US20140351332A1 - Systems and methods for providing on-line services - Google Patents

Systems and methods for providing on-line services Download PDF

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US20140351332A1
US20140351332A1 US14/284,229 US201414284229A US2014351332A1 US 20140351332 A1 US20140351332 A1 US 20140351332A1 US 201414284229 A US201414284229 A US 201414284229A US 2014351332 A1 US2014351332 A1 US 2014351332A1
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Prior art keywords
activities
track
user
activity
users
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US14/284,229
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Tomer BEN-KIKI
Acacia PARKS
Amy Jo KIM
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Spring Inc
Happify Inc
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Spring Inc
Happify Inc
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Priority to US14/284,229 priority Critical patent/US20140351332A1/en
Application filed by Spring Inc, Happify Inc filed Critical Spring Inc
Publication of US20140351332A1 publication Critical patent/US20140351332A1/en
Assigned to HAPPIFY, INC. reassignment HAPPIFY, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: BEN-KIKI, TOMER, PARKS, Acacia, Kim, Amy Jo
Priority to US15/974,978 priority patent/US20190129941A2/en
Priority to US16/032,344 priority patent/US10813584B2/en
Priority to US16/059,498 priority patent/US11779270B2/en
Priority to US16/600,903 priority patent/US20200099740A1/en
Priority to US17/494,407 priority patent/US11575737B2/en
Priority to US17/671,251 priority patent/US11727217B2/en
Priority to US18/092,311 priority patent/US11909811B2/en
Priority to US18/234,319 priority patent/US20230385555A1/en
Abandoned legal-status Critical Current

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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L51/00User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail
    • H04L51/52User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail for supporting social networking services
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q10/00Administration; Management
    • G06Q10/10Office automation; Time management
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/01Social networking
    • H04L51/32

Abstract

A system and method for providing on-line services, comprising: a server for receiving information from a plurality of sources of data via a network, the plurality of sources of data comprising a plurality of attributes; a storage device for storing the information received from the plurality of sources of data; and a processor for tracking the plurality of sources of data. The processor determines attribute levels for each of the plurality of attributes and transmits updated information to the plurality of sources of data to increase the determined attribute levels.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application claims priority under 35 U.S.C. 119(e) to U.S. Provisional Patent Application No. 61/825,742, filed May 21, 2013, entitled “Systems And Methods For Providing On-Line Services.” The entire contents the above-referenced application is incorporated herein by reference.
  • INTRODUCTION
  • An exemplary embodiment comprises systems and methods for providing an on-line service referred to herein for convenience as “Happify.” Happify is a science-based online service and social community for engaging, learning and training the skills of happiness. It may be offered through a variety of devices including PC, tablet and mobile.
  • In an exemplary embodiment, a Happify service is based on a framework developed by psychologists and researchers in the science of happiness (which includes positive psychology and neuroscience), and assists users in the development of certain happiness skills: e.g., Savor, Thank, Aspire, Give and Empathize (or S.T.A.G.E.™). Each skill may be developed using various activities, ordered in increasing skill level, that gradually unlock as the user progresses in building that skill.
  • In an exemplary embodiment, users who use Happify may be given a range of activities from the S.T.A.G.E. skills, from reflective blogging and science-based games and quizzes, to real-life tasks they are asked to perform and report back on. Each activity is backed by scientific studies that are directly accessible to the user.
  • An exemplary aspect may comprise a system and method for providing on-line services. The system and method comprise: a server for receiving information from a plurality of sources of data via a network, the plurality of sources of data comprising a plurality of attributes; a storage device for storing the information received from the plurality of sources of data; and a processor for tracking the plurality of sources of data. The processor determines attribute levels for each of the plurality of attributes and transmits updated information to the plurality of sources of data to increase the determined attribute levels.
  • In one or more exemplary system and method embodiments: (1) the plurality of attributes are based on human psychological happiness skills; and (2) the processor calculates a match score between at least two of the plurality of sources of data based on the determined attribute levels.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 depicts an exemplary embodiment comprising a computer system.
  • FIG. 2 depicts a hierarchy of skills, activities and tasks.
  • FIGS. 3A and 3B depict sample activities.
  • FIG. 4 depicts an activity post.
  • FIGS. 5A-5C depict schematics for starting a track.
  • FIG. 6 depicts an example of a user's profile and posts.
  • FIG. 7 depicts an example of personalized suggested activities.
  • FIG. 8 depicts a schematic of self-assessments.
  • FIG. 9 depicts users engaging in social interaction.
  • FIG. 10 depicts matchmaking between users.
  • FIG. 11 depicts a schematic of the initial steps of the Happify compass.
  • FIG. 12 depicts the user's first week of activities.
  • FIG. 13 depicts a schematic of the user's happiness graph.
  • FIG. 14 depicts the user's happiness compass.
  • FIG. 15 depicts a schematic of insights obtained using the happiness compass.
  • FIG. 16 depicts examples of advantageous aspects of the happiness graph.
  • FIG. 17 depicts an example of a quiz.
  • FIG. 18 depicts an example of a poll.
  • FIGS. 19 and 20 depict examples of experience boards.
  • FIG. 21 depicts an example of a mindfulness game.
  • FIG. 22 depicts an example of guided savoring.
  • FIG. 23 depicts an example of a funny caption.
  • FIG. 24 depicts an example of a relaxation game.
  • FIG. 25 depicts an example of a smile finder.
  • FIG. 26 depicts an example of a body talk game.
