SlideShare una empresa de Scribd logo
1 de 51
Descargar para leer sin conexión
1	
  
POSITIVE COMPUTING
Technology for psychological wellbeing
Prof.Rafael A.Calvo
ARC Future Fellow, Engineering
The University of Sydney
Presented at:
The Center for Compassion and Altruism Research and Education
(CCARE)
Stanford University
January 22,2015
Dorian Peters
Creative Leader, Education and Social Work
The University of Sydney
About the University of Sydney
•  50,200	
  students;	
  7,500	
  Staff	
  
•  First	
  University	
  in	
  Australia	
  (1850)	
  
Digital Experience timeline.
1970 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  1980 	
  	
  	
  	
  	
  	
  	
  	
  1990 	
  	
  	
  	
  	
  	
  	
  1995 	
  	
  	
  	
  	
  2000 	
  	
  	
  	
  2005	
  	
  	
  	
  	
  	
  	
  	
  	
  2010 	
  	
  	
  2014	
  
Are we any
happier?
Wealth,technology,happiness
Diener,	
  E.,	
  &	
  Seligman,	
  M.	
  E.	
  P.	
  (2004).	
  Beyond	
  money.	
  Psychological	
  Science	
  in	
  the	
  Public	
  Interest,	
  5(1),	
  1–31.	
  
We design for…
•  ProducOvity	
  	
  
•  Efficiency	
  	
  
•  Accuracy	
  	
  
•  Speed	
  	
  
•  Performance	
  
•  SaOsfacOon	
  	
  
•  Pleasure	
  	
  
•  Desire	
  
The Tyranny of Productivity
We design for proxies
Why design for proxies
when we can design for the real thing?
Technology should be designed to
support psychological wellbeing.
POSITIVE COMPUTING
“The research and development of
technology to support wellbeing
and human potential”
Outline
Technologies that change us
Multidisciplinary foundations
Wellbeing measures and factors
Current Projects
Technology already changes us...
1.  Facebook	
  Use	
  Predicts	
  Declines	
  in	
  Subjec8ve	
  Well-­‐Being	
  in	
  Young	
  Adults.	
  Kross	
  E,	
  
Verduyn	
  P,	
  Demiralp	
  E,	
  Park	
  J,	
  Lee	
  DS,	
  et	
  al.	
  (2013)	
  	
  PLoS	
  ONE	
  8(8):	
  e69841.	
  
2.  Experimental	
  evidence	
  of	
  massive-­‐scale	
  emo8onal	
  contagion	
  through	
  social	
  networks	
  
Kramer,	
  A,	
  J.E.	
  Guillory,	
  and	
  J.T.	
  Hancock.	
  PNAS	
  2014	
  
3.  Detec8ng	
  Emo8onal	
  Contagion	
  in	
  Massive	
  Social	
  Networks.	
  Coviello,	
  Lorenzo,	
  et	
  al.	
  	
  
PloS	
  one	
  9.3	
  (2014):	
  e90315.	
  
4.  Growing	
  Closer	
  on	
  Facebook:	
  Changes	
  in	
  Tie	
  Strength	
  Through	
  Social	
  Network	
  Site	
  Use	
  	
  
Moira	
  Burke	
  et.	
  al	
  CHI	
  2014	
  
5.  	
  A	
  wandering	
  mind	
  is	
  an	
  unhappy	
  mind.	
  Killingsworth,	
  M.A.	
  and	
  Gilbert,	
  D.T.	
  	
  
Science	
  330,	
  6006	
  (2010),	
  932.	
  (Experience	
  sampling	
  using	
  smartphones)	
  
6.  A	
  61-­‐million-­‐person	
  experiment	
  in	
  social	
  influence	
  and	
  poliOcal	
  mobilizaOon.	
  Bond,	
  R.M.,	
  
Fariss,	
  C.J.,	
  Jones,	
  J.J.,	
  et	
  al.	
  	
  
Nature	
  489,	
  7415	
  (2012),	
  295–298.	
  
Cognitive Computing
Understanding	
  what	
  people	
  think	
  via	
  wriOng	
  
J.	
  Villalón,	
  P.	
  Kearney,	
  R.A.	
  Calvo,	
  P.	
  Reimann.	
  (2008)	
  	
  “Glosser:	
  Enhanced	
  Feedback	
  for	
  Student	
  WriOng	
  Tasks”.	
  
•  essays,	
  	
  
•  journals	
  	
  
•  CBT	
  
Behavioural Analytics
Understanding	
  what	
  people	
  do	
  
and	
  the	
  impacts	
  of	
  interven8ons	
  
Example:	
  
R.A.	
  Calvo,	
  A.	
  Aditomo,	
  V.	
  
Southavilay	
  and	
  K.	
  Yacef.	
  (2012)	
  
"The	
  use	
  of	
  text	
  and	
  process	
  
mining	
  techniques	
  to	
  study	
  the	
  
impact	
  of	
  feedback	
  on	
  students’	
  
wriOng	
  processes".	
  InternaOonal	
  
Conference	
  on	
  the	
  Learning	
  
Sciences.	
  	
  
Faculty Research Award
Behavioural Analytics
Understanding	
  what	
  people	
  do	
  
and	
  the	
  impacts	
  of	
  interven8ons	
  
Example:	
  
R.A.	
  Calvo,	
  A.	
  Aditomo,	
  V.	
  
Southavilay	
  and	
  K.	
  Yacef.	
  (2012)	
  
"The	
  use	
  of	
  text	
  and	
  process	
  
mining	
  techniques	
  to	
  study	
  the	
  
impact	
  of	
  feedback	
  on	
  students’	
  
wriOng	
  processes".	
  InternaOonal	
  
Conference	
  on	
  the	
  Learning	
  
Sciences.	
  	
  
Faculty Research Award
Affective Computing
Understanding what people feel
Facial Expressions Physiology
TeleHealth	
  Training	
  
applica/on	
  
Affective Computing
Understanding what people feel
Affective Computing
Understanding	
  what	
  people	
  feel	
  
Physiology	
  
The Oxford Handbook of
AFFECTIVE
COMPUTING
O X F O R D L I B R A R Y O F P S Y C H O L O G Y
EDITED BY
RAFAEL A.
CALVO
SIDNEY
D’MELLO
JONATHAN
GRATCH
ARVID
KAPPAS
Cognition,Behavior & Affect in
Computing
Technology for Wellbeing
Research Foundations
for a Field of Positive Computing
•  HCI & UX	

•  Human-Centered Design	

•  Values-Sensitive Design	

•  Emotional design	

•  Architecture 	

•  HCI	

•  Affective computing	

•  Personal informatics	

•  Persuasive tehnologies	

•  Attentive technologies	

COMPUTINGPSYCHOLOGY & BRAIN SCIENCE
DESIGN
•  Positive psychology	

•  Subjective Wellbeing	

•  Psychiatry	

•  Neuroscience	

•  Behavioral Economics	

•  Personal development	

•  Learning technologies	

•  Media Studies	

•  Social Work	

	

EDUCATION & SOCIAL SCIENCES
Research Foundations
Many areas can contribute to our understanding of wellbeing
and how to apply it to technology.
Foundations in Psychology
MODELS OF POSITIVE MENTAL HEALTH
1.  Clinical	
  
DSM	
  Global	
  Assessment	
  of	
  FuncOoning	
  (e.g.	
  CES-­‐D	
  <	
  16)	
  	
  
2.  Posi8ve	
  Psychology	
  (e.g.	
  Seligman,	
  Lyubimorski,	
  Huppert	
  )	
  
3.  Socio-­‐emo8onal	
  intelligence	
  (e.g.	
  Salovey,	
  Mayer	
  &	
  Caruso)	
  
4.  Self-­‐determina8on	
  Theory	
  (Ryan	
  &	
  Deci)	
  
5.  Subjec8ve	
  well-­‐being	
  (e.g.	
  Diener,	
  Kahneman)	
  	
  
6.  Neuroscience	
  and	
  Physiology	
  (e.g.,	
  Panksepp,	
  Davidson)	
  
	
  	
  
COMPONENTS	
  
Autonomy,	
  connectedness,	
  competence	
  (Deci),	
  	
  
Meaning,	
  Posi8ve	
  Emo8ons,	
  Engagement,	
  (Seligman)	
  
Mindfulness	
  (Davidson)	
  ...	
  
	
  
Population-wide measures
UN’s	
  first	
  World	
  Happiness	
  Report	
  (Helliwell,	
  Layard,	
  &	
  
Sachs,	
  2012)	
  	
  
	
  
Happy	
  Planet	
  Index	
  which	
  combines	
  data	
  on	
  experienced	
  
wellbeing,	
  life	
  expectancy	
  and	
  economic	
  footprint	
  	
  
	
  
First	
  UK	
  happiness	
  report	
  released	
  	
  in	
  2012	
  with	
  staOsOcs	
  
on	
  QoL	
  and	
  SBW	
  
	
  
Gallup-­‐Healthways	
  Well-­‐being	
  Index	
  undertakes	
  and	
  an	
  
impressive	
  live	
  daily	
  assessment	
  of	
  health	
  and	
  wellbeing	
  
measures	
  across	
  the	
  U.S.	
  (see	
  well-­‐beingindex.com)	
  	
  
  Experienced	
  U8lity	
  -­‐	
  Average	
  of	
  	
  
posiOve	
  &	
  negaOve	
  emoOons.	
  sampled	
  over	
  
Ome	
  	
  (Kahneman	
  &	
  Krueger,	
  2006)	
  	
  
  Experience	
  Sampling	
  (Csikszentmihalyi	
  &	
  
Larson,	
  1987)	
  or	
  Day	
  ReconstrucOon	
  Method	
  
  Affec8ve	
  Compu8ng	
  techniques	
  
	
  The	
  model	
  contemplates	
  accounOng	
  for	
  
	
  engagement.	
  
