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1 Designing digital experiences for posi2ve change Persuasive Technology 2017, Amsterdam Posi%ve Technology

Positive technology 2017

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Page 1: Positive technology 2017

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Designing  digital  experiences  for  posi2ve  change  

 

Persuasive  Technology  2017,  Amsterdam  

Posi%ve  Technology  

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About  me…  Associate  Professor  of  General  Psychology    

Dept.  of  Psychology,  Università  CaColica,  Milan,  Italy  

Senior  Researcher,  Is2tuto  Auxologico  Italiano,  Milan,  Italy  

Posi%ve  technology    

Cyberpsychology  &  cybertherapy  

Human-­‐computer  interac%on  

Interac%on  design  @gag4all  

www.posi2vetechnology.it  

[email protected]  

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Contents  0 1 What  is  Posi-ve  Technology?  

0 2 Posi-ve  technology  in  prac-ce  0 3 Future  direc-ons  

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What  is  Posi-ve  Technology?  01

Get  more  global  exposure    Self  confidence  is  the  first  key  

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Designing  e-­‐experiences    for  posi-ve  change  

•  Posi2ve   Technology   aims   at   understanding  how   interac2ve   technologies   can   increase  people’s   emo2onal,   psychological   and   social  wellbeing  

•  It   is  all  about  designing  digital  experiences  (e-­‐experiences)   that   promote   posi2ve   personal  change  

•  Scien2fic   findings   from   Posi2ve   Psychology  can   inform   the   design   of   new   technology-­‐based   interven2ons   that   support   posi2ve  emo2ons,  flow,  strengths  and  life  meaning  

 

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We  are  increasingly  living  in  “digital  ecosystems”    

Computers   have   become   a   pervasive   presence   in   our   lives.   The   use   of   ICTs   is   not  limited   to   the   long  hours   that  we   spend   at   the  office.  Our   free  2me,   too,   has   been  increasingly  colonized  by  smartphones,  tablets  and  wearable  devices.    

                                         However…  

 

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…is  technology  making  us  any  happier?  

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The  challenge  of  Posi-ve  Technology:  can  we  design  digital  experiences  to  foster  posi-ve  personal  change?  

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Posi-ve  technology:  an  interdisciplinary  journey  

Posi2ve  psychology  What  are  the  

determinants  of  posi%ve  change  and  mental  

wellbeing?  

Interac2on  design  How  can  we  integrate  

technology  in  wellbeing  interven%ons?    

!

"

Neuroscience  What  are  the  neurocogni%ve  changes  induced  by  posi%ve  experiences?  

Art  What  can  we  learn  from  art  in  designing  interac%ve  media  that  induce  posi%ve  emo%onal  experiences?    

#

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Posi2ve  emo2ons  

Flow  &  engagement  

$

%

Crea2vity  

Mental  prac2ce  

&

'

Posi-ve  technology:  applica-ons  

Social  well-­‐being  (

Stress  management   !    

Gaggioli  A,  Riva  G,  Peters  D,  Calvo  R.  A.  (in  press).  Posi%ve  technology,  compu%ng,  and  design:  Shaping  a  future  in  which  technology  promotes  psychological  wellbeing.  In:  Jeon  M,  (Ed.).  Affec-ve  sciences  in  human  factors  and  human–computer  interac-on.  Amsterdam:  Elsevier  

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Posi-ve  Technology  in  prac-ce  02

Get  more  global  exposure    Self  confidence  is  the  first  key  

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The  INTERSTRESS  project  

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Interreality  in  the  Management  and    Treatment  of  Stress-­‐Related  Disorders    

 

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INTERSTRESS:  posi-ve  technologies  for  stress    assessment  &  management  

Virtual  Reality  Simulates  stressful  situa2ons  for  teaching  emo2onal  coping  

skills  

Mobile  apps  Help  the  par2cipant  prac2cing  

stress  management  techniques  on  the  go  

 

 

Wearable  sensors  Collect  psycho-­‐physiological  data  for  objec2ve  assessment    

of  stress  

 

Machine  learning    Develop  personalized  stress-­‐

management  interven2ons  based  on  data  collected  in  real  life  

 

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Stress:  a  modern  pandemic  

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Even  minor  daily  stressors  have  a  nega-ve    impact  on  health…  