  • FIG. 27 depicts an example of a quiz.
  • FIG. 28 depicts an example of a poll.
  • DETAILED DESCRIPTION OF CERTAIN EXEMPLARY EMBODIMENTS
  • Happify is a science-based online service and social community for engaging, learning and training the skills of happiness. Happify activities may be offered to users in several ways. Two examples described below are “Tracks” and “Personal Recommendation and a la Carte.”
  • Tracks:
  • Tracks contain sets of activities programmed to address a specific life situation or goal (“Cope better with stress; “Enjoy parenting more”, etc.) in, for example, a 4-week time period. Upon signing up, users may complete self-assessments that give them their initial happiness level as well as an initial recommended track. Users may complete approximately one part of a track each week, spanning 4 weeks altogether. When users finish a track part, they may win, for example, a badge that represents their level of activity in that track part.
  • Personal Recommendation and a La Carte:
  • When not in a track, a user may be offered a personalized daily activity (an unlocked activity from a skill they haven't accessed in the past week). They also may pick activities from a skill menu and choose any unlocked activity of their choice.
  • As users perform their activities, they may create activity posts that are saved in their personal profile and build up a ‘digital happiness wallet’ they can reflect on. Posts may include the type of activity performed by the user, any text and images the user added, other people involved, if any, as well as the time and location for the post. Posts also may appear on various activity feeds on the service, which allows other users to read, draw inspiration from, and offer encouragement in the form of comments and likes.
  • Users may also follow activities posted by other users they find interesting if those users allow themselves to be followed or mark their post “public”. Periodically, the service may make suggestions for users to follow other users whose profiles match in terms of demographics and psychographics, as well as level of activity on the site.
  • Users can keep track of their progress on Happify, thanks to periodic, scientifically-designed self-assessments that present them with their current happiness level compared to past levels.
  • Over time, Happify computer systems and software may build a ‘Happiness Graph’ for each user, consisting of activities, people, places and things correlated with the impact they had on the user's happiness levels. This information may be used to optimize the user experience and the activities the service suggests.
  • Happify is a science-based online service and social community for engaging, learning and training the skills of happiness. It is offered through a variety of devices including PC, tablet and mobile.
  • The service is based on a framework developed by psychologists and researchers in the science of happiness (which includes positive psychology and neuroscience), and consists of 5 essential happiness skills: Savor, Thank, Aspire, Give and Empathize (or S.T.A.G.E.™). Each skill contains various activities, ordered in increasing skill level, that gradually unlock as the user progresses in building that skill.
  • Users who join Happify are given a range of activities from the S.T.A.G.E. skills, from reflective blogging and science-based games and quizzes, to real-life tasks they are asked to perform and report back on. Each activity is backed by scientific studies that are directly accessible to the user.
  • Happify activities are offered to users in two ways:
      • Tracks: Tracks contain sets of activities programmed to address a specific life situation or goal (“Cope better with stress; “Enjoy parenting more”, etc.) in a 4-week time period. Upon signing up, users complete self-assessments that give them their initial happiness level as well as an initial recommended track. Users complete approximately one part of a track each week, spanning 4 weeks altogether. When users finish a track part, they win a badge that represents their level of activity in that track part.
      • Personal Recommendation and a-la-carte: When not in a track, a user is offered a personalized daily activity (an unlocked activity from a skill they haven't accessed in the past week). They can also pick activities from a skill menu and choose any unlocked activity of their choice.
  • As users perform their activities, they create activity posts that are saved in their personal profile and build up a ‘digital happiness wallet’ they can reflect on. Posts include the type of activity performed by the user, any text and images the user added, other people involved, if any, as well as the time and location for the post. Posts also appear on various activity feeds on the service, which allows other users to read, draw inspiration from, and offer encouragement in the form of comments and likes.
  • Users can also follow activities posted by other users they find interesting if those users allow themselves to be followed or mark their post “public”. Periodically, the service makes suggestions for users to follow other users whose profiles match in terms of demographics and psychographics, as well as level of activity on the site.
  • Users can keep track of their progress on Happify, thanks to periodic, scientifically-designed self-assessments that present them with their current happiness level compared to past levels.
  • Over time, Happify builds a ‘Happiness Graph’ for each user, consisting of activities, people, places and things correlated with the impact they had on the user's happiness levels. This information is used to optimize the user experience and the activities the service suggests.
  • Overview:
      • 1. Framework: detailed description of the scientific framework, key concepts, features and algorithms for web and mobile product
      • 2. Product Directory: list of activity types offered by the service
      • 3. Web Spec: mocks and specifications of web product
      • 4. Mobile Spec: mocks and specifications of mobile product
      • 5. Science Reference: list of scientific studies being referred to by activities in the service
      • 6. Creating a Happify track—Partners: guide used to inform partners on how to develop a Happify track
      • 7. Follow suggestion: description of the algorithm used to recommend which users may be relevant for a user to follow
      • 8. Activities: List of the key activities per skill by skill level. Does not include activities like games, quizzes and polls
      • 9. Track recommendation survey: user questionnaire used to recommend the right tracks based on user's input. This questionnaire was developed by happiness researchers.
      • 10. Happiness Assessment: user questionnaire used to establish their level of happiness, positive emotion and life satisfaction. This questionnaire was developed by happiness researchers and correlated with standard academy assessments. See Table 3, below, for the Happiness Assessment Questions and Calculations
      • 11. Strengths Assessment: Self-assessment that determines the user's character strength profile
      • 12. Skill Assessments: Set of questionnaires that determine the level of affinity and mastery for various skill categories for each of the STAGE™ skills
  • Exemplary embodiments comprise computer components and computer-implemented steps that will be apparent to those skilled in the art. For example, calculations and communications can be performed electronically, and results can be displayed using a graphical user interface.
