Access to nature and feeling connection is critical for mental health and well-being. These benefits may be mediated by self-transcendent emotions evoked by nature. We need to explore the capacity of technology to offer such experiences when we lack access to the restorative power of nature. Despite growing research validating this capacity, there is a lack of articulated design knowledge of how such experiences can be created. Here, we explore a technologically-mediated support for mental well-being through an agile design approach informed by self-transcendent emotion theory and transformative experience design. We developed Awedyssey as a sensory deprivation countermeasure experience in virtual reality (VR) and as a part of a public exhibition. We gathered qualitative feedback through interviews, diaries, and surveys. From this data we identified design tensions for designing complex emotional experiences when considering the diversity of individuals and dual effects of designing for realism, autonomy, vastness, and comfort.
People often enjoy sharing outdoor activities together such as walking and hiking. However, when family and friends are separated by distance it can be difficult if not impossible to share such activities. We explore this design space by investigating the benefits and challenges of using a telepresence robot to support outdoor leisure activities. In our study, participants participated in the outdoor activity of geocaching where one person geocached with the help of a remote partner via a telepresence robot. We compared a wide field of view (WFOV) camera to a 360° camera. Results show the benefits of having a physical embodiment and a sense of immersion with the 360° view. Yet challenges related to a lack of environmental awareness, safety issues, and privacy concerns resulting from bystander interactions. These findings illustrate the need to design telepresence robots with the environment and public in mind to provide an enhanced sensory experience while balancing safety and privacy issues resulting from being amongst the general public.
Smartwatches are growing in usage, yet they come with the additional challenge of regulating their usage during the taking of academic tests. However, it is unclear how effective they are at actually allowing students to cheat. We conducted an experiment that examines the use of smartwatches for cheating on Multiple-Choice Questions (MCQ) and Short Answers (SA) with either Pictures/Text shown on the watch to aid students. Our results indicate that smartwatches are neither efficient nor have a high usability rating for cheating. However, students are able to score higher on Multiple-Choice Questions compared to Short Answers. We use the cheating paradigm as an example to understand the perceived usability and appropriation of smartwatches in an academic setting. We provide suggestions that help to deter cheating in an academic setting. Our study contributes to the research on academic integrity and the growing demand of wearable technologies.
Human connection is essential for our personal well-being and a building block for a well-functioning society. There is a prominent interest in the potential of technology for mediating social connection, with a wealth of systems designed to foster the feeling of connection between strangers, friends, and family. By surveying this design landscape we present a transitional definition of mediated genuine connection and nine design strategies embodied within 50 design artifacts: affective self-disclosure, reflection on unity, shared embodied experience, transcendent emotions, embodied metaphors, interpersonal distance, touch, provocations, and play. In addition to drawing on design practice-based knowledge we also identify underlying psychological theories that can inform these strategies. We discuss design considerations pertaining to sensory modalities, vulnerability–comfort trade-offs, consent, situatedness in context, supporting diverse relationships, reciprocity, attention directedness, pursuing generalized knowledge, and questions of ethics. We hope to inspire and enrich designers' understanding of the possibilities of technology to better support a mediated genuine feeling of connection.
In this study, we experimentally evaluated two GUI prototypes (named "split" and "integrated") for parametric CAD modeling. Participants in the study were asked to perform a number of 3D model comprehension tasks, using both interfaces. The tasks themselves were classified into three classes: parameterization, topological and geometrical tasks. We measured the task completion times, error rates, and user satisfaction for both interfaces. The experimental results showed that task completion times are significantly shorter when the "split" interface is being used, in all cases of interest: 1) tasks taken as a whole and 2) tasks viewed by task type. There was no significant difference in error rates between the two interfaces; however, error rate was significantly higher in the case of parameterization tasks (for both interfaces). User satisfaction was significantly higher for the "split" interface. The study gave us a better understanding of the human performance when perceiving and comprehending parametric CAD models, and offered insight into the usability aspects of the two studied interfaces; we also believe that the knowledge obtained could be of practical utility to implementers of parametric CAD modeling packages.
In the study of transformative experiences, the feeling of awe is found to alter an individual's perception in positive, lasting manners. Our research aims to understand the potential for interactive virtual reality (VR) in eliciting awe, through a framework based on collection of physiological data alongside self-report and phenomenological observations that demonstrate awe. We conducted a mixed-methods experiment to test whether VR is effective in eliciting awe, and if this effect might be modulated by the type of natural interaction in the form of a "flight" lounger vs. "standing". Results demonstrate both interaction paradigms were equally awe-inspiring, with overall physiological (in the form of goose bumps with a 43.8% incidence rate) and self-report data (overall awe rating of 79.7%), and females showing more physiological signs of awe than males. Observations revealed 360-degree interaction and operability of hand-held controllers could be improved, with the consequence of designing even more effective transformative experiences.