	
  
	
  
	
  
	
  
	
  
Measures of Subjective Wellbeing
Kahneman,	
  D.,	
  Diener,	
  E.,	
  &	
  Schwarz,	
  N.	
  (Eds.).	
  (1999).	
  Well-­‐Being:	
  The	
  Founda/ons	
  of	
  Hedonic	
  Psychology.	
  
New	
  York:	
  Rusell	
  Sage	
  FoundaOon.	
  
Kahneman,	
  D.,	
  &	
  Krueger,	
  A.	
  B.	
  (2006).	
  Developments	
  in	
  the	
  measurement	
  of	
  subjecOve	
  well-­‐being.	
  The	
  
journal	
  of	
  economic	
  perspec/ves,	
  20(1),	
  3–24.	
  
Layard,	
  R.	
  (2006).	
  Happiness:	
  Lessons	
  from	
  a	
  new	
  science.	
  Penguin.	
  
	
  
Moving the population towards flourishingPercentage	
  of	
  Popula8on	
  
Common	
  Mental	
  
Disorder	
  
Languishing	
   Moderate	
  
Mental	
  Health	
  	
  
Flourishing	
  
Psychological	
  Resources	
  
Source:	
  Felicia	
  Huppert,	
  Cambridge	
  Wellbeing	
  InsOtute	
  
Designing to support Determinants of Wellbeing
•  PosiOve	
  emoOons	
  
•  Autonomy	
  
•  Connectedness	
  
•  Self-­‐awareness	
  
•  Resilience	
  
•  Engagement	
  &	
  flow	
  	
  
•  Meaning	
  
•  Mindfulness	
  
•  Empathy	
  
•  Compassion	
  &	
  
altruism	
  	
  
  Emotional Design
  Aesthetics
  Fun, “Delighters”
  Casual Games reduce stress &
depression (eg. Rusoniello et.al.)
Positive Emotions
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  	
  
	
  
	
  
	
  
Jane	
  McGonigal	
  
Game	
  designer	
  and	
  author	
  
Institute	
  for	
  the	
  Future
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  	
  
	
  
Don	
  Norman	
  
One	
  of	
  World’s	
  most	
  in7luential	
  
designers	
  (Newsweek)
Positive Emotions not Created Equal
Seeking-­‐focused	
   Affilia8ve-­‐focused	
  
Drive,	
  excitement	
   Contentment,	
  connectedness	
  
	
  
Gilbert,	
  P.	
  (2014),	
  The	
  origins	
  and	
  nature	
  of	
  compassion	
  focused	
  therapy.	
  BriOsh	
  Journal	
  of	
  Clinical	
  
Psychology,	
  53:	
  6–41.	
  	
  
Depue,	
  R.A.,	
  &	
  Morrone-­‐Strupinsky,	
  J.V.	
  (2005).	
  A	
  neurobehavioral	
  model	
  of	
  affiliaOve	
  bonding.	
  
Behavioral	
  and	
  Brain	
  Sciences,	
  28,	
  313–395.	
  
Positive Emotions in Technology
  Catching	
  up	
  with	
  email	
  
  Organizing	
  your	
  week's	
  events	
  on	
  
a	
  calendar	
  
  Preparing	
  a	
  talk	
  in	
  powerpoint	
  
  “Meforming”	
  on	
  twiser	
  
  Combat	
  simulaOon	
  
  A	
  round	
  of	
  candy	
  crush	
  
  Online	
  shopping	
  
  Searching	
  for	
  informaOon	
  
  Tracking	
  exercise	
  
  Anything	
  gamified	
  
Striving-achievement
(dopaminergic)
•  TexOng	
  playfully	
  with	
  spouse	
  
•  GraOtude	
  journal	
  app	
  
•  Praising	
  someone	
  on	
  facebook	
  
	
  
Affiliative-contentment
(opiate system,oxytocin)
Empathy
peacemakergame.com	
  
FronOers-­‐game.com	
  
InteracOve	
  	
  
Guide	
  to	
  EmoOons	
  
Understanding and experiencing other’s emotions.
“I like”vs.“I appreciate this”
New Design tradeoffs
example: speed vs.gratitude
Praise	
  is	
  valuable	
  to	
  both	
  sides	
  
LinkedIn	
  &	
  Yammer:	
  speed	
  vs.	
  psychological	
  benefits?	
  	
  
Payroll as a celebration
Reviving,donating & helping in games
Opportunities for awe & inspiration
Compassion vs.Empathy
1.  Addressing	
  appraisals	
  of	
  deservedness	
  
2.  SupporOng	
  feelings	
  of	
  agency	
  
3.  Providing	
  opportuniOes	
  for	
  the	
  pracOce	
  of	
  
altruism	
  
4.  Providing	
  opportuniOes	
  for	
  elevaOon	
  
5.  SupporOng	
  compassion	
  training	
  pracOces.	
  
Peters,	
  D,	
  &	
  R	
  Calvo.	
  "Compassion	
  vs.	
  empathy:	
  designing	
  for	
  resilience.”	
  
	
  Interac/ons	
  21.5	
  (2014):	
  48-­‐53.a	
  
Goetz,	
  J.	
  L.,	
  Keltner,	
  D.,	
  &	
  Simon-­‐Thomas,	
  E.	
  (2010).	
  Compassion:	
  An	
  evoluOonary	
  
analysis	
  and	
  empirical	
  review.	
  Psychological	
  BulleOn,	
  136(3),	
  351.	
  
Altruism
Developing	
  helping	
  behaviors	
  with	
  VR	
  
Rosenberg,	
  R.	
  S.,	
  Baughman,	
  S.	
  L.,	
  &	
  Bailenson,	
  J.	
  N.	
  (2013).	
  Virtual	
  Superheroes:	
  Using	
  Superpowers	
  in	
  
Virtual	
  Reality	
  to	
  Encourage	
  Prosocial	
  Behavior.	
  PloS	
  one,	
  8(1).	
  
Superhero	
  experiment,	
  Stanford	
  (images	
  from	
  Catalyst,	
  ABC)	
  
Envisioning Positive Computing
Current work and future visions
Types of integration
Types&of&positive&computing&technologies&
A&4&Not&positive&
computing&
&
Wellbeing(&(human(potential(were(
not(considered(in(the(design(of(the(
technology((
B&–&Preventative&
integration&&
&
Obstacles(or(compromises(to(
wellbeing(are(treated(as(errors.(
C&4&Active&
integration&
&
Technology(is(designed(to(actively(
support(components(of(wellbeing(
or(human(potential(in(an(
application(that(has(a(different(
overall(goal((
(
D&4&Dedicated&
integration&&
A(technology(that(is(purpose=built(
and(dedicated(to(fostering(
wellbeing(and/or(human(potential(
in(some(way.((
•  Word	
  redesigned	
  to	
  support	
  flow	
  
•  Social	
  media	
  redesigned	
  to	
  support	
  
social	
  intelligence	
  	
  
•  Posi/ve	
  psychology	
  interven/ons	
  	
  
•  Game	
  for	
  developing	
  empathy	
  
	
  
Examples	
  
	
  