  • An exemplary such system is depicted in FIG. 1. Computers 100 communicate via network 110 with a server 130. A plurality of sources of data 120-121 relating to, for example, Happify user information, also communicate via network 110 with a server 130, processor 150, and/or other components operable to calculate and/or transmit, for example, user track and related information. The server 130 may be coupled to one or more storage devices 140, one or more processors 150, and software 160.
  • Other components and combinations of components may also be used to support processing data or other calculations described herein as will be evident to one of skill in the art. Server 130 may facilitate communication of data from a storage device 140 to and from processor(s) 150, and communications to computers 100. Processor 150 may optionally include or communicate with local or networked storage (not shown) which may be used to store temporary or other information. Software 160 can be installed locally at a computer 100, processor 150 and/or centrally supported for facilitating calculations and applications.
  • For ease of exposition, not every step or element of the present invention is described herein as part of a computer system, but those skilled in the art will recognize that each step or element may have a corresponding computer system or software component. Such computer system and/or software components are therefore enabled by describing their corresponding steps or elements (that is, their functionality), and are within the scope of the present invention.
  • Moreover, where a computer system is described or claimed as having a processor for performing a particular function, it will be understood by those skilled in the art that such usage should not be interpreted to exclude systems where a single processor, for example, performs some or all of the tasks delegated to the various processors. That is, any combination of, or all of, the processors specified in the description and/or claims could be the same processor. All such combinations are within the scope of the invention.
  • Alternatively, or in combination, processing and decision-making may be performed by functionally equivalent circuits such as a digital signal processor circuit or an application specific integrated circuit.
  • Many routine program elements, such as initialization of loops and variables and the use of temporary variables, are not described in detail herein for brevity. Moreover, it will be appreciated by those of ordinary skill in the art that unless otherwise indicated, the particular sequence of steps described is illustrative only and can generally be varied without departing from the scope of the invention. Unless otherwise stated, the processes described herein are unordered—that is, the processes can be performed in any reasonable order.
  • All steps described herein will and should be understood by those skilled in the art as being capable of implementation by software, where feasible. Moreover, such software will be understood by those skilled in the art to be storable on a non-transitory computer readable medium and implementable by one or more computer processors.
  • FIG. 2 depicts a hierarchy of skills, activities and tasks. According to an exemplary embodiment, skills comprise the following:
  • 5 Core Happiness Skills (in Short: S.T.A.G.E.™)
      • Savor (savoring)
      • Thank (gratitude)
      • Aspire (optimism, meaning, hope)
      • Give (kindness)
      • Empathize (empathy)
  • Framework was developed by leading happiness scientists. The STAGE framework captures the essence of the science of positive psychology (hundreds of studies) and allows for presentation to mainstream consumers in an accessible way.
  • Each STAGE skill is associated with a characteristic color and iconography to simplify and reinforce its identity.
  • Skill Levels:
      • Users interacting with the system start off at level-1 in all skills. As they complete activities they progress in each skill from level-1 to level-2 etc.
      • New activities, self assessments and other options unlock as the user reaches a higher level.
  • According to an exemplary embodiment, skills comprise the following:
      • For each skill, Happify offers relevant, science based activities that train the user in an entertaining way
      • As the user levels up in a skill, they unlock new activities (Level 1 to level 5 activities are available in each skill)
      • Each activity provides the user with several alternatives for completing the activity (“Suggested Tasks”) to pick from
      • Users can view an explanation of “why it works”: a short summary of the science behind that activity, complete with footnotes to the actual study this activity is based on.
      • Refer to “Happify Science Reference Studies” for the studies referred to from the activities.
  • FIGS. 3A and 3B depict sample activities. Table 1 provides a list of exemplary activities:
  • TABLE 1
    Activity Activity Activity Skill Level
    ID Skill Type Name (1-5) Activity Description
    A-01 Aspire Essay My 1 Imagine your life years and years in
    victorious the future, assuming all has gone as
    self well as possible. What would it
    look like? Write about it in as much
    depth as possible. Try and address
    every aspect of your life -- personal
    and professional.
    A-03 Aspire Essay What's 1 From which activities in your life
    My do you derive meaning? What is
    Why? unique about those activities that
    makes them feel meaningful to
    you?
    A-11 Aspire Essay I'm 1 What upcoming events are you
    looking anticipating with joy and optimism
    forward instead of anxiety?
    to . . . Think of a future event, big or
    small, that you're really excited
    about. Imagine the details,
    including the sounds, smells, and
    tastes. Spend some time putting
    yourself right in the middle of it.
    A-04 Aspire Plan- I think I 2 Set a relatively short-term goal (i.e.
    Do can one that can be completed in the
    span of 1-2 wks). Imagine the
    benefits of achieving that goal.
    How will you feel? What will
    happen?
    A-05 Aspire Essay Find 2 Consider the broader meaning the
    meaning seemingly non-meaningful
    in the activities (hobbies, chores, etc.) you
    mundane engage in day to day - how do
    others benefit (directly, through
    your actions, or indirectly, through
    your improved mood) from you
    engaging in them?
    A-02 Aspire Essay My core 3 Consider yourself at this point in
    values your life. When at your best, what
    kind of a person are you? What
    positive traits do you associate with
    yourself? What positive traits
    would you like to work towards
    developing?
