Positive Technology

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    Positive Technology - Presentation Transcript

    1. POSITIVE TECHNOLOGY V 0.1 www.positivetechnology.info
    2. #1 LIVING IN DIGITAL ECOSYSTEMS
    3. LA TECNOLOGIA POSITIVA
    4. Eras of Computing One computer for many users One computer for each user Many computers for each user Thousands computers for each user 1960: Mainframe Era 1980: Personal Computer Era 2000: Mobility Era 2020+: Ubiquity Era Source: Abigail Sellen, Yvonne Rogers, Richard Harper, Tom Rodden: Reflecting human values in the digital age . Commun. ACM 52(3): 58-66 (2009)
    5. Digital Ecosystems responsive disappearing ubiquitous intelligent
    6. DISAPPEARING
    7. RESPONSIVE
    8. INTELLIGENT
    9. UBIQUITOUS
    10. VIRTUAL REALITY
    11. AUGMENTED REALITY
    12. WEARABLE DISPLAYS
    13. SMART CLOTHING
    14. SMART JEWERLY
    15. LIFE LOGGING
    16. DOMESTIC ROBOTICS
    17. SOCIAL COMPUTING
    18. INTERNET OF THINGS
    19. #2 ISSUES
    20. TECHNODEPENDENCY
    21. TECNODIPENDENZA TECHNOSTRESS
    22. TECNODIPENDENZA IPERCONNECTIVITY
    23. TECNODIPENDENZA SUSTAINABILITY
    24. TECNODIPENDENZA ETHICS
    25. TECNODIPENDENZA SECURITY & PRIVACY
    26. #3 POSITIVE TECHNOLOGY
    27. EXPERIENCE ECONOMY Pine & Gilmore, 1999 TIME
    28. ABSORPTION IMMERSION ACTIVE PARTICIPATION PASSIVE PARTICIPATION ENTERTAINMENT EDUCATIONAL ESCAPIST ESTHETIC EXPERIENCE ECONOMY - Pine & Gilmore, 1999
    29.  
    30. HEDONISTIC EUDAIMONISTIC EPICURUS ARISTOTLE PERSPECTIVES ON WELLBEING
    31. Positive Psychology: the Science of Wellbeing
    32. The goal of Positive Psychology
      • Understanding what makes people:
      • Happy
      • Enjoy life
      • Content
      • Satisfied and fulfilled
      • Emotionally stable
      • Mentally healthy
      • Functional
      • Able to cope
      • Successful
      • Strong
      • Understanding what makes people:
      • Suffer
      • Stressed
      • Anxious
      • Depressed
      • Unhappy
      • Angry
      • Aggressive
      • Violent
      • Strange
      • Mentally ill
      The goal of Psychology
    33.  
      • “ I think with technology , entertainment and design, we can actually increase the amount of tonnage of human happiness on the planet .
      • And if technology can in the next decade or two increase the pleasant life , the good life and the meaningful life, it will be good enough”
      • Martin Seligman
      • Founder of Positive Psychology
      • (TED Conference 2008)
    34. “ I can get totally into the music and not get self-conscious about dancing. I know that when I first start or if there is some distraction, or I’m conscious of the way I’m dancing, I don’t dance as well as when I’m really totally into the music….it’s something that just comes out in my body, ’cause I don’t usually think about the steps I’m going to do consciously.” FLOW Quote from a dancer, M. Csikszentmihalyi, 1975, p. 105
    35. .
    36. Transformation of Flow Riva & Gaggioli, 2009
    37. HEDONISTIC EUDAIMONISTIC 500 Euro iPhone 50 Euro Child Laptop POSITIVE TECHNOLOGY
    38. HEDONISTIC VALUES Experience economy Emotional design Enchantment Aesthetics & pleasureness
    39. EUDAIMONISTIC VALUES Empowerment Self-actualization Sustainable Ethics
    40. SELF-IMPROVEMENT MARKET (US) Source: Marketdata
    41.  
    42.  
    43.  
    44. BRAIN TRAINING/ COGNITIVE ENHANCEMENT STRESS MANAGEMENT TRANSPERSONAL TECHNOLOGY PARTICIPATORY ECOLOGY CREATIVITY 2.0 CYBERTHERAPY & VIRTUAL REHABILITATION POSITIVE TECHNOLOGY
    45. CYBERTHERAPY www.cybertherapy.info
    46. VIRTUAL REHABILITATION www.neurovr.org
    47. PARTICIPATORY ECOLOGY www.prorinnovabili.org
    48. CREATIVITY 2.0: OPEN GENIUS www.opengenius.org
    49.  
    50. AND THEY LIVED HAPPILY EVER AFTER (WITH TECHNOLOGY)

    + andrea gaggioliandrea gaggioli, 1 month ago

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