•  Redesign	
  to	
  prevent	
  trolling	
  or	
  
cyberbullying	
  
Framework for Research and Practice
Operationalizing wellbeing research for technology design
!
Factor! Literature!&!Theory! Strategies!
Methods!&!
Measures!
Self!
(Intrapersonal)!
Positive!
Emotions!
• Hedonic!Psychology!
(Kahneman)!
• Subjective!Wellbeing!(Deiner)!
• Building!&!Broadening!Effect!
(Fredrickson)!
• Savouring!
• Positive!ruminating!
• Reframing!
• Compassion!
meditation!
PANAS!scales;!General!
wellbeing!measures!such!
as!SWB,!SWLS!and!QoL!
scales.!
Motivation!&!
Engagement!!
• SelfOdetermination!Theory!
(Ryan!&!Deci)!!
• Flow!Theory!Csikszentmihalyi)!
• Intrinsic!and!extrinsic!
rewards!
The!Motivation!and!
Engagement!Scale;!SelfO
Regulation!
Questionnaires!
Self<
awareness!
• Cognitive!Behavioral!Therapy!
(Aaron!Beck)!
• Emotional!Intelligence!(Mayer!
&!Salovey)!
• Life!summary!
• Online!CBT!study!
• TechnologyO
Mediated!Reflection!
Emotional!Intelligence!
measures!(eg.!MSCEIT);!
wellbeing!measures!such!
as!Life!Satisfaction!
Mindfulness! MindfulnessObased!Stress!
Reduction!!(KabatOZinn)!
MinfulnessObased!Cognitive!
Therapy!(Segal,!Williams!&!
Teasdale)!
• Mindfulness!
meditation!
• MBSR!strategies!
• MBCT!strategies!
MAAS;!Freiburg!
Mindfulness!Inventory!
Resilience! psychology!of!resilience!
(Seligman,!Keyes)!!
Building!&!Broadening!Effect!
(Fredrickson)!!
• Positive!psychology!
interventions!
• SuperBetter!
Resilience!Scale;!!
Social!
(Interpersonal)!
Gratitude! Emmons!&!McCullough!
Psychology2of2Gratitude!
• Gratitude!visit!
• Gratitude!journal!
Gratitude!Questionnaire!
Empathy! Emotional!Intelligence!(Salovey!&!
Mayer;!Goleman),!Affective!and!
Cognitive!empathy!(Gerdes!etal;!
Singer)!
• RoleOplaying!
• PerspectiveOtaking!
• Emotion!recognition!
training!
EQ;!Interpersonal!
Reactivity!Index;!
Children's!Empathic!
Attitudes!Questionnaire!
Transcendent!
(Extra:personal)!
Compassion! CompassionOFocused!Therapy!
(Paul!Gilbert)!
• Compassion!
Meditation!
SelfOcompassion!Scale;!
Prosocial!Orientation!
Scale;!Hostile!Attribution!
Bias!Questionnaire!Altruism!
!
Batson!(empathyOAltruism!
!
• Prosocial!games!
• RoleOplaying!helping!
behavior!
From: Positive Computing
Expert Perspectives
Multidisciplinary views of wellbeing technology (in the book)
Don Norman
One of World’s most
influential designers
(Newsweek)
Prof.Mihaly
Csikszentmihalyi
Founder of the Quality of Life
Research Center.
Prof.Mark Williams
Director,Oxford
Mindfulness Centre,
University of Oxford
Mary-Helen Immordino-
Yang
Brain and Creativity
Institute
USC
Jeremy Bailenson
Augmented Virtual Reality
Stanford University
danah boyd
Social Media researcher at
Harvard & Microsoft
Prof.Felicia Huppert
Director of Cambridge
Well-being Institute
Prof.David Caruso
Yale
Jonathan Nicholas
CEO Reachout Foundation
Prof.Jane Burns
CEO,Young and Well CRC
.
Moderator Assistant -Helping those who help others
[Resilience, meaning]
In	
  Partnership	
  with:	
  
Moderator Assistant
Ming	
  Liu,	
  Rafael	
  A.	
  Calvo,	
  Tracey	
  Davenport,	
  Ian	
  Hickie	
  "Moderator	
  Assistant:	
  helping	
  those	
  who	
  help	
  via	
  online	
  mental	
  health	
  
support	
  groups".	
  Social	
  Technologies	
  for	
  Health	
  and	
  Wellbeing'	
  workshop	
  at	
  OzChi	
  2013.	
  Nov	
  25	
  &	
  26.	
  Adelaide,	
  South	
  Australia	
  
Self-management in health
In	
  Partnership:	
  
In	
  Partnership	
  with:	
  
Charles	
  Perkins	
  Centre	
  	
  |	
  	
  Children’s	
  Hospital	
  at	
  Westmead	
  |	
  	
  Asthma	
  Australia	
  
[Autonomy]
MH promotion in emergency services
workplace
Men @ Work –workplace wellbeing
[Resilience, Compassion]
ARC Future Fellowship (2015-2019)
Identifying software design strategies that can foster various
determinant factors of wellbeing
  Understanding	
  expert/disciplinary	
  concep8ons.	
  	
  
  Iden8fying	
  design	
  strategies	
  	
  
  Measurement	
  –	
  Evalua8ng	
  proposed	
  design	
  strategies	
  in	
  
specific	
  projects	
  
In	
  collaboraOon	
  with:	
  
Positive Computing workshops
Competence:	
  Feeling	
  that	
  one	
  has	
  sufficient	
  ability/
experOse	
  relevant	
  to	
  an	
  experience.	
  
Autonomy:	
  Feeling	
  that	
  one	
  has	
  the	
  power	
  to	
  influence	
  
or	
  endorse	
  the	
  outcome	
  of	
  an	
  experience.	
  “Internal	
  perceived	
  
locus	
  of	
  causality”.	
  
Meaning:	
  Find	
  a	
  deep	
  sense	
  of	
  fulfilment	
  by	
  employing	
  
our	
  unique	
  strengths	
  for	
  a	
  purpose	
  greater	
  than	
  ourselves.	
  
Posi8ve	
  emo8ons:	
  eg.	
  joy,	
  graOtude,	
  serenity,	
  
interest,	
  hope,	
  pride,	
  amusement,	
  inspiraOon,	
  awe,	
  love.	
  
Engagement:	
  taking	
  part	
  in	
  acOviOes	
  that	
  absorb	
  one	
  
completely,	
  state	
  of	
  flow	
  (loss	
  of	
  self-­‐consciousness,	
  no	
  mind-­‐
wandering)	
  
Relatedness:	
  Belongingness	
  and	
  connectedness	
  with	
  
others,	
  ”secure	
  relaOonal	
  base”	
  
With	
  support	
  from	
  the	
  Charles	
  Perkins	
  Centre	
  
RA	
  Calvo,	
  D.	
  Peters,	
  D.	
  Johnson,	
  Y.	
  Rogers	
  
“Autonomy	
  in	
  Technology	
  Design”	
  CHI	
  ’14	
  
Conclusions
1.  Technology	
  changes	
  us.	
  
2.  There	
  are	
  psychological	
  factors	
  known	
  to	
  increase	
  
wellbeing	
  (described	
  in	
  psychological	
  theories)	
  
3.  These	
  factors	
  can	
  be	
  used	
  to	
  inform	
  the	
  design	
  of	
  
technologies	
  that	
  beser	
  support	
  wellbeing	
  
4.  PosiOve	
  compuOng	
  provides	
  a	
  framework	
  to	
  support	
  
effort	
  by:	
  
•  Drawing	
  on	
  mulO-­‐disciplinary	
  work	
  and	
  theoreOcal	
  
frameworks	
  that	
  can	
  serve	
  as	
  an	
  evidence	
  base	
  for	
  
pracOce	
  
•  Helping	
  pracOoners	
  manage	
  design	
  for	
  wellbeing	
  by	
  
addressing	
  determinants	
  
•  TargeOng	
  the	
  promoOon	
  of	
  flourishing	
  in	
  all	
  technology	
  
Thank you.
	
  	
  	
  	
  
PosiOveCompuOng.org	
  
Journal CHI 2015
Positive Computing Course in Seoul 27 April 2015.
	
  
Special Issue
Psychology of Well-Being (Springer)
CFP Deadline July 1st, 2015
	
  

Más contenido relacionado

Similar a Slide share poscomp_15-ccare

Wellness is a skill. How to use our mind to develop it?
Wellness is a skill. How to use our mind to develop it?Wellness is a skill. How to use our mind to develop it?
Wellness is a skill. How to use our mind to develop it?Jorge Serrano, PhD, CPCC
 
Disrupted Futures 2023 | Social and emotional competences of practitioners
Disrupted Futures 2023 | Social and emotional competences of practitionersDisrupted Futures 2023 | Social and emotional competences of practitioners
Disrupted Futures 2023 | Social and emotional competences of practitionersEduSkills OECD
 
What can Educational Neuroscience Research Tell Use about Geriatric Learners ...
What can Educational Neuroscience Research Tell Use about Geriatric Learners ...What can Educational Neuroscience Research Tell Use about Geriatric Learners ...
What can Educational Neuroscience Research Tell Use about Geriatric Learners ...Enilda Romero-Hall
 
Outline Presentation Draft
Outline Presentation DraftOutline Presentation Draft
Outline Presentation DraftMCHLSLBR
 
How Do You want Scientists to be Perceived
How Do You want Scientists to be PerceivedHow Do You want Scientists to be Perceived
How Do You want Scientists to be PerceivedJohn C. Besley
 
Changing educational landscapes
Changing educational landscapesChanging educational landscapes
Changing educational landscapesJorma Enkenberg
 
IntelligenceNew Findings and Theoretical DevelopmentsRic.docx
IntelligenceNew Findings and Theoretical DevelopmentsRic.docxIntelligenceNew Findings and Theoretical DevelopmentsRic.docx
IntelligenceNew Findings and Theoretical DevelopmentsRic.docxbagotjesusa
 
IntelligenceNew Findings and Theoretical DevelopmentsRic.docx
IntelligenceNew Findings and Theoretical DevelopmentsRic.docxIntelligenceNew Findings and Theoretical DevelopmentsRic.docx
IntelligenceNew Findings and Theoretical DevelopmentsRic.docxvrickens
 
International Journal of Humanities and Social Science Invention (IJHSSI)
International Journal of Humanities and Social Science Invention (IJHSSI)International Journal of Humanities and Social Science Invention (IJHSSI)
International Journal of Humanities and Social Science Invention (IJHSSI)inventionjournals
 
Including AIDS-affected young people in OVC research: Challenges and opportu...
Including AIDS-affected young people in OVC research:  Challenges and opportu...Including AIDS-affected young people in OVC research:  Challenges and opportu...
Including AIDS-affected young people in OVC research: Challenges and opportu...MEASURE Evaluation
 
Praguelonkafinal2012
Praguelonkafinal2012Praguelonkafinal2012
Praguelonkafinal2012Kirsti Lonka
 
