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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
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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
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
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
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
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
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
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.
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
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
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).
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)
41 Thank you!
Posi-ve Technology: designing digital experiences for posi-ve change. Persuasive Technology 2017, Amsterdam.