282 research outputs found

    The Promise of Positive Psychology

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    Positive Psychology has demonstrated its usefulness in studying and contributing to individual well being. The next big challenge for this new field is to help improving the social and cultural conditions in which people live. Three specific goals are discussed: A more complete understanding of human nature; forging a more sustainable and more fair social contract; and a rediscovery of the joys of existence. If Positive Psychology will be able to support these goals, it will become an important contributor to the evolution of human consciousness and the evolution of culture

    Optimal experience and optimal identity: a multinational study of the associations between flow and social identity

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    Eudaimonistic identity theory posits a link between activity and identity, where a selfdefining activity promotes the strength of a person's identity. An activity engaged in with high enjoyment, full involvement, and high concentration can facilitate the subjective experience of flow. In the present paper, we hypothesized in accordance with the theory of psychological selection that beyond the promotion of individual development and complexity at the personal level, the relationship between flow and identity at the social level is also positive through participation in self-defining activities. Three different samples (i.e., American, Chinese, and Spanish) filled in measures for flow and social identity, with reference to four previously self-reported activities, characterized by four different combinations of skills (low vs. high) and challenges (low vs. high). Findings indicated that flow was positively associated with social identity across each of the above samples, regardless of participants' gender and age. The results have implications for increasing social identity via participation in self-defining group activities that could facilitate flow

    Positive psychology: An introduction.

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    Leverage Points for Focus Flow and Communitas

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    Society is running at a high pace, and with it the hamster wheel we sometimes perceive ourselves to be in. In more scientific terms, this is called cognitive overload in combination with artificial deadline pressure. There is a notion of overwhelm in combination with perceived time scarcity in terms of the cognitive load of individuals. However, if we as individuals are not living in a sustainable way, how can we attempt to create a sustainable world?This paper provides an autoethnography of the use of leverage points to reduce cognitive load for a computer worker, with insights from literature and self-experiments, as well as a discussion on what is needed for changes on a bigger scale. An understanding of how cognitive load and resilience can be addressed by choosing and using specific leverage points has the potential to increase individual sustainability and resilience, what can be called focus flow, as well as communitas (group flow)

    Getting It on Record: Issues and Strategies for Ethnographic Practice in Recording Studios

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    The recording studio has been somewhat neglected as a site for ethnographic fieldwork in the field of ethno-musicology and, moreover, the majority of published studies tend to overlook the specific concerns faced by the researcher within these contexts. Music recording studios can be places of creativity, artistry, and collaboration, but they often also involve challenging, intimidating, and fractious relations. Given that recording studios are, first and foremost, concerned with documenting musicians’ performances, we discuss the concerns of getting studio interactions “on record” in terms of access, social relations, and methods of data collection. This article reflects on some of the issues we faced when conducting our fieldwork within British music recording facilities and makes suggestions based on strategies that we employed to address these issues

    The GoodWork Project: An Overview

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    The Good Project is a large scale effort to identify individuals and institutions that exemplify good work -- work that is excellent in quality, socially responsible, and meaningful to its practitioners -- and to determine how best to increase the incidence of good work in our society. This paper is a comprehensive description of the GoodWork Project

    Inferring Transportation Mode and Human Activity from Mobile Sensing in Daily Life

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    In this paper, we focus on simultaneous inference of transportation modes and human activities in daily life via modelling and inference from multivariate time series data, which are streamed from off-the- shelf mobile sensors (e.g. embedded in smartphones) in real-world dynamic environments. The transportation mode will be inferred from the structured hierarchical contexts associated with human activities. Through our mobile context recognition system, an ac- curate and robust solution can be obtained to infer transportation mode, human activity and their associated contexts (e.g. whether the user is in moving or stationary environment) simultaneously. There are many challenges in analysing and modelling human mobility patterns within urban areas due to the ever-changing en- vironments of the mobile users. For instance, a user could stay at a particular location and then travel to various destinations depend- ing on the tasks they carry within a day. Consequently, there is a need to reduce the reliance on location-based sensors (e.g. GPS), since they consume a significant amount of energy on smart de- vices, for the purpose of intelligent mobile sensing (i.e. automatic inference of transportation mode, human activity and associated contexts). Nevertheless, our system is capable of outperforming the simplistic approach that only considers independent classifications of multiple context label sets on data streamed from low energy sensors

    A Mixed Method Approach for Evaluating and Improving the Design of Learning in Puzzle Games

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    Despite the acknowledgment that learning is a necessary part of all gameplay, the area of Games User Research lacks an established evidence based method through which designers and researchers can understand, assess, and improve how commercial games teach players game-specific skills and information. In this paper, we propose a mixed method procedure that draws together both quantitative and experiential approaches to examine the extent to which players are supported in learning about the game world and mechanics. We demonstrate the method through presenting a case study of the game Portal involving 14 participants, who differed in terms of their gaming expertise. By comparing optimum solutions to puzzles against observed player performance, we illustrate how the method can indicate particular problems with how learning is structured within a game. We argue that the method can highlight where major breakdowns occur and yield design insights that can improve the player experience with puzzle games

    Design Frictions for Mindful Interactions: The Case for Microboundaries

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    Design frictions, a term found in popular media articles about user experience design, refer to points of difficulty occurring during interaction with technology. Such articles often argue that these frictions should be removed from interaction flows in order to reduce the risk of user frustration and disengagement. In this paper we argue that, in many scenarios, designing friction into interactions through the introduction of microboundaries, can, in fact, have positive effects. Design frictions can disrupt "mindless" automatic interactions, prompting moments of reflection and more "mindful" interaction. The potential advantages of intentionally introduced frictions are numerous: from reducing the likelihood of errors in data-entry tasks, to supporting health-behaviour change
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