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Examples of positive technologies have generally been virtual reality environments and other forms of software design as interventions for mental health and wellbeing. At the broadest level, Positive Technologies takes from positive psychology and argues for the benefits of using technology to influence the (1) affective quality, (2) engagement/actualization, and (3) connectedness of experience. Design for Wellbeing in HCIĪ desire to design for deeper meaning, happiness, and human flourishing has gained momentum in HCI over the past 5 years, and both researchers and practitioners have struggled to bridge this new impetus to clear actionable practice.Īmong the contributions to this area is work on Positive Technologies ( Riva et al., 2012), Experience Design ( Hassenzahl, 2010), Positive Design ( Desmet and Pohlmeyer, 2013), and Positive Computing ( Calvo and Peters, 2014).

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Thus a larger question remains: How can technology be designed to support wellbeing that encompasses more than just immediate hedonic experience, but also its longer-term eudaimonia, or true flourishing? ( Ryan and Deci, 2001, 2017 Sirgy, 2012). Indeed, as studies in video games ( Rigby and Ryan, 2011) and media consumption ( Hefner and Vorderer, 2017) confirm, too much engagement can crowd-out healthy activities to the detriment of overall wellbeing. However, factors such as engagement and enjoyment do not necessarily contribute to sustainable wellbeing. Kushlev and Dunn (2015) demonstrated that the number of times a day people could check email increased stress levels, while other studies show that the mere presence of a mobile phone diminishes the quality of face-to-face interaction ( Przybylski and Weinstein, 2013 Misra et al., 2016).īeyond these unintended effects, technologies can also be consciously designed to enhance or regulate people's emotions ( Norman, 2005) and over the last 15 years interaction designers have shifted their focus from mere usability to also making products enjoyable and engaging, generally with the goal of increasing usage. As a simple example, consider the nuanced impacts emerging from the instant connectivity made possible by smartphones. Introduction The Impact of Technologies on Psychological WellbeingĮvery technology can deliberately or inadvertently impact psychological wellbeing.

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We extend and hone these ideas to provide practical advice for designers along with real world examples of how to apply the model to design practice. We build this model based on existing evidence for basic psychological need satisfaction, including evidence within the context of the workplace, computer games, and health. These five spheres of experience sit within a sixth, society, which encompasses both direct and collateral effects of technology use as well as non-user experiences. We propose that in order to address wellbeing, psychological needs must be considered within five different spheres of analysis including: at the point of technology adoption, during interaction with the interface, as a result of engagement with technology-specific tasks, as part of the technology-supported behavior, and as part of an individual's life overall. The model provides a framework grounded in psychological research that can allow HCI researchers and practitioners to form actionable insights with respect to how technology designs support or undermine basic psychological needs, thereby increasing motivation and engagement, and ultimately, improving user wellbeing. Herein we introduce such a model: Motivation, Engagement and Thriving in User Experience (METUX).

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This is possibly due to the lack of a clear model to explain these needs in the context of HCI. Yet, despite a long-standing pursuit in human-computer interaction (HCI) for design strategies that foster sustained engagement, behavior change and wellbeing, the basic psychological needs shown to mediate these outcomes are rarely taken into account.

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Research in psychology has shown that both motivation and wellbeing are contingent on the satisfaction of certain psychological needs.

  • 2Institute for Positive Psychology and Education, Australian Catholic University, Sydney, NSW, Australia.
  • 1School of Electrical and Information Engineering, University of Sydney, Sydney, NSW, Australia.








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