    A-07 Aspire Essay Pursue 3 Take the essay you composed in A-
    meaning 02 and brainstorm some concrete
    ways to change your everyday life
    to better pursue the character ideals
    you identified as being most
    important to you.
    A-06 Aspire Essay Setbacks 4 Think of a setback or negative
    and steps experience you have had in the past
    forward (at least a year ago). Now, spend
    the next ten minutes writing about
    that event. What role did that event
    have in shaping who you are today?
    Did anything good come of it?
    A-09 Aspire Plan- Spend on 4 Spend some money to create a
    Do what leisure experience that will be
    matters meaningful and rewarding for you
    (emphasize experiences, NOT
    material goods) -- for example, if
    you are passionate about music,
    take a music class or go to a
    concert.
    A-08 Aspire Plan- Create 5 Using what you've learned in
    Do meaning previous activities, find ways to
    create meaning from boring tasks or
    everyday activities (ones that aren't
    particularly beneficial to anyone
    but you). The idea is to take
    something you already do and
    transform it into something
    meaningful.
    A-10 Aspire Essay I have a 5 Set a very long-term goal (i.e. one
    goal that can be completed in the span of
    several years). Imagine the benefits
    of achieving that goal. How will
    you feel? What will happen?
    E-01 Empathize Essay Give 1 Reflect on what it is like to be you.
    myself a What makes you great? What
    break challenges have you overcome?
    What accomplishments have you
    achieved? Create a narrative or
    “story” of your life thus far,
    highlighting the aspects that
    showcase your positive traits.
    E-03 Empathize Essay Whats 1 Keep a log of the nice things that
    my you do for the people in your inner
    positive circle and/or at work. Use this
    impact? information to draw some
    conclusions about the positive
    benefit that you have on those
    around you.
    E-02 Empathize Essay Walking 2 Consider what it would be like to
    in their be someone very different from
    shoes yourself, with whom you have very
    little interaction and of whom you
    have very little understanding. It
    may help to do some informal
    research on the web.
    E-04 Empathize Essay Weird . . . why'd 2 When someone in your inner circle
    they behaves in ways that you do not
    do it? understand, see if you can look at
    the context to better understand
    their behavior.
    E-05 Empathize Plan- Get to 3 Consider something you can do in
    Do know your spare time that will allow you
    someone to get to know someone very
    different from yourself and do it.
    E-06 Empathize Essay Empathize 3 Think of what it is like to be
    with a someone with whom you disagree
    different about something somewhat minor.
    viewpoint Why do they feel differently from
    you?
    E-07 Empathize Essay Not cool - 3 When someone in your inner circle
    why'd behaves in ways that hurts or upsets
    they do you, see if you can look at the
    it? context to better understand their
    behavior.
    E-08 Empathize Essay Empathize 4 Think of what it is like to be
    when someone with whom you disagree
    you strongly about something of
    disagree moderate important. Why do they
    feel differently from you?
    E-10 Empathize Plan- Help 4 Consider something you can do in
    Do someone your spare time that will allow you
    to improve the life of someone very
    different from yourself and do it.
    E-11 Empathize Essay How will 4 Imagine what it would be like for
    s/he miss one of your close others if you
    me? disappeared, or had never existed in
    the first place. In what ways would
    their lives be worse? What would
    they miss the most about you?
    E-09 Empathize Essay That 5 Reflect on a recent conflict you
    hurt! have had with someone and see if
    What you can gain some insight into
    made where they were coming from.
    them do Why were they at odds with you?
    it? What was their perspective?
    E-12 Empathize Essay Empathize 5 Think of what it is like to be
    when someone (real, or hypothetical)
    you're with whom you vehemently
    resentful disagree about something very
    important to you - about a political
    issue, for example. What challenges
    do they face? Why do they feel as
    they do? In your mind, try to treat
    this person with sympathy,
    understanding, and acceptance.
    G-01 Give Plan- Give a 1 Spend a small amount of money on
    Do- small gift someone else - buy them a cup of
    coffee, or some cute little kitchy
    thing you saw in a store that
    reminded you of them, or a book
    you think they'd like. Ideally, it
    would be something that will spark
    some interaction with them (you
    can discuss the book, or chat while
    drinking the coffee).
    G-03 Give Plan- Make 1 What one nice thing did you do (or
    Do someone are you planning to do) for
    smile someone else today?
    Whether it's running an errand for a
    busy friend, baking cookies for a
    neighbor or mentoring a child,
    record it here.
    G-05 Give Plan- Spend 2 Select a skill that is valuable to you
    Do time on a or to someone you love, and invest
    valuable an hour in developing it (for
    activity example, becoming better at
    playing an instrument, or learning
    to build coop for the chickens your
    spouse wants to buy, or practicing
    French so that you can go on that
    family vacation to France).
    G-06 Give Plan- Spend $$ 3 Select an activity that costs money,
    Do on a but is relatively inexpensive, and do
    shared that activity with someone in your
    experience inner circle on your dime.
    Alternatively, you can spend a
    small-moderate amount of money
    helping someone else. It can be
    someone you know, or a stranger -
    but be sure to stick around to see
    the other person benefit.
    G-09 Give Plan- Spend 3 Plan an excursion or activity with
    Do time with one or more members of your inner
    someone circle (friends, family, etc). It
    doesn't need to be expensive, but in
    your planning, emphasize new
    experiences and activities that will
    involve a lot of interaction with
    each other.
