our team embarked on a quest to improve the mental
well-being of underserved youths in a local school.
Minority groups are the fastest growing demographic
in the U.S. In addition, the poverty level in the U.S. is
the highest it has been in the last 50 years. The com-
munity, therefore, needs more research addressing
this user segment. We studied how underserved
youths react when presented with different UI designs
aimed at promoting creative writing (Gonçalves et al.,
2015). The act of creative writing per se can become
the driver of change among underserved teenagers,
and researchers should strive to discover novel UI de-
signs that can effectively increase this target group's
productivity, creativity and mental well-being. Using
MS Word as baseline, we analyzed the influence of a
Zen-like tool (a tool designed at our lab, and called
PlaceToWrite), a nostalgic but realistic typewriting
tool (Hanx Writer), and a stress-based tool that elim-
inates writer's block by providing consequences for
procrastination (Write or Die).
Our results suggest that the Zen characteristics of
our tool PlaceToWrite were capable of conveying a
sense of calm and concentration to the users, making
them feel better and also write more. The nostalgic
Hanx typewriter also fared very well with regard to
mental well-being and productivity.
There have been other interventions designed, de-
veloped and evaluated by our team, including: Im-
proving family life; improving the life and health of
the aging population; dealing with work, multitasking
and distractions; and primary prevention of violence
in teenage dating.
4 CONCLUSIONS AND OPEN
QUESTIONS
As with all scientific problems, many questions re-
main permanently open to improvements. How to im-
prove the levels of collaboration between teams of
psychologists, interaction designers, marketing ex-
perts and engineers? How can we better evaluate the
quality of the interactive experience, the same way
psychologists assess the quality of their interven-
tions? Also, how can interaction designers target ex-
periences that are specifically tailored to each user's
problems and needs?
As interaction designers, we have the power to use
technology as a vehicle for transformative experi-
ences. Information technologies have deeply trans-
formed our world, and are now weaved into many as-
pects of our daily life. Simply recognizing the poten-
tial of interaction design for improving human well-
being is not enough. Designers need principles,
guidelines, successful case studies from which they
can obtain inspiration leading to an ever-increasing
number of interactive experiences that can be effec-
tive in attaining the eternal goal of an improved well-
being.
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