On serendipity in recommender systems - Haifa RecSoc workshop june 2015
On serendipity in recommender systems - Haifa RecSoc workshop june 2015On serendipity in recommender systems - Haifa RecSoc workshop june 2015
On serendipity in recommender systems - Haifa RecSoc workshop june 2015Giovanni Semeraro
 
Net generation 2011_2012
Net generation 2011_2012Net generation 2011_2012
Net generation 2011_2012Neuza Pedro
 
Science, technology and critical thinking by joshua amponsem.
Science, technology and critical thinking by joshua amponsem.Science, technology and critical thinking by joshua amponsem.
Science, technology and critical thinking by joshua amponsem.Joshua Amponsem
 
Designing for Resilience and Compassionate Action
Designing for Resilience and Compassionate ActionDesigning for Resilience and Compassionate Action
Designing for Resilience and Compassionate ActionHopeLab
 
Equipping future nonprofit professionals with digital literacies for the 21st...
Equipping future nonprofit professionals with digital literacies for the 21st...Equipping future nonprofit professionals with digital literacies for the 21st...
Equipping future nonprofit professionals with digital literacies for the 21st...Jimmy Young
 
Social Contagion: How Brains Connect to Improve Learning by Tracey Tokuhama. ...
Social Contagion: How Brains Connect to Improve Learning by Tracey Tokuhama. ...Social Contagion: How Brains Connect to Improve Learning by Tracey Tokuhama. ...
Social Contagion: How Brains Connect to Improve Learning by Tracey Tokuhama. ...Conexiones: The Learning Sciences Platform
 

Similar a Slide share poscomp_15-ccare (20)

Wellness is a skill. How to use our mind to develop it?
Wellness is a skill. How to use our mind to develop it?Wellness is a skill. How to use our mind to develop it?
Wellness is a skill. How to use our mind to develop it?
 
Disrupted Futures 2023 | Social and emotional competences of practitioners
Disrupted Futures 2023 | Social and emotional competences of practitionersDisrupted Futures 2023 | Social and emotional competences of practitioners
Disrupted Futures 2023 | Social and emotional competences of practitioners
 
What can Educational Neuroscience Research Tell Use about Geriatric Learners ...
What can Educational Neuroscience Research Tell Use about Geriatric Learners ...What can Educational Neuroscience Research Tell Use about Geriatric Learners ...
What can Educational Neuroscience Research Tell Use about Geriatric Learners ...
 
Outline Presentation Draft
Outline Presentation DraftOutline Presentation Draft
Outline Presentation Draft
 
Giving Robots Compassion
Giving Robots CompassionGiving Robots Compassion
Giving Robots Compassion
 
What is learning ?
What is learning ?What is learning ?
What is learning ?
 
How Do You want Scientists to be Perceived
How Do You want Scientists to be PerceivedHow Do You want Scientists to be Perceived
How Do You want Scientists to be Perceived
 
Changing educational landscapes
Changing educational landscapesChanging educational landscapes
Changing educational landscapes
 
IntelligenceNew Findings and Theoretical DevelopmentsRic.docx
IntelligenceNew Findings and Theoretical DevelopmentsRic.docxIntelligenceNew Findings and Theoretical DevelopmentsRic.docx
IntelligenceNew Findings and Theoretical DevelopmentsRic.docx
 
IntelligenceNew Findings and Theoretical DevelopmentsRic.docx
IntelligenceNew Findings and Theoretical DevelopmentsRic.docxIntelligenceNew Findings and Theoretical DevelopmentsRic.docx
IntelligenceNew Findings and Theoretical DevelopmentsRic.docx
 
International Journal of Humanities and Social Science Invention (IJHSSI)
International Journal of Humanities and Social Science Invention (IJHSSI)International Journal of Humanities and Social Science Invention (IJHSSI)
International Journal of Humanities and Social Science Invention (IJHSSI)
 
Including AIDS-affected young people in OVC research: Challenges and opportu...
Including AIDS-affected young people in OVC research:  Challenges and opportu...Including AIDS-affected young people in OVC research:  Challenges and opportu...
Including AIDS-affected young people in OVC research: Challenges and opportu...
 
Praguelonkafinal2012
Praguelonkafinal2012Praguelonkafinal2012
Praguelonkafinal2012
 
On serendipity in recommender systems - Haifa RecSoc workshop june 2015
On serendipity in recommender systems - Haifa RecSoc workshop june 2015On serendipity in recommender systems - Haifa RecSoc workshop june 2015
On serendipity in recommender systems - Haifa RecSoc workshop june 2015
 
Net generation 2011_2012
Net generation 2011_2012Net generation 2011_2012
Net generation 2011_2012
 
Science, technology and critical thinking by joshua amponsem.
Science, technology and critical thinking by joshua amponsem.Science, technology and critical thinking by joshua amponsem.
Science, technology and critical thinking by joshua amponsem.
 
Designing for Resilience and Compassionate Action
Designing for Resilience and Compassionate ActionDesigning for Resilience and Compassionate Action
Designing for Resilience and Compassionate Action
 
URJ_spring2012
URJ_spring2012URJ_spring2012
URJ_spring2012
 
Equipping future nonprofit professionals with digital literacies for the 21st...
Equipping future nonprofit professionals with digital literacies for the 21st...Equipping future nonprofit professionals with digital literacies for the 21st...
Equipping future nonprofit professionals with digital literacies for the 21st...
 
Social Contagion: How Brains Connect to Improve Learning by Tracey Tokuhama. ...
Social Contagion: How Brains Connect to Improve Learning by Tracey Tokuhama. ...Social Contagion: How Brains Connect to Improve Learning by Tracey Tokuhama. ...
Social Contagion: How Brains Connect to Improve Learning by Tracey Tokuhama. ...
 

Último

Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...Zilliz
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024The Digital Insurer
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Miguel Araújo
 
Navi Mumbai Call Girls 🥰 8617370543 Service Offer VIP Hot Model
Navi Mumbai Call Girls 🥰 8617370543 Service Offer VIP Hot ModelNavi Mumbai Call Girls 🥰 8617370543 Service Offer VIP Hot Model
Navi Mumbai Call Girls 🥰 8617370543 Service Offer VIP Hot ModelDeepika Singh
 
Artificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyArtificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyKhushali Kathiriya
 
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...apidays
 
Corporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptxCorporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptxRustici Software
 
Manulife - Insurer Transformation Award 2024
Manulife - Insurer Transformation Award 2024Manulife - Insurer Transformation Award 2024
Manulife - Insurer Transformation Award 2024The Digital Insurer
 
Strategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherStrategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherRemote DBA Services
 
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, AdobeApidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobeapidays
 
Ransomware_Q4_2023. The report. [EN].pdf
Ransomware_Q4_2023. The report. [EN].pdfRansomware_Q4_2023. The report. [EN].pdf
Ransomware_Q4_2023. The report. [EN].pdfOverkill Security
 
Real Time Object Detection Using Open CV
Real Time Object Detection Using Open CVReal Time Object Detection Using Open CV
Real Time Object Detection Using Open CVKhem
 
Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...apidays
 
GenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdfGenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdflior mazor
 
presentation ICT roal in 21st century education
presentation ICT roal in 21st century educationpresentation ICT roal in 21st century education
presentation ICT roal in 21st century educationjfdjdjcjdnsjd
 
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Drew Madelung
 
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...DianaGray10
 
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoffsammart93
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...apidays
 
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingRepurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingEdi Saputra
 

Último (20)

Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
 
Navi Mumbai Call Girls 🥰 8617370543 Service Offer VIP Hot Model
Navi Mumbai Call Girls 🥰 8617370543 Service Offer VIP Hot ModelNavi Mumbai Call Girls 🥰 8617370543 Service Offer VIP Hot Model
Navi Mumbai Call Girls 🥰 8617370543 Service Offer VIP Hot Model
 
Artificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyArtificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : Uncertainty
 
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
 
Corporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptxCorporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptx
 
Manulife - Insurer Transformation Award 2024
Manulife - Insurer Transformation Award 2024Manulife - Insurer Transformation Award 2024
Manulife - Insurer Transformation Award 2024
 
Strategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherStrategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a Fresher
 
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, AdobeApidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
 
Ransomware_Q4_2023. The report. [EN].pdf
Ransomware_Q4_2023. The report. [EN].pdfRansomware_Q4_2023. The report. [EN].pdf
Ransomware_Q4_2023. The report. [EN].pdf
 
Real Time Object Detection Using Open CV
Real Time Object Detection Using Open CVReal Time Object Detection Using Open CV
Real Time Object Detection Using Open CV
 
Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...
 
GenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdfGenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdf
 
presentation ICT roal in 21st century education
presentation ICT roal in 21st century educationpresentation ICT roal in 21st century education
presentation ICT roal in 21st century education
 
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
 
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
 
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
 
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingRepurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
 

Slide share poscomp_15-ccare

  • 1. 1   POSITIVE COMPUTING Technology for psychological wellbeing Prof.Rafael A.Calvo ARC Future Fellow, Engineering The University of Sydney Presented at: The Center for Compassion and Altruism Research and Education (CCARE) Stanford University January 22,2015 Dorian Peters Creative Leader, Education and Social Work The University of Sydney
  • 2. About the University of Sydney •  50,200  students;  7,500  Staff   •  First  University  in  Australia  (1850)  
  • 3. Digital Experience timeline. 1970                        1980                1990              1995          2000        2005                  2010      2014  
  • 5. Wealth,technology,happiness Diener,  E.,  &  Seligman,  M.  E.  P.  (2004).  Beyond  money.  Psychological  Science  in  the  Public  Interest,  5(1),  1–31.  
  • 6. We design for… •  ProducOvity     •  Efficiency     •  Accuracy     •  Speed     •  Performance   •  SaOsfacOon     •  Pleasure     •  Desire   The Tyranny of Productivity
  • 7. We design for proxies Why design for proxies when we can design for the real thing?
  • 8. Technology should be designed to support psychological wellbeing. POSITIVE COMPUTING “The research and development of technology to support wellbeing and human potential”
  • 9. Outline Technologies that change us Multidisciplinary foundations Wellbeing measures and factors Current Projects
  • 10. Technology already changes us... 1.  Facebook  Use  Predicts  Declines  in  Subjec8ve  Well-­‐Being  in  Young  Adults.  Kross  E,   Verduyn  P,  Demiralp  E,  Park  J,  Lee  DS,  et  al.  (2013)    PLoS  ONE  8(8):  e69841.   2.  Experimental  evidence  of  massive-­‐scale  emo8onal  contagion  through  social  networks   Kramer,  A,  J.E.  Guillory,  and  J.T.  Hancock.  PNAS  2014   3.  Detec8ng  Emo8onal  Contagion  in  Massive  Social  Networks.  Coviello,  Lorenzo,  et  al.     PloS  one  9.3  (2014):  e90315.   4.  Growing  Closer  on  Facebook:  Changes  in  Tie  Strength  Through  Social  Network  Site  Use     Moira  Burke  et.  al  CHI  2014   5.   A  wandering  mind  is  an  unhappy  mind.  Killingsworth,  M.A.  and  Gilbert,  D.T.     Science  330,  6006  (2010),  932.  (Experience  sampling  using  smartphones)   6.  A  61-­‐million-­‐person  experiment  in  social  influence  and  poliOcal  mobilizaOon.  Bond,  R.M.,   Fariss,  C.J.,  Jones,  J.J.,  et  al.     Nature  489,  7415  (2012),  295–298.  
  • 11. Cognitive Computing Understanding  what  people  think  via  wriOng   J.  Villalón,  P.  Kearney,  R.A.  Calvo,  P.  Reimann.  (2008)    “Glosser:  Enhanced  Feedback  for  Student  WriOng  Tasks”.   •  essays,     •  journals     •  CBT  
  • 12. Behavioural Analytics Understanding  what  people  do   and  the  impacts  of  interven8ons   Example:   R.A.  Calvo,  A.  Aditomo,  V.   Southavilay  and  K.  Yacef.  (2012)   "The  use  of  text  and  process   mining  techniques  to  study  the   impact  of  feedback  on  students’   wriOng  processes".  InternaOonal   Conference  on  the  Learning   Sciences.     Faculty Research Award
  • 13. Behavioural Analytics Understanding  what  people  do   and  the  impacts  of  interven8ons   Example:   R.A.  Calvo,  A.  Aditomo,  V.   Southavilay  and  K.  Yacef.  (2012)   "The  use  of  text  and  process   mining  techniques  to  study  the   impact  of  feedback  on  students’   wriOng  processes".  InternaOonal   Conference  on  the  Learning   Sciences.     Faculty Research Award
  • 14. Affective Computing Understanding what people feel Facial Expressions Physiology
  • 15. TeleHealth  Training   applica/on   Affective Computing Understanding what people feel
  • 16. Affective Computing Understanding  what  people  feel   Physiology   The Oxford Handbook of AFFECTIVE COMPUTING O X F O R D L I B R A R Y O F P S Y C H O L O G Y EDITED BY RAFAEL A. CALVO SIDNEY D’MELLO JONATHAN GRATCH ARVID KAPPAS
  • 17. Cognition,Behavior & Affect in Computing Technology for Wellbeing
  • 18. Research Foundations for a Field of Positive Computing
  • 19. •  HCI & UX •  Human-Centered Design •  Values-Sensitive Design •  Emotional design •  Architecture •  HCI •  Affective computing •  Personal informatics •  Persuasive tehnologies •  Attentive technologies COMPUTINGPSYCHOLOGY & BRAIN SCIENCE DESIGN •  Positive psychology •  Subjective Wellbeing •  Psychiatry •  Neuroscience •  Behavioral Economics •  Personal development •  Learning technologies •  Media Studies •  Social Work EDUCATION & SOCIAL SCIENCES Research Foundations Many areas can contribute to our understanding of wellbeing and how to apply it to technology.
  • 20. Foundations in Psychology MODELS OF POSITIVE MENTAL HEALTH 1.  Clinical   DSM  Global  Assessment  of  FuncOoning  (e.g.  CES-­‐D  <  16)     2.  Posi8ve  Psychology  (e.g.  Seligman,  Lyubimorski,  Huppert  )   3.  Socio-­‐emo8onal  intelligence  (e.g.  Salovey,  Mayer  &  Caruso)   4.  Self-­‐determina8on  Theory  (Ryan  &  Deci)   5.  Subjec8ve  well-­‐being  (e.g.  Diener,  Kahneman)     6.  Neuroscience  and  Physiology  (e.g.,  Panksepp,  Davidson)       COMPONENTS   Autonomy,  connectedness,  competence  (Deci),     Meaning,  Posi8ve  Emo8ons,  Engagement,  (Seligman)   Mindfulness  (Davidson)  ...    
  • 21. Population-wide measures UN’s  first  World  Happiness  Report  (Helliwell,  Layard,  &   Sachs,  2012)       Happy  Planet  Index  which  combines  data  on  experienced   wellbeing,  life  expectancy  and  economic  footprint       First  UK  happiness  report  released    in  2012  with  staOsOcs   on  QoL  and  SBW     Gallup-­‐Healthways  Well-­‐being  Index  undertakes  and  an   impressive  live  daily  assessment  of  health  and  wellbeing   measures  across  the  U.S.  (see  well-­‐beingindex.com)    
  • 22.   Experienced  U8lity  -­‐  Average  of     posiOve  &  negaOve  emoOons.  sampled  over   Ome    (Kahneman  &  Krueger,  2006)       Experience  Sampling  (Csikszentmihalyi  &   Larson,  1987)  or  Day  ReconstrucOon  Method     Affec8ve  Compu8ng  techniques    The  model  contemplates  accounOng  for    engagement.             Measures of Subjective Wellbeing Kahneman,  D.,  Diener,  E.,  &  Schwarz,  N.  (Eds.).  (1999).  Well-­‐Being:  The  Founda/ons  of  Hedonic  Psychology.   New  York:  Rusell  Sage  FoundaOon.   Kahneman,  D.,  &  Krueger,  A.  B.  (2006).  Developments  in  the  measurement  of  subjecOve  well-­‐being.  The   journal  of  economic  perspec/ves,  20(1),  3–24.   Layard,  R.  (2006).  Happiness:  Lessons  from  a  new  science.  Penguin.    
  • 23. Moving the population towards flourishingPercentage  of  Popula8on   Common  Mental   Disorder   Languishing   Moderate   Mental  Health     Flourishing   Psychological  Resources   Source:  Felicia  Huppert,  Cambridge  Wellbeing  InsOtute  
  • 24. Designing to support Determinants of Wellbeing •  PosiOve  emoOons   •  Autonomy   •  Connectedness   •  Self-­‐awareness   •  Resilience   •  Engagement  &  flow     •  Meaning   •  Mindfulness   •  Empathy   •  Compassion  &   altruism    
  • 25.   Emotional Design   Aesthetics   Fun, “Delighters”   Casual Games reduce stress & depression (eg. Rusoniello et.al.) Positive Emotions                         Jane  McGonigal   Game  designer  and  author   Institute  for  the  Future                     Don  Norman   One  of  World’s  most  in7luential   designers  (Newsweek)
  • 26. Positive Emotions not Created Equal
  • 27. Seeking-­‐focused   Affilia8ve-­‐focused   Drive,  excitement   Contentment,  connectedness     Gilbert,  P.  (2014),  The  origins  and  nature  of  compassion  focused  therapy.  BriOsh  Journal  of  Clinical   Psychology,  53:  6–41.     Depue,  R.A.,  &  Morrone-­‐Strupinsky,  J.V.  (2005).  A  neurobehavioral  model  of  affiliaOve  bonding.   Behavioral  and  Brain  Sciences,  28,  313–395.  
