Perfectly rational decision making is almost always out of reach for people because their computational resources are limited. Instead, people may rely on computationally frugal heuristics that usually yield good outcomes. Although previous research has identified many such heuristics, discovering good heuristics and predicting when they will be used remains challenging.
View Article and Find Full Text PDFBackground: Many people want to build good habits to become healthier, live longer, or become happier but struggle to change their behavior. Gamification can make behavior change easier by awarding points for the desired behavior and deducting points for its omission.
Objective: In this study, we introduced a principled mathematical method for determining how many points should be awarded or deducted for the enactment or omission of the desired behavior, depending on when and how often the person has succeeded versus failed to enact it in the past.
We study human performance in two classical NP-hard optimization problems: Set Cover and Maximum Coverage. We suggest that Set Cover and Max Coverage are related to means selection problems that arise in human problem-solving and in pursuing multiple goals: The relationship between goals and means is expressed as a bipartite graph where edges between means and goals indicate which means can be used to achieve which goals. While these problems are believed to be computationally intractable in general, they become more tractable when the structure of the network resembles a tree.
View Article and Find Full Text PDFBackground: Ecological momentary interventions open up new and exciting possibilities for delivering mental health interventions and conducting research in real-life environments via smartphones. This makes designing psychotherapeutic ecological momentary interventions a promising step toward cost-effective and scalable digital solutions for improving mental health and understanding the effects and mechanisms of psychotherapy.
Objective: The first objective of this study was to formatively assess and improve the usability and efficacy of a gamified mobile app, the InsightApp, for helping people learn some of the metacognitive skills taught in cognitive behavioral therapy, acceptance and commitment therapy, and mindfulness-based interventions.