An Experimental Study of Design-Mediated Well-Being.” The thesis was supervised by Dr. Jay Yoon of Design+Environmental Analysis and Dr. Michael Goldstein of Psychology.

Abstract
When we look forward to enjoyable events or share positive experiences with others, we can prolong and amplify positive emotions. These and other savoring strategies can increase our well-being. Yet, it remains unclear whether practicing a diversity of savoring strategies adds its own happiness-boosting effect. In this 1 x 3 randomized controlled study, N = 71 participants either received an 8-day, original interactive scratch-off poster to facilitate high- or low savoring diversity, or they journaled in the control condition. Multiple linear regression models give varied results for well- being outcomes while qualitative data provide insights into the intervention’s effectiveness at promoting positive experiences.

Posted on

Collaboration with the Downtown Ithaca Alliance

DEA 3510/6510 Human Factors and Inclusive Design run by Jay Yoon and Michael Kowalski teamed up with the Downtown Ithaca Alliance (DIA) for the fall semester, 2021. The DIA is a not-for-profit organization charged with the revitalization, development, promotion, and management of downtown Ithaca. The course’s project will address current human factors and inclusivity challenges in using public products in the downtown, especially taking into account the current effects of COVID-19 on public product usage. Two key areas of interaction will be examined: (1) on-street parking pay-stations and (2) outdoor public seating. The students will create design solutions that address a wide range of human variety and abilities (physical and psychosocial) and environmental conditions. The project is generously supported by the DIA and Engaged Cornell.

Posted on

Master thesis defense: Michael Kowalski, MA


On August 7, 2020, Michael Kowalski, MA successfully defended his master thesis entitled “I love it, I’ll never use it: Exploring factors of product attachment and their effects on sustainable product consumption behaviors.” The thesis was supervised by Dr. Jay Yoon of Design+Environmental Analysis and Dr. Mark Milstein of the Samuel Curtis Johnson Graduate School of Management.

Abstract
Research on the concept of Product Attachment has shown an increased tendency for product retention and delay in disposal. This has been implied to be more environmentally sustainable, though little empirical evidence of actual use and consumption patterns related to attached products is available. This study seeks to further understanding on the mechanisms of attachment to material possessions that can have implications for sustainable product consumption.
Methods – Two studies have been conducted in sequence. The first involved qualitative semi-structured in-home interviews regarding individuals’ assessment of their relationships with material possessions, and evidence of resultant consumption behavior. The second study involved a quantitative online questionnaire with self-report measures of attachment to material possessions and related component factors, and evidence of resultant behavioral outcomes. The results from the two studies showed both active use and passive use of objects of attachment, with evidence of increased redundant consumption associated with objects exhibiting more passive forms of use. Irreplaceability and its component subfactors suggested a reduction in active use of an attached object, as well as an increased likelihood of redundant consumption of similar objects.

Posted on

Honors thesis defense: Jialin Ke, BS

On June 5, 2020, Jialin Ke, BS successfully defended her honors thesis entitled “Design for breathtaking experiences: An exploration of design strategies to evoke awe in human-product interactions.” The thesis was supervised by Dr. Jay Yoon of Design+Environmental Analysis and Dr. Michael Goldstein of Psychology.

Abstract
From looking up at a tall skyscraper, to the vast depths of the Grand Canyon, or even learning about the extensive network, you may have experienced awe in one way or another. Awe is experienced when one encounters something that is greater or more powerful than her/himself and is known to be associated with prosocial behavior through a diminishment of self-importance. In design research, most of the 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 gave very little guidance as to how the experiences of awe can be deliberately evoked through design. Most attempts tend to focus on the response of awe instead of its underlying eliciting conditions (i.e., mechanism), which is illustrated by the fact that many studies on awe utilized nature imagery. With a proposition that it can be advantageous for designers to understand when and how awe can be facilitated in human-product interactions, this thesis explores design strategies to evoke awe through an exploratory top-down-bottom-up approach. Based on appraisal theory, a theoretical overview of the underlying conditions of awe was formulated (i.e., top-down), based on which its relevance to designing for awe was investigated. The conditions that underlie awe in the domain of design were empirically explored by means of a survey in which participants reported over 150 awe examples and experiences (i.e., bottom-up). These examples were analyzed, resulting in six design strategies to evoke awe. The thesis describes these design strategies with design examples and discusses their implications for the design practice.

Posted on

[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)

Posted on

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.

Posted on

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.

Posted on

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.