Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Theory-driven design strategies for technologies that support behavior change in everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mind the body!: designing a mobile stress management application encouraging personal reflection
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Persuasive technology for human well-being: setting the scene
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Peripheral paced respiration: influencing user physiology during information work
Proceedings of the 24th annual ACM symposium on User interface software and technology
Sonic Cradle: designing for an immersive experience of meditation by connecting respiration to music
Proceedings of the Designing Interactive Systems Conference
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
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Sonic Cradle enables users to shape sound with their breath while suspended in a completely dark chamber. We conducted a qualitative investigation to understand 39 naïve participants' subjective responses to this design artifact. Systematic analysis with 3 independent data coders produced 11 findings which richly describe the Sonic Cradle experience as clearly comparable to mindfulness meditation (e.g. clarity of mind, loss of intention). This paper shows how persuasive media have the potential to promote long-term psychological health by experientially introducing a stress-relieving, contemplative practice to non-practitioners.