  • 28. Positive Emotions in Technology   Catching  up  with  email     Organizing  your  week's  events  on   a  calendar     Preparing  a  talk  in  powerpoint     “Meforming”  on  twiser     Combat  simulaOon     A  round  of  candy  crush     Online  shopping     Searching  for  informaOon     Tracking  exercise     Anything  gamified   Striving-achievement (dopaminergic) •  TexOng  playfully  with  spouse   •  GraOtude  journal  app   •  Praising  someone  on  facebook     Affiliative-contentment (opiate system,oxytocin)
  • 29.
  • 30.
  • 31. Empathy peacemakergame.com   FronOers-­‐game.com   InteracOve     Guide  to  EmoOons   Understanding and experiencing other’s emotions.
  • 33. New Design tradeoffs example: speed vs.gratitude Praise  is  valuable  to  both  sides   LinkedIn  &  Yammer:  speed  vs.  psychological  benefits?    
  • 34. Payroll as a celebration
  • 36. Opportunities for awe & inspiration
  • 37.
  • 38. Compassion vs.Empathy 1.  Addressing  appraisals  of  deservedness   2.  SupporOng  feelings  of  agency   3.  Providing  opportuniOes  for  the  pracOce  of   altruism   4.  Providing  opportuniOes  for  elevaOon   5.  SupporOng  compassion  training  pracOces.   Peters,  D,  &  R  Calvo.  "Compassion  vs.  empathy:  designing  for  resilience.”    Interac/ons  21.5  (2014):  48-­‐53.a   Goetz,  J.  L.,  Keltner,  D.,  &  Simon-­‐Thomas,  E.  (2010).  Compassion:  An  evoluOonary   analysis  and  empirical  review.  Psychological  BulleOn,  136(3),  351.  
  • 39. Altruism Developing  helping  behaviors  with  VR   Rosenberg,  R.  S.,  Baughman,  S.  L.,  &  Bailenson,  J.  N.  (2013).  Virtual  Superheroes:  Using  Superpowers  in   Virtual  Reality  to  Encourage  Prosocial  Behavior.  PloS  one,  8(1).   Superhero  experiment,  Stanford  (images  from  Catalyst,  ABC)  
  • 40. Envisioning Positive Computing Current work and future visions
  • 41. Types of integration Types&of&positive&computing&technologies& A&4&Not&positive& computing& & Wellbeing(&(human(potential(were( not(considered(in(the(design(of(the( technology(( B&–&Preventative& integration&& & Obstacles(or(compromises(to( wellbeing(are(treated(as(errors.( C&4&Active& integration& & Technology(is(designed(to(actively( support(components(of(wellbeing( or(human(potential(in(an( application(that(has(a(different( overall(goal(( ( D&4&Dedicated& integration&& A(technology(that(is(purpose=built( and(dedicated(to(fostering( wellbeing(and/or(human(potential( in(some(way.(( •  Word  redesigned  to  support  flow   •  Social  media  redesigned  to  support   social  intelligence     •  Posi/ve  psychology  interven/ons     •  Game  for  developing  empathy     Examples     •  Redesign  to  prevent  trolling  or   cyberbullying  
  • 42. Framework for Research and Practice Operationalizing wellbeing research for technology design ! Factor! Literature!&!Theory! Strategies! Methods!&! Measures! Self! (Intrapersonal)! Positive! Emotions! • Hedonic!Psychology! (Kahneman)! • Subjective!Wellbeing!(Deiner)! • Building!&!Broadening!Effect! (Fredrickson)! • Savouring! • Positive!ruminating! • Reframing! • Compassion! meditation! PANAS!scales;!General! wellbeing!measures!such! as!SWB,!SWLS!and!QoL! scales.! Motivation!&! Engagement!! • SelfOdetermination!Theory! (Ryan!&!Deci)!! • Flow!Theory!Csikszentmihalyi)! • Intrinsic!and!extrinsic! rewards! The!Motivation!and! Engagement!Scale;!SelfO Regulation! Questionnaires! Self< awareness! • Cognitive!Behavioral!Therapy! (Aaron!Beck)! • Emotional!Intelligence!(Mayer! &!Salovey)! • Life!summary! • Online!CBT!study! • TechnologyO Mediated!Reflection! Emotional!Intelligence! measures!(eg.!MSCEIT);! wellbeing!measures!such! as!Life!Satisfaction! Mindfulness! MindfulnessObased!Stress! Reduction!!(KabatOZinn)! MinfulnessObased!Cognitive! Therapy!(Segal,!Williams!&! Teasdale)! • Mindfulness! meditation! • MBSR!strategies! • MBCT!strategies! MAAS;!Freiburg! Mindfulness!Inventory! Resilience! psychology!of!resilience! (Seligman,!Keyes)!! Building!&!Broadening!Effect! (Fredrickson)!! • Positive!psychology! interventions! • SuperBetter! Resilience!Scale;!! Social! (Interpersonal)! Gratitude! Emmons!&!McCullough! Psychology2of2Gratitude! • Gratitude!visit! • Gratitude!journal! Gratitude!Questionnaire! Empathy! Emotional!Intelligence!(Salovey!&! Mayer;!Goleman),!Affective!and! Cognitive!empathy!(Gerdes!etal;! Singer)! • RoleOplaying! • PerspectiveOtaking! • Emotion!recognition! training! EQ;!Interpersonal! Reactivity!Index;! Children's!Empathic! Attitudes!Questionnaire! Transcendent! (Extra:personal)! Compassion! CompassionOFocused!Therapy! (Paul!Gilbert)! • Compassion! Meditation! SelfOcompassion!Scale;! Prosocial!Orientation! Scale;!Hostile!Attribution! Bias!Questionnaire!Altruism! ! Batson!(empathyOAltruism! ! • Prosocial!games! • RoleOplaying!helping! behavior! From: Positive Computing
  • 43. Expert Perspectives Multidisciplinary views of wellbeing technology (in the book) Don Norman One of World’s most influential designers (Newsweek) Prof.Mihaly Csikszentmihalyi Founder of the Quality of Life Research Center. Prof.Mark Williams Director,Oxford Mindfulness Centre, University of Oxford Mary-Helen Immordino- Yang Brain and Creativity Institute USC Jeremy Bailenson Augmented Virtual Reality Stanford University danah boyd Social Media researcher at Harvard & Microsoft Prof.Felicia Huppert Director of Cambridge Well-being Institute Prof.David Caruso Yale Jonathan Nicholas CEO Reachout Foundation Prof.Jane Burns CEO,Young and Well CRC .
  • 44. Moderator Assistant -Helping those who help others [Resilience, meaning] In  Partnership  with:  
  • 45. Moderator Assistant Ming  Liu,  Rafael  A.  Calvo,  Tracey  Davenport,  Ian  Hickie  "Moderator  Assistant:  helping  those  who  help  via  online  mental  health   support  groups".  Social  Technologies  for  Health  and  Wellbeing'  workshop  at  OzChi  2013.  Nov  25  &  26.  Adelaide,  South  Australia  
  • 46. Self-management in health In  Partnership:   In  Partnership  with:   Charles  Perkins  Centre    |    Children’s  Hospital  at  Westmead  |    Asthma  Australia   [Autonomy]
  • 47. MH promotion in emergency services workplace Men @ Work –workplace wellbeing [Resilience, Compassion]
  • 48. ARC Future Fellowship (2015-2019) Identifying software design strategies that can foster various determinant factors of wellbeing   Understanding  expert/disciplinary  concep8ons.       Iden8fying  design  strategies       Measurement  –  Evalua8ng  proposed  design  strategies  in   specific  projects   In  collaboraOon  with:  
  • 49. Positive Computing workshops Competence:  Feeling  that  one  has  sufficient  ability/ experOse  relevant  to  an  experience.   Autonomy:  Feeling  that  one  has  the  power  to  influence   or  endorse  the  outcome  of  an  experience.  “Internal  perceived   locus  of  causality”.   Meaning:  Find  a  deep  sense  of  fulfilment  by  employing   our  unique  strengths  for  a  purpose  greater  than  ourselves.   Posi8ve  emo8ons:  eg.  joy,  graOtude,  serenity,   interest,  hope,  pride,  amusement,  inspiraOon,  awe,  love.   Engagement:  taking  part  in  acOviOes  that  absorb  one   completely,  state  of  flow  (loss  of  self-­‐consciousness,  no  mind-­‐ wandering)   Relatedness:  Belongingness  and  connectedness  with   others,  ”secure  relaOonal  base”   With  support  from  the  Charles  Perkins  Centre   RA  Calvo,  D.  Peters,  D.  Johnson,  Y.  Rogers   “Autonomy  in  Technology  Design”  CHI  ’14  
  • 50. Conclusions 1.  Technology  changes  us.   2.  There  are  psychological  factors  known  to  increase   wellbeing  (described  in  psychological  theories)   3.  These  factors  can  be  used  to  inform  the  design  of   technologies  that  beser  support  wellbeing   4.  PosiOve  compuOng  provides  a  framework  to  support   effort  by:   •  Drawing  on  mulO-­‐disciplinary  work  and  theoreOcal   frameworks  that  can  serve  as  an  evidence  base  for   pracOce   •  Helping  pracOoners  manage  design  for  wellbeing  by   addressing  determinants   •  TargeOng  the  promoOon  of  flourishing  in  all  technology  
  • 51. Thank you.         PosiOveCompuOng.org   Journal CHI 2015 Positive Computing Course in Seoul 27 April 2015.   Special Issue Psychology of Well-Being (Springer) CFP Deadline July 1st, 2015  

