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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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Information system for the waiting room of the emergency department

Research conducted at Industrial Design Engineering, Delft University of Technology
Publication:

  • Yoon, J., & Sonneveld, M. (2010). Anxiety of patients in the waiting room of the emergency department (pp. 279–286). Presented at the 4th international conference on tangible, embedded, and embodied interaction (TEI), Cambridge, MA, USA: ACM.

Several studies have shown that although people in the waiting room of emergency department often feel numb, being afraid, or having no control, and hospital staffs often fail to notice these patients’ problems and to offer appropriate and timely patient care. This project aimed to understand the patients’ experiences in the waiting room and to develop a design intervention that enhances the waiting experience. I explored the context and interactions in the waiting room with a focus on the factors that cause anxiety of patients by observing them and their family members, and interviewing the head of the department. The main findings were distrust between patients and staffs of the hospital, the patients’ consistent focus on their status, and an uncertainty about the waiting time. To moderate these anxieties, an interactive information service that enables patients to gain sufficient information about the procedure and the waiting time was proposed. The solution creates an informative environment through an ambient visualization that embodies the patient profile and the order of waiting people in real-time on the basis of the result of patients’ triage tests and the operation policy of the department.