No abstract
A person's emotional state can strongly influence their ability to achieve optimal task performance. Aiming to help individuals manage their feelings, different emotion regulation technologies have been proposed. However, despite the well-known influence that emotions have on task performance, no study to date has shown if an emotion regulation technology can also enhance user's cognitive performance in the moment. In this paper, we present BoostMeUp, a smartwatch intervention designed to improve user's cognitive performance by regulating their emotions unobtrusively. Based on studies that show that people tend to associate external signals that resemble heart rates as their own, the intervention provides personalized haptic feedback simulating a different heart rate. Users can focus on their tasks and the intervention acts upon them in parallel, without requiring any additional action. The intervention was evaluated in an experiment with 72 participants, in which they had to do math tests under high pressure. Participants who were exposed to slow haptic feedback during the tests decreased their anxiety, increased their heart rate variability and performed better in the math tests, while fast haptic feedback led to the opposite effects. These results indicate that the BoostMeUp intervention can lead to positive cognitive, physiological and behavioral changes.
Persuasive technologies aim to influence user’s behaviors. In order to be effective, many of the persuasive technologies de-veloped so far relies on user’s motivation and ability, which is highly variable and often the reason behind the failure of such technology. In this paper, we present the concept of Mindless Computing, which is a new approach to persuasive technology design. Mindless Computing leverages theories and concepts from psychology and behavioral economics into the design of technologies for behavior change. We show through a systematic review that most of the current persuasive technologies do not utilize the fast and automatic mental processes for behavioral change and there is an opportunity for persuasive technology designers to develop systems that are less reliant on user’s motivation and ability. We describe two examples of mindless technologies and present pilot studies with encouraging results. Finally, we discuss design guidelines and considerations for developing this type of persuasive technology.
Emotions play a major role in how interpersonal conflicts unfold. Although several strategies and technological approaches have been proposed for emotion regulation, they often require conscious attention and effort. This often limits their efficacy in practice. In this paper, we propose a different approach inspired by self-perception theory: noticing that people are often reacting to the perception of their own behavior, we artificially change their perceptions to influence their emotions. We conducted two studies to evaluate the potential of this approach by automatically and subtly altering how people perceive their own voice. In one study, participants that received voice feedback with a calmer tone during relationship conflicts felt less anxious. In the other study, participants who listened to their own voices with a lower pitch during contentious debates felt more powerful. We discuss the implications of our findings and the opportunities for designing automatic and less perceptible emotion regulation systems.
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