    G-02 Give Do One day, 4 Deliberately do five kind acts for
    5 nice someone else today. They can be
    things big (helping a person cram for a
    midterm or prepare for a
    presentation at work) or small
    (putting coins in someone's nearly-
    expired meter or telling a stranger
    on the street that you like their
    dress). They can be planned or
    spontaneous, though since you must
    get five done in a single day, it
    helps to plan. They do not need to
    be for the same person, and they
    can be for people you know, or for
    strangers, or for some of both. Keep
    a log of the kind acts you do,
    including any kind acts you do in
    excess of the required five
    G-07 Give Do Celebrate 4 Spend the week on the lookout for a
    someone's victory, small or large, that one of
    good your friends or coworkers
    news experiences. Help them savor that
    victory using active-constructive
    responding: 1) ask lots of questions,
    2) find a way to become genuinely
    excited about it, 3) help the person
    see implications of their victory that
    make it even better than they had
    realized, 4) prolong the positive
    emotion associated with the news
    by celebrating and telling other
    people about it.
    G-08 Give Essay Forgive 4 Identify something that one or more
    an close others in your life do that you
    annoyance often find yourself upset about. See
    if you can become more forgiving
    about that particular behavior -
    more understanding about why
    people do it, and more patient with
    people when they do it.
    G-10 Give Essay Forgive 5 Identify something that someone
    an else did that you hold a grudge
    offense about. Do a forgiveness exercise to
    see if you can let go of the grudge.
    G-11 Give Plan- Volunteer 5 Identify a cause that you care about
    Do and volunteer your time to
    furthering it in some tangible way.
    G-12 Give Plan- Donate 5 Make a substantial charitable
    Do $$ for a contribution. Do something that
    cause will allow you to directly witness
    the other person benefitting from
    your kind act.
    S-01 Savor Plan- Savor the 1 Consider a typical weekday.
    Do small Review your morning routine, your
    stuff daily activities, and your evening
    rituals, and consider how much
    time you spend noticing and
    enjoying the pleasures of the day,
    both small and large. Every day for
    the next week, be sure to savor at
    least two experiences (for example,
    your morning coffee, or the sun on
    your face as you walk to your car).
    Spend at least 2-3 minutes savoring
    each experience using the following
    techniques: 1. Sharing With Others:
    You can seek out others to share the
    experience and tell others how
    much you value the moment. This
    is probably the single best way to
    savor pleasure. 2. Memory-
    Building: Take mental photographs
    or even a physical souvenir of the
    event and reminisce about it later
    with others. 3. Self-Congratulation:
    Do not be afraid of pride. Tell
    yourself how impressed others are
    and remember how long you've
    waited for this to happen. 4.
    Sharpening Perceptions: Focus on
    certain elements and block out
    others. 5. Absorption: Let yourself
    get totally immersed and try not to
    think, just sense.
    S-02 Savor Do Body 1 Dedicate a chunk of time
    scan (anywhere between 10 minutes and
    meditation an hour) to lie down, in silence, and
    systematically pay attention to each
    part of your body. Start by just
    focusing on your breathing for a
    minute or so. Then, starting with
    your feet, work your way through
    your calves, thighs, pelvis,
    stomach, back, chest, arms, hands,
    neck, face, and head, noticing any
    sensations in each place, and
    imagining that your breath is
    focused on that point. You can be
    more specific if you have more
    time - for example, you can stop at
    your ankles and knees on the way
    up your leg, and you can go
    through your low, mid, and upper
    back. There are various YouTube
    videos to guide you through a body
    scan, which you might use to get
    started.
    S-03 Savor Plan- Savor 2 Using the skills you learned in
    Do together Savoring Level 1, find an
    experience to savor that you can do
    together with other people. For
    example, you might go to a music
    performance, savor it while it is
    happening (you may need to walk
    them through the savoring
    techniques), and then discuss it
    afterwards. You could also savor a
    shared meal, a walk through a
    beautiful park, or a piece of good
    news you have received (go out and
    celebrate).
    S-04 Savor Essay Savor a 2 Think back on a positive event or
    memory experience you have had in your
    life and reminisce about it. Walk
    through that experience in your
    mind in as much detail as possible,
    using the savoring skills you
    learned in Level 1 to re-experience
    every aspect of the memory,
    including your emotional reactions
    at the time and the emotional
    reactions you are having now as
    you imagine it.
    S-05 Savor Do Avoid 3 Create a plan to distract yourself or
    overthinking re-focus yourself on the task at
    hand whenever your mind starts to
    wander into over-analyzing your
    experiences. It can be anything
    from a mantra (“what is happening
    right now?”) to a game you play, a
    poem you recite to yourself, or a
    rubber band you wear on your wrist
    and snap every time you catch
    yourself getting lost in worries.
    Anything that will help you to
    “reset” your brain and derail
    overthinking.
    S-06 Savor Do Basic 3 Sit still, in a comfortable position,
    meditation and just breathe. Pay attention to
    your breathing - to the rise and fall
    of your chest, or to the air tickling
    your upper lip as it comes out of
    your nose, or to any other sensation
    you experience as a result of
    breathing. See if you can keep your
    attention on your breathing, even as
    thoughts or feelings arise that
    distract you. You are very likely to
    experience thoughts such as “This
    isn't working,” or “I am not doing it
    right.” You may also have thoughts
    about other things you feel you
    should be doing. Acknowledge the
    thoughts and return to your
    breathing. Set a timer so that you
    do not need to check your clock -
    start with 5 minutes every day, and
    work your way up to 30.
