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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
	
  

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Positive Computing: Technology for wellbeing

  • 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