Notas del editor

  1.  ”Positive Computing: Technologies for psychological wellbeing and human potential" Abstract Digital technologies have made their way into all the aspects of our lives that, according to psychology, influence our wellbeing -- everything from social relationships and curiosity to engagement and learning. By bringing together research and methodologies well-established in psychology, education, neuroscience and human-computer interaction, we can begin to cultivate a new field dedicated to the design and development of technology that supports wellbeing and human potential. More specifically, in this seminar I will present an introduction to our Human-Computer interaction work aiming to support psychological wellbeing. The suggested HCI framework builds on psychology, education, design and other disciplines addressing intrapersonal factors of wellbeing such as motivation, engagement, reflective thought and mindfulness, interpersonal factors such as empathy, and extrapersonal such as altruism. For more information visit positivecomputing.org Rafael Calvo is Professor at the University of Sydney. He has taught at several Universities, high schools and professional training institutions. He worked at the Language Technology Institute in Carnegie Mellon University, Universidad Nacional de Rosario (Argentina) and on sabbaticals at the University of Cambridge and the University of Memphis. Rafael also has worked as an Internet consultant for projects in the US, Australia, Brasil, and Argentina. Rafael is the recipient of 5 teaching awards for his work on learning technologies, and the author of two books and many publications in the fields of learning technologies, affective computing and computational intelligence. Rafael is Associate Editor of the IEEE Transactions on Learning Technologies and of IEEE Transactions on Affective Computing and Senior Member of IEEE. Rafael is Editor of the Oxford Handbook of Affective Computing. “Positive Computing” (MIT Press) with Dorian Peters is coming out this October. For more information visit: rafael-calvo.com
  2. The University of Sydney, the first in Australia, was founded in 1850. It now has 50,200 students and over 7,000 staff Sydney has a long relationship with the beaches and natural beauty throughout Australia But is also known for sports and some iconic buildings like the Opera house, finished in 1973.
  3. Back then most people in Australian, and everywhere else in the world, were foreign to digital experiences. And digital experiences were limited to the workplace. In the eighties they started touching our home lives through game consoles and then the personal computers.. In the 90s, those clunky mobile phones started becoming cooler and more common and after 2000 they started doing far more than just making phone calls. In just the last five years we’ve seen digital devices become part of almost every aspect of our experience from work and business to exercise, friendships, romance. They are now continuous players in our moment-by-moment lived experience. And according to the promises engineers are making about the future Internet of Things there will be little separation between digital and non-digital experience. But one critical question remains…
  4. In other words, is all this creativity, investment, energy, carbon emissions delivering with respect to our overall wellbeing?
  5. Incredibly, according to the statistics, we’re not. Population surveys over the last … years shows that the wealth of nations has increased, and with that of course, so has access to digital devices and experiences, but happiness has not significantly increased. Naturally, as an engineer I had to ask myself, if tech is supposed to make life better, why is the correlation between technology and happiness so poor?
  6. We’ve spent the last few decades designing for sensible things like Productivity, efficiency, accuracy, speed, performance… and only fairly recently fort things like satisfaction, pleasure and desire. Productivity has always played a starring role. Productivity as a goal is easy to implement easy to measure and digital technology began as a tool for work. But it’s moved well beyond that and the productivity mentality is seeing us track, compare and measure everything from miles run, hours slept to number of times we’ve gotten lucky (I swear there’s an app for that). This has created what we see as a Tyranny of Productivity that makes it all the more difficult to slow down, to pause, to disconnect, to value quality over quantity, to take the time to be curious, or direct full attention to one thing at a time. All things critical to wellbeing.
  7. In other words, we’ve designed for proxies. We value things like productivity, pleasure, and wealth because we figure they’ll make us happier --more satisfied with life. The problem is we now know that wealth and digital experiences per se are not effective proxies for greater happiness. So we’ve been designing for all these things we believe make life better, but have never *directly* tackled the one thing that really matters
  8. If we want technology to increase worldwide wellbeing, we have to design for wellbeing directly. In fact, we believe that all technolgy, all digital experience should be designed to support psychological wellbeing. This is what we call Positive computing – the research and development of technolog to support psychological wellbeing and human potential
  9. But before discussing the measures I would like to give some brief examples of how technology is changing us, and what are the disciplines that can provide theoretical foundations for different measures And finally I will tell you about some of the projects I am currently working on
  10. We know our brains are adapting to technology. Plenty of research shows how our digital experiences are changing the way we remember, the way we relate to each other and even the ways we understand ourselves. The ubiquity of digital devices means that digital experience has slithered its way into every aspect of our lives that psychologists identify as key influencers to our wellbeing. The relationship is often complex as shown for example in the research on the impact of social networking in people’s lives. Hundreds of papers provide evidence on the positive and negative effects of social networking platforms like Facebook. There are papers suggesting social networks can cause a declines in subjective wellbeing, others have shown how the impact depends on what we do with them, others explored emotional contagion. The most recent and more nuanced studies explore the impact of specific uses of Facebook by different type of people. We can use new tools for understanding the factors that promote wellbeing as in a study by Gilbert and Killingsworth’s published in science that has implications for understanding digital distraction and multitasking. They sampled about 5000 people from 83 different countries who range in age from 18 to 88 and found “1) that people are thinking about what is not happening almost as often as they are thinking about what is and (ii) that doing so typically makes them unhappy.” These massive participant numbers were made possible by smart phones. The importance of designing with wellbeing in mind is highlighted by the impact that design can have on what people do and think. If you thought that was a lot of subjects consider a study published in Nature run through Facebook that included 61 million people. This study showed the power of online social influence on behavior, specifically for mobilizing people to vote.
  11. As just mentioned new techniques allow us to understand more about users’ experiences. My own research interests reflect some of the topics that have received attention in the Human-Computer Interaction community, and are now increasing the interest on positive computing. The focus over much of this period has been to develop tools that automatically process what people write. One of the cool things about writing is that when you write you are normally thinking about what you are writing. It is very hard to be thinking of something else. Modern technologies, somewhat similar to those that underlie your favorite search engine can be used to automatically process the documents that people write, in real time, while they write. We have built feedback interventions with automated summaries and visualizations that people can use to reflect on what they write.
  12. One of the most useful ways of helping people learn is to provide feedback, But udnerstanding the impact of these feedback interventions is particularl;y challenging. We have been using behavioral analytics tools and visualizations to understand what forms of feedback are most useful. In this diagram each row represents an individual student writer. The green balls indicate different revisions of a document. If you see many balls it generally indicates the person has spent a lot of time in the activity. The triangles and the squares are two forms of interventions. One is directive where we describe a problem and a solution, and the oterh reflective where we do not tell the writer how to fix the problem. In the diagram you can see how often they write, for how long, if they read and address the feedback. You can use this knowledge to learn about the best most effective intervention and customize it to individual users.
  13. One of the most useful ways of helping people learn is to provide feedback, But udnerstanding the impact of these feedback interventions is particularl;y challenging. We have been using behavioral analytics tools and visualizations to understand what forms of feedback are most useful. In this diagram each row represents an individual student writer. The green balls indicate different revisions of a document. If you see many balls it generally indicates the person has spent a lot of time in the activity. The triangles and the squares are two forms of interventions. One is directive where we describe a problem and a solution, and the oterh reflective where we do not tell the writer how to fix the problem. In the diagram you can see how often they write, for how long, if they read and address the feedback. You can use this knowledge to learn about the best most effective intervention and customize it to individual users.
  14. We are studying how this type of emotion detection can be used in medical education helping doctors improve their communication skills when they use tele-health systems. The system can automatically generate a tally of acknowledgment expressions such as shaking and nodding, or emotions like anger, disgust, fear etc. The learner can use this information to reflect on key events during the interaction.
  15. Other techniques beyond computer vision can be used to detect emotions. We have used physiological sensors as in this study supporting an Intelligent Tutoring Systems. This is a short video showing a Tutoring System on Information technologies. It recognises for example, when the person is engaged, bored or frustrated. The different emotions can then be used to adapt the system. If the person is bored you can raise the difficulty of the questions. If he is stressed you can provide extra explanations.
  16. If we have the ability to use technology to better understand the impact of it on cognition, on affect and on behaviour, couldn’t we turn this to psychological wellbeing?
  17. Where do we begin identifying research foundations for a field in positive computing.
  18. Many areas that can contribute to a) our understanding of wellbeing and how to apply it to technology. PosComp is necessarily multidisciplinary. Currently we see relevance in the following fields.
  19. The Diagnostic and Statistical Manual of Mental Disorders and the Center for Epidemiological Studies depression scale are probably the most commonly used scales to measure depression and in this clinical model, lack of depression means wellbeing. The scales are considered so reliable that insurance companies are willing to pay for treatment when you have too high a score Positive psychology is a movement that arose from critics to the clinical model including Martin Seligman who was then President of the APA. It focuses on looking for the factors that best identify those who are flourishing, at the top of the wellbeing scales, and in studying how those factors could be promoted. Some of these factors include those in emotional intelligence: accurate conscious perception and monitoring of one’s own emotions; modification of our emotions so that their expression is appropriate; accurate recognition of and response to emotions in others; skill in negotiating close relationships with others; capacity for focusing emotions (motivation) toward a desired goal Other psychologist like Nobel Prize winner Daniel Kahneman, or Diener have focused on techniques where people is asked directly about their experiences of being well, and this is taken as wellbeing. Self-reports are known not to be terribly accurate so they have used Experience sampling and other techniques and shown that the averages over time are accurate and valid measures. Neuroscientists have explored for example how some of this factors are represented on the brain. Richard Davidson’s work on the transformative power of mindfulness training is one example. As part of making sure we were capturing the depth of research in this theoretical models we invited experts to write 1-2 pages about their perspectives on how their research could inform technology design, and were lucky that they agreed. This includes Felicia Huppert a psychologist from Cambridge and David Caruso from Yale – one of the founders of the EI movement)
