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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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Design for interest: Exploratory study on a distinct positive emotion in human-product interaction

Research conducted at ID-StudioLab
Publication:

  • Yoon, J., Desmet, P. M. A., & van der Helm, A. (2012). Design for interest: Exploratory study on a distinct positive emotion in human-product interaction. International Journal of Design, 6(2), 67-80.
  • Yoon, J. (2010). Interest in human-product interactions. Delft: Delft University of Technology

Can we design interactions that evoke a distinct positive emotion? This project explored the possibilities to design interactions that elicit user interest. On the basis of appraisal theory, it was predicted that interest is evoked by a combined appraisal of novelty-complexity (a product must be appraised as novel and/or complex) and coping potential (one appraises oneself to have sufficient skills and resources to deal with an event). Three music players were developed to test this hypothesis. These were identical in terms of appearance, but different in terms of interaction qualities. The music player consists of a wooden container, a bar, a speaker, LEDs, and two electromagnets. The electronic components are housed inside the wooden container. The bar is for switching on/off, changing songs and controlling volume range. The setting of electromagnets and LEDs was programmed for manipulation of interaction qualities and behaviors of the music players. This project was featured in Dutch Ergonomics Society News.