Excessive delay discounting (DD) has been related to various maladaptive behaviors, and may stem from a myopic focus on immediate gratification. Neuroimaging studies have shown that episodic future thinking (EFT) – vivid mental simulation of future experiences – may reduce DD by promoting consideration of delayed outcomes. However, the EFT manipulations in these experiments may have induced positive affect, which could independently enhance executive functions that facilitate self-regulation. To clarify the mechanism of this effect, 87 participants were randomized to visualize neutral- or positive-valenced events expected to occur in the present or in the future while completing a standardized DD questionnaire. Working memory capacity, inhibitory control, the genotypes of 3 functional dopaminergic polymorphisms (DRD1 rs686, DRD2 rs1800497 and COMT rs4680), as well as an additive dopamine genetic risk score were assessed as potential moderators. The results indicate that EFT reduces DD primarily by shifting the time perspective of intertemporal decision-making, and that this effect is moderated by working memory capacity. In addition, positive episodic thinking may independently attenuate the protective effects of high working memory capacity, high inhibitory control, and lower dopamine genetic risk scores on DD. The current findings dovetail with previous research to suggest that the time perspective and emotional valence of episodic thinking may dynamically shape intertemporal choice, perhaps in part by transiently modulating executive function and dopaminergic neurotransmission.
Speculative and fictional approaches have long been implemented in human-computer interaction and design techniques through scenarios, prototypes, forecasting, and envisionments. Recently, speculative and critical design approaches have reflectively explored and questioned possible, and preferable futures in HCI research. We propose a complementary concept -material speculationthat utilizes actual and situated design artifacts in the everyday as a site of critical inquiry. We see the literary theory of possible worlds and the related concept of the counterfactual as informative to this work. We present five examples of interaction design artifacts that can be viewed as material speculations. We conclude with a discussion of characteristics of material speculations and their implications for future design-oriented research.
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Tutorials are critical to the success and vitality of DIY practices. In this paper, we elevate the importance of tutorial authorship as one way to maintain and improve the quality of tutorials in DIY. We discuss the role interaction designers can play as hybrid designers, mediating between author and audience to contribute to the improvement of practices of tutorial authorship in DIY. We examine the quality of tutorials through the building and analysis of ten DIY projects and tutorials. We analyze key issues across three categories: 1) competences, components and tools, 2) sequencing, 3) and communication. We offer findings that are both practical guidelines for detailed improvements of tutorials and structural themes for improving tutorial authorship including the themes of accurate information, competences and tools, and tutorial format. In conclusion, we discuss the potential for interaction designers to simultaneously mediate and shape tutorials and tools in a form of hybrid design.
Applying a thing-centered, material speculation approach we designed the Morse Things to acknowledge and inquire into the gap between things and us. The Morse Things are sets of ceramic bowls and cups networked together to independently communicate through Morse code in an Internet of Things (IoT). We deployed the Morse Things in the households of six interaction design practitioners and researchers for six weeks. Following the deployment, we conducted a workshop to discuss the role of the Morse Things and ultimately the gap between things and people. We reflect on the nature of living with IoT things and discuss insights into the gap between things and humans that led to the idea of a new type of thing in the home that is neither human-centered technology nor non-digital artifacts.
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