  20. Economist and policy makers have also been developing, and using, measures of wellbeing They are using population surveys across Europe and individual countries to better understand what policies have an effect on people’s quality of life and wellbeing The World Happiness Report for example describes stats from different countries. In the UK, the government runs population surveys periodically and it is using it to inform policy making. In the US, the Gallup-Healthways provides a daily asssment.
  21. Of course what we’re talking about here is wellbeing promotion. Many mental Health Professionals are understandably focused on the treatment of disease. However, if we’re going to recruit the design of all technologies to support optimal mental health across the population than we have to use models of wellbeing promotion. Felicia Huppert, director of the Cambridge Wellbeing Inst has put it elegantly. By showing how promotion can shift the mean across the population of the mental health spectrum. Embedded promotion could prevent more people from moving into languishing or disorder and increase the number of people who are thriving. This is where everyday technologies can have the most impact.
  22. These are some of the determinant factors. Many of which we examine in greater detail in our book. Their causal impact on wellbeing is supported by significant research and there are already examples of technologies aiming to foster them. Of course it’s not enough to say, my game or my app produces positive emotions like fun and pleasure so it must be increasing wellbeing. We’ll need to evaluate users on the short and longer term with validated methods to show negative, neutral or positive impact on individual determinants and on overall psychological wellbeing.
  23. For example, Positive emotions are probably the most easily identified and acknowledged in design. Digital designers frequently talk about things like “delight”, “pleasure” and fun to describe their aspirations. However, in general, this has been based on the simple idea that giving people good experiences with your technology will bring them back, sell more products, or facilitate whatever other goal that drives the project. People have not been supporting positive emotions with design in order to increase wellbeing. One exception is Game Designer Jane McGonigal. She points to the ability of games to produce positive emotion as one reason that we should be turning to games as solutions to large social problems as well as personal change. The Young and Well CRC report provides a nice detail review about the positive impact of games.
  24. If we take for example the model of emotion regulation systems used by compassion-focused therapy we can look at two basic distinctions.
  25. As most of you will already know, positive emotions are not created equal. We often think of sensual pleasures as different to eudaimonic factors like meaning and engagement. At a more basic level Neuroscience has given evidence that we have at least two separate positive emotion regulation systems. One which is probably dopaminergic that is about striving, it drives us toward acheivement, status and success – it’s how we get so much done in a day. But according to research in psychology and genomics its not the system that is so good for our health, our longeivity our immune system. For that, we need to turn to those positive emotions we have evolved to help us bond and connect better with others. This affiliative system is associated with contentment, cam, compassion, caring and warm feelings of safety. It is self-soothing. Well, if we were to think about where our daily technology mediated activities fall, between checking our email and playing first person shooeters it’s like we’re bathed in dopamine. Technology, like so much of our society has spent the last few decades working towards better striving. Engineers value productivity, efficiency, achievements. Gamification is all about rewards, acheivement, striving and status. Opportunities for affiliative positive emotions are fewer and far between and not as explicity valued or designed for, but they are there, often appearing without being explicitly designed.
  26. So We’re really REALLY good at this kind of positive emotion. But that isn’t because technology is only capable of supporting this,
  27. Take this accidental moment of affiliative experience. At the face of it, this is a game of chess. Easily placed in the striving achievment category. But there’s another layer here. This game of chess was being played by a 7 year olld grandson with his 75 year old grandfather and they were about 10,000 miles apart on the globe. This app and two tablets allowed them to interact together in some way. That might have been thoroughly limited interaction but this app allows players to chat with each other in a window. Through the course of the game playful chatting back and forth finally lead to truly meaningful affiliative conversation. Including, did you know you’re my favorite grandson? “yes, you too. And even an eventual “I love you” that never would have been spoken in person or face-to-face. But this example wasn’t especially designed for. I want to share a few examples that were a bit more consciously shaped.
  28. Technologies allow us to communicate with others over distances but this remoteness can lead to a loss of social cues that help us empathize. Fortunately technology can also be used to develop empathy. At the low-tech level, just deciding to add human photographs to a digital environment can make a difference. At the higher tech level, games are being used to allow people to role-play and experience different sides of things. For example peacemaker game allows players to play both sides of the Israeli Palestinian conflict. There’s a game where you take the role of a refugee fleeing Africa to Europe. And a few years ago, a virtual clinic was created in Second Life that allowed players to experience firsthand some of the symptoms of psychosis such as hallucinations.
  29. How about this. One of these expresses gratitude – small wording changes can make a significant difference.
  30. Analysis the impact on wellbeing can raise our awareness of a different type of tradeoffs For example, it is well known that expressions of gratitude, wishing well or admiration are of great value. Obviously for the one receiving it, but also for the person expressing it. In our race for usability and productivity sometimes we miss opportunities. For example, the LinkedIn endorsements have optimised the process so much that it is TOO easy. It takes so little effort that people will endorse others for random things. I have been endorsed for Microsoft Word, for example! This has no meaning, neither for the one who expresses it or for the recipient. In fact I would argue it is not even helping LinkedIn collect good quality data about what people is good at. Yammer, does a lot better with their praise functionality. The tradeoff is balanced more to promote meaningful connections.
  31. our threat systems are relentlessly triggered by the media and people have begun to respond by “hacking” their news environment. That is they seek out the good stories and the soothing media to balance out this situation. So while the TV news blasts atrocities repeatedly, people are increasingly chosing to turn to online sources like youTube and BuzzFeed to be updated where they can easily find those amazing “man saves 5 bear cubs” videos or this one, Glen James “homeless man returns 50,000stories or even the requisite cat videos. We can laugh at the appeal of lil’ bub but what says safe, affectionate and content better than a dwarf cat.
  32. Now my final example may seem a little bit contradictory. And let me be clear, I don't think playing a zombie apocolypse game could ever possibly make you feel safe and soothed but it's worth noting that you can find inspiration in just about anything if you keep your mind open ;) what I find interesting about graphic narrative games like the walking dead are how even within this context, pro-sociality can be actively valued in the game. Believe it or not, outside of the occasional zombie attack, it’s actually socio-emotional consequences are the core challenge in this game.
  33. In a recent article called compassion vs. empathy: designing for resilience” we look at the work on compassion as resilient and how that’s different from empathic distress and then speculate, based on this work, about how we might begin to design for that resilient compassion. We suggest adressing appraisals of deservedness. If you’re designing to help people gain a deeper understanding of each other’s humanity you may need to help bust some myths. Supporting feelnigs of agnecy. A sense of competence and autonomy or core components of psychological wellbeing, and therefore supporting a feeling of empowerment in the face of circumstances that may otherwise make you feel helpless should help facilitate action-oriented compassion vs. the burnout or breakdown of distress
  34. Prosocial Games have also been shown to increase proscocial behavior. Most recently Jeremey Bailenson and his team from Stanford created a virtual reality experience that resulted in increases of alturistic behavior after the intervention. This is a dedicated intervention, specially built to promote altruism.
  35. I want to briefly show you some of the ways that technologies are already being used to support wellbeing and where this might lead us in future.
  36. We have also found it necessary to have a way of differentiating or organizing different levels to which technology can be designed to support wellbeing. For example, many of the examples we have given are technologies dedicated to wellbeing exclusively, but our larger vision sees the inclusion of wellbeing as a design consideration into the design of all technology. Therefore, we have developed this table as a way of better understanding and communicating the various ways in which design for wellbeing can be incorporated into digital experiences. At the first level…
  37. In developing this initial framework, we have been particularly sensitive to the fact that a field in Positve Computing should be as supportive of practitioners and developers as it is of research and researchers. Drawing from various frameworks in psychology and developing a structure amenable to both practice and research, We have selected to break a rather large problem down into actionable chunks. ..
  38. Our project with the Young and Well Cooperative research Centre, Moderator Assist, seeks to help moderators of mental health forums. These moderators spend countless hours reading through posts to support groups responding to questions, providing help and looking for warning signs of danger, We want to help make their job more manageable and rewarding,… One of the problems we are helping them with is to manage their large online communities. Online peer support groups can have thousands of people asking for help at any point in time. This is a challenge for the moderators of such communities. As the practical aspect of this project we are building tools that generate automated interventions from the text that people post in these communities The different interventions follow different psychological models, such as CBT, positive psychology and informational. What positive computing approach brings to this project is that we are also considering the wellbeing of the moderators, specifically we can support their sense of meaning and resilience. When the human moderator click submit the intervention is sent to the user or posted on the forums where the question was asked. We can then see if the person engaged in the activity proposed, for example following on a link provided.
  39. We have been working on two projects, one supporting young people with Diabetes type I and Cystic Fibrosis and a another one for Young People people with Asthma In both cases the user group is adolescents transitioning from pediatric care to adult care. From the positive computing angle what we are trying to do is support tehir Autonomy, or what medical professionals refer to as self-management of the disease.
  40. This project we are staring this year is about
  41. We have been running what we sometimes call Happy Camper workshops with a number of organizations and the have found them most useful to start thinking of new the tradeoffs and perspectives around 6 factors. ….