Designing Technology to Foster Psychological Wellbeing
Course Overviews
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Calvo, Rafael A.
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Peters, Dorian
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.988-991
© Copyright 2016 ACM
Summary: As the focus in HCI has moved from functionality to usability to the user
experience, we have moved toward greater human-centerdness. In a newest
iteration, we are beginning to acknowledge the psychological impact that our
pervasive technologies have on us. Rather than assuming negative impact is
inevitable, as designers we are in a position to actively recruit digital
experience to help us thrive. By turning to well-established methods in fields
such as psychology, neuroscience, and economics, we can begin to design, and
develop new technologies to foster psychological wellbeing and human potential
-- an area of research and practice we have referred to as "positive computing"
[1]. In this course we will explore approaches to evaluating and designing for
wellbeing determinants like autonomy [3,5], competence [5], connectedness [5],
meaning [4], and compassion [2], as a first step towards a future in which all
digital experience supports flourishing.
Computing in Mental Health
Workshop Summaries
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Calvo, Rafael A.
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Dinakar, Karthik
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Picard, Rosalind
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Maes, Pattie
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3438-3445
© Copyright 2016 ACM
Summary: 18.5% of adults in the US suffer mental illness. Just under half of all
adults will experience mental illness at some point in their life. These
compelling statistics have prompted computing researchers and practitioners to
work toward developing technologies that can support those with mental illness
and promote thriving universally. For example, wearables and sensors can help
detect mental states, smartphone apps can be used to expand the reach of
interventions, and our understanding of the impacts of everyday technology on
our mental health can contribute to a future of technology design for
flourishing. This interdisciplinary workshop will provide the opportunity for
mental health professionals and technologists to come together to explore how
new computing technologies can support mental health and promote psychological
flourishing.
NLG-Based Moderator Response Generator to Support Mental Health
WIP Theme: Healthcare and Wellbeing
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Hussain, Mohammed Sazzad
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Calvo, Rafael A.
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Ellis, Louise
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Li, Juchen
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Ospina-Pinillos, Laura
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Davenport, Tracey
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Hickie, Ian
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1385-1390
© Copyright 2015 ACM
Summary: The global need to effectively address mental health problems and wellbeing
is well recognised. Today, online systems are increasingly being viewed as an
effective solution for their ability to reach broad populations. As online
support groups become popular the workload for human moderators increases.
Maintaining quality feedback becomes increasingly challenging as the community
grows. Tools that can automatically detect mental health problems from social
media posts and then generate smart feedback can greatly reduce human overload.
In this paper, we present a system for the automation of interventions using
Natural Language Generation (NLG) techniques. In particular, we focus on
'depression' and 'anxiety' related interventions. Psychologists evaluated the
quality of the systems' interventions and results were compared against human
(i.e. moderator) interventions. Results indicate our intervention system still
has a long way to go, but is a step in the right direction as a tool to assist
human moderators with their service.
Introduction to Positive Computing: Technology that Fosters Wellbeing
Course Overviews
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Calvo, Rafael A.
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Peters, Dorian
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2499-2500
© Copyright 2015 ACM
Summary: A growing number of HCI professionals are interested in how we might design
technology to foster psychological wellbeing. Meeting such an aim will involve
a crossing of disciplines, of methods, and a new way of thinking about what
technology should be doing for us. By turning to the well-established research
and methods available in psychology, education, neuroscience, and HCI, we can
begin to cultivate a field dedicated to the design and development of
technology that supports wellbeing and human potential, a field we refer to as
positive computing [1]. In this course we will explore multidisciplinary
approaches to evaluating and designing for digital experience that supports
wellbeing determinants like self-awareness, autonomy, resilience, mindfulness,
and altruism. The objective of this course is to provide participants with: a
theoretical foundation, a practical framework, a look at the state of the art,
and group-generated design strategies to better support wellbeing in their
current and future projects.