There  is  a  causal  rela-onship  between  chronic  stress  and  physical  and  psychological  disorders  

 

Increased  risk  is  not  only  associated  with  severe  stressors,  but  also  with  minor  daily  stressors  

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Key  challenges  in  the  treatment  of  stress  

Pa#ent  may  be  not  aware  of  the  issue  or  may  have  problems  in  discussing  it            

Talking  is  not  enough    

It  is  related  to  personal,  emo#onal  and  social  issues    

Assessment  of  acute  stress  is  difficult  

Pa#ent  may  be  aware  of  the  problems  but  lack  the  skills  to  solve  them    

Knowing  is  not  doing  

?   ?   ?  

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Key  challenges  in  the  treatment  of  stress  

Pa#ent  may  be  not  aware  of  the  issue  or  may  have  problems  in  discussing  it            

Talking  is  not  enough    

It  is  related  to  personal,  emo#onal  and  social  issues    

Assessment  of  acute  stress  is  difficult  

Pa#ent  may  be  aware  of  the  problems  but  lack  the  skills  to  solve  them    

Knowing  is  not  doing  

?   ?  VR  simula#ons  of  stressful  situa#ons  offer  controlled  emo#onal  experiences  that  can  be  used  to  assess  and  empower  the  pa#ent  

Virtual  Reality  

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18 Virtual  stressful  scenarios    for  assessment  and  training  

To  validate  the  concept,  we  developed  VR-­‐stressful  scenarios  for    two  user  popula-ons:  teachers  and  nurses  

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19 Example  of  virtual  stressful  situa-ons  

Gaggioli  A.,  et  al.  (2014)  Experien-al  Virtual  Scenarios  With  Real-­‐Time  Monitoring  (Interreality)  for  the  Management  of  Psychological  Stress:    A  Block  Randomized  Controlled  Trial.  Journal  of  Medical  Internet  Research  (2014);  16(7):e167  

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20 Virtual  stressful  situa-ons:  the  “making  of”  

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Videos  were  recorded  with  real  actors  in  professional  studios      and  then  imported  into  the  virtual  environment  using  NeuroVR  

Watch  demo:  hdps://www.youtube.com/watch?v=vUlQ0JH6awI  

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21 Automa-c  stress  detec-on  from  cardio-­‐respiratory  ac-vity  during  VR  exposure  

Tartarisco  G.,  Carbonaro  N.,  Tonacci  A.,  Bernava  G.  M.,  Arnao  A.,  Crifaci  G.,  Cipresso  P.,  Riva  G.,  Gaggioli  A.,  De  Rossi  D.,  Tognej  A.,  Pioggia  G.  Neuro-­‐Fuzzy  Physiological  Compu-ng  to  Assess  Stress  Levels  in  Virtual  Reality  Therapy.  Interac%ng  with  Computers  (2015)  27  (5):521-­‐533.  

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Tartarisco  G.,  Carbonaro  N.,  Tonacci  A.,  Bernava  G.  M.,  Arnao  A.,  Crifaci  G.,  Cipresso  P.,  Riva  G.,  Gaggioli  A.,  De  Rossi  D.,  Tognej  A.,  Pioggia  G.  (2015)  Neuro-­‐Fuzzy  Physiological  Compu-ng  to  Assess  Stress  Levels  in  Virtual  Reality  Therapy.  Interac%ng  with  Computers.  DOI:10.1093/iwc/iwv010  

Automa-c  stress  detec-on  from    cardio-­‐respiratory  ac-vity  during  VR  exposure  

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Giakoumis  D,  Drosou  A,  Cipresso  P,  Tzovaras  D,  Gaggioli,  A.  et  al.  (2012)  Using  Ac-vity-­‐Related  Behavioural  Features  towards  More  Effec-ve  Automa-c  Stress  Detec-on.  PLoS  ONE  7(9):  e43571  

Kinect-­‐based  recogni-on  of    stress-­‐related  gestures  

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Key  challenges  in  the  treatment  of  stress  

Pa#ent  may  be  not  aware  of  the  issue  or  may  have  problems  in  discussing  it            

Talking  is  not  enough    

It  is  related  to  personal,  emo#onal  and  social  issues    

Assessment  of  acute  stress  is  difficult  

Pa#ent  may  be  aware  of  the  problems  but  lack  the  skills  to  solve  them    