    S-07 Savor Plan- Moving 3 Choose a low-energy physical
    Do meditation routine, such as yoga or gentle
    stretching, that takes about 20
    minutes to complete. Ideally, it
    should be something you do not
    have to think about too much. As
    you go through each pose or
    stretch, pay close attention to the
    effect it has on your body. Hold the
    stretch, focusing your attention on
    every place where you feel
    something in your body, one place
    at a time. What is the sensation
    like? Repeat this for each pose.
    S-08 Savor Plan- All-day 4 Deliberately arrange a day of
    Do savoring leisure. Fill your day with different
    types of activities to savor - food,
    or music, or a beautiful walk, or a
    visit to a museum - and savor each
    of them in turn using the techniques
    you have learned in previous levels.
    S-09 Savor Essay Reframe 4 Each day, write down at least one
    negative unpleasant thing that happened to
    thoughts you. Spend some time exploring
    why you think it happened. Once
    you come up with an explanation
    that you are fairly confident about,
    see if you can come up with other
    explanations. What are all of the
    possible reasons why what
    happened happened? Once you
    have a list of at least 3 possibilities
    (the bigger the better), read through
    each of them. Which seems most
    plausible to you? Which seems
    least plausible? What evidence do
    you have in favor of and against
    each possibility? When this is done,
    go back to your original
    explanation. How sure do you feel
    about it now?
    S-10 Savor Plan- Walking 4 Choose a place to spend about 30
    Do meditation minutes walking Ideally, it should
    be a place with many things to
    notice - scenery, activity, or both (a
    park is a great choice). Walk
    around, slowly at first, with your
    eyes looking down at the ground.
    Notice all of the tactile sensations
    associated with walking: the feeling
    of your feet on the ground, the
    temperature of the air as it stirs
    from your motion, the way your
    body feels at each stage of each
    step, and so on. Continue to do this
    until you are able to walk at a
    normal pace while still paying
    attention to everything sensory that
    is happening to you. Once you have
    achieved this, begin paying
    attention to the sounds around you.
    Try not to think too much about
    what is happening; just notice.
    When you are able to continue
    attending to both your tactile and
    auditory sensations, begin looking
    around you, taking in the sights,
    noticing any activity around you. If,
    at any point, you lose track of your
    tactile sensations, go back to
    looking at the ground until you are
    focused again, then build back up to
    noticing everything around you.
    S-11 Savor Plan- Organize a 5 Decide on something to savor with
    Do savoring a large group of people -- a church
    event group, or all of your coworkers, for
    example. Examples might include a
    community wine tasting or a class
    trip to a garden. Instruct the group
    on how to savor the experience
    using what you have used from
    practicing Social Savoring.
    S-12 Savor Essay/ Living in 5 Catch yourself when you are in the
    Do the midst of an unpleasant experience.
    moment It can be an emotional state (being
    stressed) or an activity (like waiting
    in line, being at a frustrating
    meeting, having an unpleasant
    conversation, etc). Notice
    everything you can about what is
    happening to you internally: your
    physical sensations, your thoughts,
    your feelings. Do your best not to
    evaluate your experience (whether
    it is ok to feel what you are feeling,
    whether you are thinking rationally,
    etc). Just experience it. Afterwards,
    see what you can write down about
    what happened to you. Look at each
    aspect of the experience (physical,
    thought, and emotional) and see if
    you can see some ways that your
    physical sensations, thoughts, and
    feelings interacted with each other.
    T-04 Thank Essay Thx Thx 1 Each night before bed, write down
    Thx three things that happened THAT
    DAY that you are grateful for in 2-3
    sentences. Also complete a rating
    of how good the day was, and of
    how difficult it was to come up
    with three good things. Track how
    those two ratings change over time.
    T-09 Thank Essay Today's 1 Think of something, great or small,
    grateful that you feel grateful for and
    moment describe it in a few words.
    T-01 Thank Essay Weekly 2 Once a week, write down a list of
    Gratitude everything in your life for which
    check-in you are grateful. Keep a record of
    your entries so that you can review
    them periodically. Look for themes
    in the types of things you often say
    you are grateful.
    T-02 Thank Plan- A week's 2 Pick someone in your social “inner
    Do worth of circle” and keep a gratitude log.
    thanks Write down everything they do that
    (about a you are grateful for for a fixed
    person) period of time (we recommend a
    month), then, at the end of that
    period, review the log. Are there
    any patterns in what this person
    tends to do that you are grateful
    for? What generalizations can you
    draw about who this person is and
    what they mean to you?
    T-03 Thank Plan- Deliver a 3 Show your gratitude log to the
    Do week's person you wrote it about, in effect
    worth of giving them a “gratitude report.”
    thanks You can make this a regular
    practice, reporting in periodically.
    T-05 Thank Essay What am 3 Each time you do something that
    I proud makes you proud of yourself, write
    of? it down for an entire month. At the
    end of each month, review the log.
    What types of activities do you
    seem to value and take pride in?
    T-06 Thank Do Thank 4 Pick some individual to whom you
    you note are grateful, but who you have
    never properly thanked. Your
    gratitude could be for a particular
    time when they assisted you, or it
    could be very general (or both). It
    can be someone you see all the
    time, or someone you haven't seen
    in a while; it can be someone with
    whom you have an ongoing
    relationship, or someone who you
    do not know very well, or someone
    with whom you have a strained
    relationship. As long as you are
    very grateful to that person, they
    are a good candidate for this
    activity. Now, write a letter
    detailing your gratitude to that
    person - at least one page, but
    longer, if possible. Reflect, in as
    much detail as possible, on why
    you feel gratitude towards them.