Combining observational and experiential data to inform the redesign of
learning activities
Analyses with LMS data
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Pardo, Abelardo
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Ellis, Robert A.
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Calvo, Rafael A.
LAK'15: 2015 International Conference on Learning Analytics and Knowledge
2015-03-16
p.305-309
© Copyright 2015 ACM
Summary: A main goal for learning analytics is to inform the design of a learning
experience to improve its quality. The increasing presence of solutions based
on big data has even questioned the validity of current scientific methods. Is
this going to happen in the area of learning analytics? In this paper we
postulate that if changes are driven solely by a digital footprint, there is a
risk of focusing only on factors that are directly connected to numeric
methods. However, if the changes are complemented with an understanding about
how students approach their learning, the quality of the evidence used in the
redesign is significantly increased. This reasoning is illustrated with a case
study in which an initial set of activities for a first year engineering course
were shaped based only on the student's digital footprint. These activities
were significantly modified after collecting qualitative data about the
students approach to learning. We conclude the paper arguing that the
interpretation of the meaning of learning analytics is improved when combined
with qualitative data which reveals how and why students engaged with the
learning tasks in qualitatively different ways, which together provide a more
informed basis for designing learning activities.
Evaluating the accessibility of crowdsourcing tasks on Amazon's mechanical
turk
Poster abstracts
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Calvo, Rocío
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Kane, Shaun K.
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Hurst, Amy
Sixteenth International ACM SIGACCESS Conference on Computers and
Accessibility
2014-10-20
p.257-258
© Copyright 2014 ACM
Summary: Crowd work web sites such as Amazon Mechanical Turk enable individuals to
work from home, which may be useful for people with disabilities. However, the
web sites for finding and performing crowd work tasks must be accessible if
people with disabilities are to use them. We performed a heuristic analysis of
one crowd work site, Amazon's Mechanical Turk, using the Web Content
Accessibility Guidelines 2.0. This paper presents the accessibility problems
identified in our analysis and offers suggestions for making crowd work
platforms more accessible.
Compassion vs. empathy: designing for resilience
Features
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Peters, Dorian
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Calvo, Rafael
interactions
2014-09
v.21
n.5
p.48-53
© Copyright 2014 ACM
Accessibility barriers for users of screen readers in the Moodle learning
content management system
Mobile Accessibility
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Calvo, Rocío
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Iglesias, Ana
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Moreno, Lourdes
Universal Access in the Information Society
2014-08
v.13
n.3
p.315-327
Keywords: Accessibility; Authoring tool; ATAG; LCMS; Screen reader users
Copyright © 2014 Springer
Summary: In recent decades, the use of the Internet has spread rapidly into diverse
social spheres including that of education. Currently, most educational centers
make use of e-learning environments created through authoring tool applications
like learning content management systems (LCMSs). However, most of these
applications currently present accessibility barriers that make the creation of
accessible e-learning environments difficult for teachers and administrators.
In this paper, the accessibility of the Moodle authoring tool, one of the most
frequently used LCMSs worldwide, is evaluated. More specifically, the
evaluation is carried out from the perspective of two visually impaired users
accessing content through screen readers, as well as a heuristic evaluation
considering the World Wide Web Consortium's Authoring Tool Accessibility
Guidelines. The evaluation results demonstrate that Moodle presents barriers
for screen reader users, limiting their ability to access the tool. One example
of accessibility problems for visually impaired users is the frequent inability
to publish learning contents without assistance. In light of these results, the
paper offers recommendations that can be followed to reduce or eliminate these
accessibility barriers.
Automatic Cognitive Load Detection from Face, Physiology, Task Performance
and Fusion During Affective Interference
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Hussain, M. Sazzad
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Calvo, Rafael A.
