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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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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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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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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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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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Design for Happiness Deck

Research conducted in collaboration with Delft Institute of Positive Design
Publication:

  • Desmet, P. M. A., Pohlmeyer, A. E., & Yoon, J.(2018). Design for Happiness Deck.Delft, Delft University of Technology. ISBN: 978-94-92516-86-2. Download

Repost from Delft Institute of Positive Design

To design for happiness sounds like a grand undertaking. Some might even say an overly ambitious one – but we disagree. We believe that explicitly focusing on customer happiness is an indispensable part of user-centred design and, ultimately, a reliable predictor of a design’s success.

The Design for Happiness Deck is a tool that you can use to tap into the vast potential of lasting wellbeing. Use it to break down the seemingly overwhelming phenomenon of happiness into manageable components that offer you a direct doorway to ideation and analyses of your design project.

Based on the Positive Design framework developed by Pieter Desmet and Anna Pohlmeyer, these three card sets explore three essential aspects of designing for happiness:

  • Pleasure – happiness that comes from enjoying the moment
  • Personal Significance – happiness derived from having a sense of progressing towards a future goal and from the awareness of past achievements
  • Virtue – happiness that is the result of morally valued behaviour

For each aspect, a fine-grained overview of 24 potential manifestations is provided – 24 shades of pleasure, 24 human goals and 24 virtuous character strengths, combining to a total set of 72 cards.

By considering these concrete units of human experience, you will immediately be able to challenge the wellbeing prospects of your future designs. We leave it to you to decide how and when to use the card sets – to inform your research, trigger new ideas, get specific about targeting wellbeing, justify your design decisions, or simply inspire your team.

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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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Interactive emotion exploration toolkit

Research conducted at ID-StudioLab and Delft Institute of Positive Design (Delft, the Netherlands)
Publication

  • Yoon, J., Pohlmeyer, A., & Desmet, P. (2016). “Feeling good” unpacked: Developing design tools to facilitate a differentiated understanding of positive emotions (pp. 266–274). Presented at the 10th International Conference on Design and Emotion – Celebration and Contemplation, Amsterdam, the Netherlands. Download

This interactive playground is a package of three emotion-specific experience setups, ‘Assurance’, ‘Enjoyment’, and ‘Interest’, each of which enables designers to explore three similar positive emotions in an interactive way (nine emotions in total). In an interactive installation, design students can actually feel particular positive emotions and explore the differences by interacting with the installations. We assumed that in line with Buchenau, M., & Suri, J. F.1, offering firsthand experiences of particular positive emotions in a physically staged setup could give a visceral sense of differences between those emotions. This want meant to let designers bodily experience several emotions, and reflect on what caused the emotions, and how they reacted. The installation served as a platform of discussion.

  1. Buchenau, M., & Suri, J. F. (2000). Experience prototyping (pp. 424–433). Presented at the the conference, New York, New York, USA: ACM.