Knowing  is  not  doing  

?  Virtual  Reality  

The  use  of  mobile  phones  and  wearable  biosensors  allow  automa#c  monitoring  stress  in  naturalis#c  environments    

Personal  biomonitoring  VR  simula#ons  of  stressful  situa#ons  offer  controlled  emo#onal  experiences  that  can  be  used  to  assess  and  empower  the  pa#ent  

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Real-­‐-me  stress  monitoring  in  naturalis-c  environments  

02  

03  

04  

01  

Feature    extrac-on  

HR  sensor  

Stress  monitoring  

Gaggioli  A.,  Pioggia  G.,  Tartarisco  G.,  Baldus  G.,  Corda  D.,  Cipresso  P.,  Riva  G.    (2013)  A  mobile  data  collec-on  plaporm  for  mental  health  research.  Personal  and  Ubiquitous  Compu%ng.  17  (2),  pp.  241-­‐251.    

Stress  level  (feedback)  

Computa-on    of  stress  levels  

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Key  challenges  in  the  treatment  of  stress  

Pa#ent  may  be  not  aware  of  the  issue  or  may  have  problems  in  discussing  it            

Talking  is  not  enough    

It  is  related  to  personal,  emo#onal  and  social  issues    

Assessment  of  acute  stress  is  difficult  

Pa#ent  may  be  aware  of  the  problems  but  lack  the  skills  to  solve  them    

Knowing  is  not  doing  

Virtual  Reality   Personal  biomonitoring  Using  mobile  apps  it  is  possible  to  provide  the  pa#ent  with  stress-­‐management  tools,  such  as  guided  relaxa#on  and  biofeedback  

Real-­‐-me  support    The  use  of  mobile  phones  and  wearable  biosensors  allow  automa#c  monitoring  stress  in  naturalis#c  environments    

VR  simula#ons  of  stressful  situa#ons  offer  controlled  emo#onal  experiences  that  can  be  used  to  assess  and  empower  the  pa#ent  

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27 Mobile  relax  &  3D  biofeedback:  The  Posi%ve  Technology*  app    

While  exploring  a  3D  virtual  island,  the  user  can  learn  relaxa-on  skills  by  visualizing  the  signals  from  his/her  own  body  (HR)  

Screenshot  of  Posi%ve  Technology  app    for  3D  biofeedback  &  guided  relaxa-on  

*WSA-­‐mobile  Winner  in  the  category:  m-­‐Environment  &  Health  

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Randomized  controlled  trial:      INTERSTRESS  vs  CBT  vs  no-­‐treatment  

Nurses  (N=60)     Teachers  (N=61)  

Gaggioli  A.,  et  al.  (2014).  Experien-al  Virtual  Scenarios  With  Real-­‐Time  Monitoring  (Interreality)  for  the  Management  of  Psychological  Stress:  A  Block  Randomized  Controlled  Trial.  Journal  of  Medical  Internet  Research  (2014);  16(7):e167  

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29 RCT:  Consort  chart  

Pallavicini  et  al.  Trials  2013,  14:191.  ClinicalTrials.gov  iden-fier:  NCT01683617    

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•  Both   treatments   (CBT   and   INTERSTRESS)   were   able   to   significantly  reduce  perceived  stress  (with  a  beCer  outcome  for  INTERSTRESS)    

•  Only   par2cipants   who   received   INTERSTRESS   reported   a   significant  reduc2on  (17%  vs  0.5%)  in  chronic  “trait”  anxiety  

•  Par2cipants  who   received   INTERSTRESS   reported  a   significant  greater  increase  (14%  vs  0.3%)  in  the  Emo%onal  Support  than  CBT  

 

Key  findings  

Gaggioli  A.,  et  al.  (2014)  Experien-al  Virtual  Scenarios  With  Real-­‐Time  Monitoring  (Interreality)  for  the  Management  of  Psychological  Stress:  A  Block  Randomized  Controlled  Trial.  Journal  of  Medical  Internet  Research  (2014);  16(7):e167  

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Future  direc-ons:  Transforma-ve  experience  design  03

Get  more  global  exposure    Self  confidence  is  the  first  key  

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The  transforma-ve  power  of  awe  and  wonder  

Most  experiences  of  everyday   life  are  mundane  and  tend  to  be  repeated  over  2me.  However,   in  addi2on  to  these  ordinary  moments,  there  exists  a  special  category  of  experiences  –  transforma5ve  experiences  –  which  can  result  in  profound  and  longlas2ng  restructura2on  of  our  worldview.    

