This paper investigates the effects of experiencing diverse positive emotions in technology use on users’ well-being, referred to as positive emodiversity. We examined technology’s role in facilitating positive emodiversity and well-being through a questionnaire study (N = 116; 580 example cases), in which three sources of emotions were considered: technology as an object, instrument, or enabler. Further, we evaluated how technology-supported hedonic and eudaimonic pursuits are associated with well-being. A regression analysis showed that increased positive emodiversity leads to increased well-being (p<.001). The effect was predicted by the three sources and both hedonic and eudaimonic pursuits. When engaged in positive activities enabled by technology, users experienced more diverse positive emotions, increasing their well-being. The study offers new understandings of the relationships between technologies, emodiversity, and well-being, and provides evidence that designing for a wide diversity of positive emotions, as opposed to generalized pleasure-displeasure distinction, can enrich users’ experiences, enhancing their well-being.
16 July 2021 in International Journal of Human–Computer Interaction
This paper investigates how positive emotions can be effectively regulated through the design of interactions and how design-mediated positive emotions could contribute to well-being. With a proposition that the pathway to effective positive emotion regulation is a deliberate engagement in the activities that contribute to positive experiences, this paper explores how design can inspire and enable emotion-regulating activities. To illustrate how interactions can be systematically designed to support positive emotion regulation, the paper introduces the development of Purpal, a self-administered interactive device that stimulates Positive Mental Time Traveling (PMTT) in the context of consumption. PMTT is an emotion regulation strategy in which a user vividly remembers or anticipates positive events. The paper reports an in-lab experimental study that assessed the effectiveness and usefulness of Purpal in (1) engaging users in PMTT, (2) facilitating positive emotional experiences, (3) motivating them to use it in their daily lives, and (4) increasing their well-being. The results showed that Purpal enables users to immerse themselves in PMTT by serving as a source of self-reflection on their purchase intentions and future experiential values. Interacting with Purpal proved effective in fostering positive emotional experiences and well-being. Moreover, its potential for long-term use was well accepted.
From looking up at a skyscraper to the Grand Canyon’s vastness, you may have experienced awe in one way or another. Awe is experienced when one encounters something greater or more powerful than themselves and is associated with prosocial behavior through a diminishment of self-importance. In design research, most studies on awe have been conducted in lab conditions by using technologies such as virtual reality because of its efficiency to simulate typical awe-stimulating conditions (e.g., nature scenes). While useful in inducing awe and assessing its effects on users, they give little guidance about how design can deliberately evoke awe. Most attempts focus on the response of awe instead of its eliciting conditions. With an aim to support designers to facilitate awe, this paper explores design strategies to evoke awe. Based on appraisal theory, the cause of awe was formulated, and its relevance to designing for awe was investigated. The conditions that underlie awe in design were explored through a survey in which participants reported 150 awe experiences, resulting in six design strategies. The paper describes these strategies and discusses how they can be used in a design process, giving attention to addressing the experiential value of awe.
Upcycling, as a way to reutilise resources, offers a promising alternative to production and consumption based on virgin materials. Despite the growing academic and industrial interest in recent years, there is a lack of large-scale cross-country or cross-regional studies that systematically investigate influencing factors for consumer upcycling behaviour. By drawing on social psychological theories of interpersonal behaviour and planned behaviour, this study investigated predictors of upcycling behaviour in five highly industrialised countries of three continents: Australia, Canada, Germany, UK, and USA. Results showed that intention and perceived behavioural control (confidence in abilities) were the most important factors for upcycling. Theoretical and practical implications from this study are discussed in the context of efforts to scale up global upcycling.