    T-08 Thank Plan- I'm 4 Discuss something or someone for
    Do thankful, which/whom you are very grateful
    let's talk! with someone else who shares that
    gratitude. It may help if you have
    written a gratitude letter about the
    target of the discussion, and can
    share it with the other person to
    spark the discussion.
    T-07 Thank Do/Plan- Deliver a 5 Deliver the gratitude letter you
    Do thank you wrote in level 3 to the person for
    note whom it was intended.
  • FIG. 4 depicts an activity post. Every activity a user completes creates a post that is added to the user's profile. Users can mark their posts private (only visible to them) or viewable to other people (people who follow them and people doing the track in group mode with them—see slide 10 for tracks). Users can like and comment on posts to encourage each other and discuss their contents.
  • The framework offers different types of science-based activities to users. The following provides a sample list, with the complete list provided in the product directory:
  • Reflective Micro Blogging
      • The user is asked to reflect on a topic and write down their thoughts (e.g. what they are grateful for, what they look forward to, taking another person's perspective etc.)
    “Plan-Do”
      • The user is asked to perform an activity in real life and write about his/her experience (e.g. do a savoring exercise)
    Quizzes
      • Multiple choice questions and answers around the relevant track domain and the science of happiness
    Polls
      • Polling the user's opinion about a related topic and showing them the community's vote breakdown
    Games
      • Mini games training the user on a specific happiness skill
  • FIGS. 5A-5C depict schematics for starting a track. Tracks are sets of activities that are programmed together to address specific life situations or concerns that users have. Each track is composed of 4 parts. The number of activities and their level of difficulty increases as the user progresses from part 1 to parts 2, 3, and 4.
  • Track Rules
      • Users have approximately one week to complete a track part and thus earn badges (regular/honors badge, depending on the number of activities they completed.
      • Users are allowed to extend beyond a week and still win the regular badge.
      • If a user reaches the regular badge threshold they are allowed to ‘win’ it and move to the next part, or continue for the honors badge. This allows them to skip the remaining activities and win the regular badge if they prefer.
      • Track activities can be ‘time-locked’, ‘queue-locked’, or available. At start, 2 activities are available for the user to perform, and one is ‘queue-locked’—which means that if the user performs an available activity, it will make the ‘queue-locked’ activity become available.
      • Each day, 3 time-locked activities become ‘queue-locked’, and queue-locked activities become available up to a limit of 4 available activities. This 4 limit is intended to avoid showing the user too many available activities when they next log in.
    Social Interaction
  • Users can view the shared posts of other people who are doing the track and like/comment on them or follow the authors of those posts.
  • Premium and Expert Tracks
  • Happify offers special tracks created by experts and thought leaders in the field of emotional well-being and happiness science as Premium Tracks.
  • The following provides a sample list of tracks:
  • Career and Money
      • Appreciate what I have (currently available)
      • Reduce on-the-job stress
      • Get energized about my job
      • Stay upbeat while out of work
      • Balance work and home life
      • Control my spending habits
    Family and Kids
      • Enjoy parenting more (currently available)
      • Better cope with new parenthood
      • Better adjust to becoming an empty nester
      • Forgive and forget feud (with a family member)
      • Better cope with the stresses related to my aging parents
    Leisure and Friends
      • Be more socially connected (currently available)
      • Talkers and listeners (currently available)
      • Explore the Art in Happiness (currently available)
      • Find more “me” time
      • Be a better friend
    Love and Intimacy
      • Feel more loved by my partner (currently available)
      • Feel and be more devoted to my spouse
      • Fight less and love more in my relationship
      • Find Mr. Right—or Mr. Right Now
      • Get over a broken heart
      • Feel hopeful to start dating after divorce
    Mind and Body
      • Cope better with stress (currently available)
      • Nurture my Body and Soul (currently available)
      • Come to terms with getting older
      • Feel healthier
      • Be more optimistic about my potential
      • Find more purpose and meaning in my life
  • FIG. 6 depicts an example of a user's profile and posts. The profile and posts include the following:
      • User's “Digital Happiness” wallet
      • Search posts by skill, track, location and topic
      • Track progress by Skill level
      • View and manage follower/following
  • FIG. 7 depicts an example of personalized suggested activities. The personalized suggested activities include the following:
      • When not in a track, users are offered a personalized daily activity
      • User's can also pick any activity directly from the skills menu
      • New activities unlock as the user achieves higher skill levels
  • FIG. 8 depicts a schematic of self-assessments. A component of Happify is continuous progress tracking, as well as gaining insight into the user's happiness profile. The self-assessments include the following:
  • My Happiness Score
      • Taken initially and every 2 weeks, scientifically valid test correlated with standard well-being tests.
    Track Recommendation Survey
      • Find out which track is right for the user
      • Refer to Table 2, below, for the Question Table and Calculation rules.
  • TABLE 2
    Happify Track Recommendation Survey
    Question Table
    Track
    Multiplier
    TR-
    2 feel
    TR- more
    1 cope loved
    Answer better by
    Score with my
    Page O1 O2 O3 O4 stress spouse
    Q1
    1 Are Yes No(0) 2x, 0
    you in a (1) disables
    serious track
    relationship?
    Q2 1 Do Yes No(0)
    you (1)
    have
    kids?