A  common  characteris2c  of   these  “peak”  experiences   is   that   they  ogen   involve  deep  feelings  of  awe,  a  complex  emo2on  in  which  fear  is  blended  with  astonishment,  admira2on  and  wonder.    

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33 The  psychological  dimensions  of  awe  Vastness  •  anything  experienced  as  being  much  larger  than  the  self/

the  self’s  ordinary  frame  of  reference  •  e.g.  physical  size,  social  size,  or  cogni-ve  ‘grandeur‘  Need  for  Accomoda-on  •  challenge  to  (or  nega-on  of)  mental  structures  •  aden-on  focused  on  devia-ons  from  exis-ng  schemas    •  crea-on  of  new  (or  upda-ng  of  old)  schemas  

 Keltner,  D.,  Haidt,  J.  (2003).  Approaching  Awe.  Cogni%on  and  Emo%on  17(2)  297-­‐314.  

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•  Binds  us  to  others  (Piff  et  al.,  2015)  •  Expands  our  percep-on  of  -me  (Rudd  et  al.,  2012)  •  Elicits  spiritual  beliefs  (Van  Cappellen  &  Saroglou,  2013)  •  Enhances  the  immune  response  (Stellar  et  al.,  2015)  

Awe  boosts  mental  and    physical  wellbeing    

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Can  we  use  technology  to  induce  awe?  

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Chirico  A.,  Yaden  D.B.,  Riva  G.,  Gaggioli  A.  (2016)  The  Poten-al  of  Virtual  Reality  for  the  Inves-ga-on  of  Awe.  Fron%ers  in  Psychology  7:1766.  10.3389/fpsyg.2016.01766    

VR   AWE  CONTENT   PRESENCE  

HIGHEST  INTENSITY  

AWE  

Our  hypothesis:  VR  may  be  a  poten-ally  effec-ve  medium  for  inducing  more  intense  feelings  of  awe  in  the  lab  

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37 Comparing  effec-veness  of    3D-­‐  and  2D-­‐videos  in  awe  induc-on  

PARTICIPANTS:  42  university  students  (gender-­‐balanced)    EXPERIMENTAL  DESIGN:  2  (3D  vs  2D  video)  X  2  (awe  vs  neutral  content)    MEASURES:    

 Psychological:  self-­‐reported  awe;  presence  (ITC-­‐SOPI)    Physiological:  HR,  GSR,  Zygoma-c  and  Corrugator  muscular  ac-vity  

NEUTRAL    

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38 Results:  self-­‐reported  measures  Aw

e  

Vastne

ss  

Nee

d  for  

accomod

a-on

 

Chirico,  A.,  Cipresso,  P.,  Yaden,  D.,  Biassoni,  F.,  Riva,  G.,  Gaggioli,  A.  (in  press).  Effec-veness  of  Immersive  Videos  in  Inducing  Awe:  An  Experimental  Study”.  Scien%fic  Reports  (Nature  Publishing  Group).    

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39 Results:  physiological  measures  HF  Total  P

ower  of  H

RV  

LF  Total  Pow

er  of  H

RV  

Chirico,  A.,  Cipresso,  P.,  Yaden,  D.,  Biassoni,  F.,  Riva,  G.,  Gaggioli,  A.  (in  press).  Effec-veness  of  Immersive  Videos  in  Inducing  Awe:  An  Experimental  Study”.  Scien%fic  Reports  (Nature  Publishing  Group).    

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Poten-al  applica-ons  

•  VR  could  be  used  to  design  awe-­‐based  experien2al  training  for  applica2ons  in  we l l be ing ,   empowerment   and  educa2on  

•  For  example,  we  have   found   that  VR-­‐induced   awe   can   boost   crea2vity  pe r fo rmance   (cu r rent l y   under  submission)    

 

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41 Thank  you!  

Posi-ve  Technology:  designing  digital  experiences  for  posi-ve  change.  Persuasive  Technology  2017,  Amsterdam.