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Chen, Fang
Interacting with Computers
2014-05
v.26
n.3
p.256-268
© Copyright 2014 Authors
Summary: Cognitive load (CL) is experienced during critical tasks and also while
engaged emotional states are induced either by the task itself or by extraneous
experiences. Emotions irrelevant to the working memory representation may
interfere with the processing of relevant tasks and can influence task
performance and behavior, making the accurate detection of CL from nonverbal
information challenging. This paper investigates automatic CL detection from
facial features, physiology and task performance under affective interference.
Data were collected from participants (n=20) solving mental arithmetic tasks
with emotional stimuli in the background, and a combined classifier was used
for detecting CL levels. Results indicate that the face modality for CL
detection was more accurate under affective interference, whereas physiology
and task performance were more accurate without the affective interference.
Multimodal fusion improved detection accuracies, but it was less accurate under
affective interferences. More specifically, the accuracy decreased with an
increasing intensity of emotional arousal.
Autonomy in technology design
Workshop summaries
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Calvo, Rafael A.
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Peters, Dorian
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Johnson, Daniel
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Rogers, Yvonne
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.37-40
© Copyright 2014 ACM
Summary: Issues of autonomy impact motivation, the user experience and even
psychological wellbeing, yet many questions surrounding design for autonomy
remain unanswered. This workshop will explore theory, issues and design
strategies related to autonomy drawing on theoretical frameworks available in
psychology and looking at autonomy from multiple levels. These include user
autonomy within the context of software environments, technologies that
increase autonomy in daily life, and how technologies might foster autonomy as
a component of psychological development.
The irony and re-interpretation of our quantified self
Ubiquitous computing
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Calvo, Rafael A.
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Peters, Dorian
Proceedings of the 2013 Australian Computer-Human Interaction Conference
2013-11-25
2013-11-25
p.367-370
© Copyright 2013 ACM
Summary: The new possibilities afforded by cloud computing infrastructure, with
respect to the large amounts of data that can now be collected and processed
unobtrusively, have triggered a growing interest in systems that record
personal life events. We go on the notion that this information can be used as
a kind of extended memory to support insights into our past and our present
lives. However, as we argue in this paper, the psychological processes and
consequences underlying the interpretation of this data can be significantly
more complex and less predictable than has generally been acknowledged.
Specifically we look at two phenomena: first, that of re-interpretation
(that events are reinterpreted every time we recall them) and second, that
humans participate in ironic processes such that even self-control goals can
become obstacles to behavior change. In this paper we put forward that as we
design life-logging systems, personal informatics or quantified-self
technologies in future, will need to better find ways to take into account this
psychological complexity in order to be effective and avoid inadvertent harm.
We also briefly review theoretical frameworks and psychological evidence that
may inform the way we design such systems going forward.
An Accessible Chat Prototype for Screen Reader Users in Mobile Devices
Universal Access and eInclusion
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Calvo, Rocío
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Iglesias, Ana
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Moreno, Lourdes
HCI International 2013: 15th International Conference on HCI: Posters'
Extended Abstracts Part I
2013-07-21
v.6
p.216-220
Keywords: Accessibility; chat; interaction; screen reader; mobile device
© Copyright 2013 Springer-Verlag
Summary: Chats present accessibility problems for screen reader users. This work
presents a prototype of an accessible chat for Mobile Devices (MD). The main
aim of this research is to remove the accessibility barriers that screen reader
users face when they use a chat in a MD. Thus, this prototype is based on the
requirements which have been elicited considering background research and with
the use of Software Engineering (SE) and Human Computer Interaction (HCI)
methods as well as accessibility standards and guidelines.
Beyond the basic emotions: what should affective computing compute?
alt.chi: spirit and mind
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D'Mello, Sidney
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Calvo, Rafael A.
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2287-2294
© Copyright 2013 ACM
Summary: One of the primary goals of Affective Computing (AC) is to develop computer
interfaces that automatically detect and respond to users' emotions. Despite
significant progress, "basic emotions" (e.g., anger, disgust, sadness) have
been emphasized in AC at the expense of other non-basic emotions. The present
paper questions this emphasis by analyzing data from five studies that
systematically tracked both basic and non-basic emotions. The results indicate
that engagement, boredom, confusion, and frustration (all non-basic emotions)
occurred at five times the rate of basic emotions after generalizing across
tasks, interfaces, and methodologies. Implications of these findings for AC are
discussed.
Analysis of collaborative writing processes using revision maps and
probabilistic topic models
Communication and collaboration
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Southavilay, Vilaythong
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Yacef, Kalina
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Reimann, Peter
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Calvo, Rafael A.
LAK'13: 2013 International Conference on Learning Analytics and Knowledge
2013-04-08
p.38-47
© Copyright 2013 ACM
Summary: The use of cloud computing writing tools, such as Google Docs, by students
to write collaboratively provides unprecedented data about the progress of
writing. This data can be exploited to gain insights on how learners'
collaborative activities, ideas and concepts are developed during the process
of writing. Ultimately, it can also be used to provide support to improve the
quality of the written documents and the writing skills of learners involved.
In this paper, we propose three visualisation approaches and their underlying
techniques for analysing writing processes used in a document written by a
group of authors: (1) the revision map, which summarises the text edits made at
the paragraph level, over the time of writing. (2) the topic evolution chart,
which uses probabilistic topic models, especially Latent Dirichlet Allocation
(LDA) and its extension, DiffLDA, to extract topics and follow their evolution
during the writing process. (3) the topic-based collaboration network, which
allows a deeper analysis of topics in relation to author contribution and
collaboration, using our novel algorithm DiffATM in conjunction with a
DiffLDA-related technique. These models are evaluated to examine whether these
automatically discovered topics accurately describe the evolution of writing
processes. We illustrate how these visualisations are used with real documents
written by groups of graduate students.
Using galvanic skin response for cognitive load measurement in arithmetic
and reading tasks
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Nourbakhsh, Nargess
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Wang, Yang
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Chen, Fang
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Calvo, Rafael A.
Proceedings of the 2012 Australian Computer-Human Interaction Conference
2012-11-26
p.420-423
© Copyright 2012 CHISIG and authors
Summary: Galvanic Skin Response (GSR) has recently attracted researchers' attention
as a prospective physiological indicator of cognitive load and emotions.
However, it has commonly been investigated through single or few measures and
in one experimental scenario. In this research, aiming to perform a
comprehensive study, we have assessed GSR data captured from two different
experiments, one including text reading tasks and the other using arithmetic
tasks, each imposing multiple cognitive load levels. We have examined temporal
and spectral features of GSR against different task difficulty levels. ANOVA
test was applied for the statistical evaluation. Obtained results show the
strong significance of the explored features, especially the spectral ones, in
cognitive workload measurement in the two studied experiments.
Positive computing: technology for a wiser world
Features
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Calvo, Rafael A.
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Peters, Dorian
interactions
2012-07-01
v.19
n.4
p.28-31
© Copyright 2012 ACM
Automatic natural expression recognition using head movement and skin color
features
Interactive posters
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Monkaresi, Hamed
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Calvo, Rafael A.
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Hussain, M. S.
Proceedings of the 2012 International Conference on Advanced Visual
Interfaces
2012-05-22
p.657-660
© Copyright 2012 ACM
Summary: Significant progress has been made in automatic facial expression
recognition, yet most state of the art approaches produce significantly better
reliabilities on acted expressions than on natural ones. User interfaces that
use facial expressions to understand user's affective states need to be most
accurate during naturalistic interactions. This paper presents a study where
head movement features are used to recognize naturalistic expressions of
affect. The International Affective Picture System (IAPS) collection was used
as stimulus for triggering different affective states. Machine learning
techniques are applied to classify user's expressions based on their head
position and skin color changes. The proposed approach shows a reasonable
accuracy in detecting three levels of valence and arousal for user-dependent
model during naturalistic human-computer interaction.