    (enables
    “enjoy
    parenting
    more”)
    Q3 1 How Very a Often(2)
    often rarely little
    to you (0) (1)
    interact
    with
    people
    as part
    of
    your
    work?
    Q4 2 To Not a Very
    what at little much(2)
    degree all(0) (1)
    do
    you
    consider
    yourself
    creative?
    Q5 2 Do Not a Very
    you at little much(2)
    value all(0) (1)
    physical
    well-
    being?
    Q6 2 Do Not A Somewhat Very 1x
    you at little (2) (3)
    feel all(0) (1)
    like
    you
    are
    not
    very
    resilient
    when
    bad
    things
    happen?
    Q7 3 Do Not A Somewhat Very
    you at little (2) (3)
    feel all(0) (1)
    like
    your
    life is
    full of
    drudgery?
    Q8 3 Do Not A Somewhat Very 1x
    you at little (2) (3)
    feel all(0) (1)
    like
    there
    isn't
    much
    good
    in
    your
    life?
    Q9 3 Do Not A Somewhat Very 2x
    you at little (2) (3)
    wish all(0) (1)
    you
    felt
    more
    connected
    with
    others
    in
    your
    life?
    Q10 4 Do Not A Somewhat Very 2x
    you at little (2) (3)
    have all(0) (1)
    an
    ongoing
    stressful
    situation
    that
    you
    would
    like to
    learn
    to
    manage
    better?
    Q11 4 Are Not A Somewhat Very
    you a at little (2) (3)
    very all(0) (1)
    sociable
    person?
    Q12 4 Do Not Rarely Occasionally Very 2x
    you at (1) (2) (3)
    find all(0)
    yourself
    overly
    focused
    on
    things
    that
    happened
    in
    the
    past,
    or on
    things
    that
    will
    happen
    in
    the
    future?
    Track Multiplier
    TR-
    3 be TR- TR- TR- TR- TR-
    more 4 appreciate 5 enjoy 6 art 7 body 8 talkers
    socially what parenting in and and
    connected I have more happiness soul listeners
    Q1
    Q2 2x, 0
    disables
    track
    Q3 0
    disables
    track, 1
    ->
    0.5
    points, 2
    -> 4
    points
    Q4 0
    disables
    track,
    1 ->
    0.5
    points,
    2 -> 4
    points
    Q5 0
    disables
    track, 1
    ->
    0.5
    points,
    2 -> 4
    points
    Q6 1x 1x
    Q7 2x 2x 2x
    Q8 2x 1x 1x
    Q9 2x 2x
    Q10 1x 1x
    Q11 2x 2x
    Q12 2x
    Calculation Rules
    1. Generate a score for each track (TR-1 to TR-8), made up of the score it gets per question (Q1-Q12) in the following manner:
    2. for each question, if the appropriate track multiplier is greater than zero - take the score specified in the option chosen by the user for that question in “( )”, multiply it by the track multiplier for the question (“1x”, “2x” etc.) and add to the track score
    3. if an option with a value specified as ‘disabling’ has been picked then score for the track should be zeroed.
    4. Track with highest score is the recommended one.
  • TABLE 3
    Happify Happiness Assessment
    Questions
    # Question Option 1 Option 2 Option 3 Option 4 Option 5 Option 6 Option 7
    q1 In the past month, how often Never Rarely (once Occasionally Frequently Very often
    have you felt joyous, or twice a (about one per (more than (almost
    exuberant, inspired, or month) week) once per every day)
    awestruck? week)
    q2 In the past month, how often Never Rarely (once Occasionally Frequently Very often
    have you felt serene, or twice a (about once per (more than (almost
    grateful, or relaxed? month) week) once per every day)
    week)
    q3 In the past month, how often Never Rarely (once Occasionally Frequently Very often
    have you felt sad, guilty, or or twice a (about once per (more than (almost
    lonely? month) week) once per every day)
    week)
    q4 In the past month, how often Never Rarely (once Occasionally Frequently Very often
    have you felt angry, anxious, or twice a (about once per (more than (almost
    or afraid? month) week) once per every day)
    week)
    q5 How satisfied do you feel Very Somewhat A little Neutral A little Some what Very
    with the relationships in your dissatisfied dissatisfied dissatisfied satisfied satisfied satisfied
    life?
    q6 How satisfied do you feel Very Somewhat A little Neutral A little Somewhat Very
    with your work life? dissatisfied dissatisfied dissatisfied satisfied satisfied satisfied
    q7 How satisfied do you feel Very Somewhat A little Neutral A little Somewhat Very
    with your leisure time? dissatisfied dissatisfied dissatisfied satisfied satisfied satisfied
    q8 How satisfied do you feel Very Somewhat A little Neutral A little Somewhat Very
    with yourself as a person? dissatisfied dissatisfied dissatisfied satisfied satisfied satisfied
    q9 How satisfied do you feel Very Somewhat A little Neutral A little Somewhat Very
    with the conditions of your dissatisfied dissatisfied dissatisfied satisfied satisfied satisfied
    life?
    Calculation
    Positive emotion score
    PES = (q1 + q2 + (6 − q3) + (6 − q4) − 4)/16 * 100
    Life Satisfaction
    LSS = (q5 + q6 + q7 + q8 + q9 − 5)/30 * 100
    Happiness Score Number
    HS = (PES + LSS)/2
    Happiness Score Title
    HS <= 14 14 < HS <= 29 29 < HS <= 43 43 < HS <= 57 57 < HS <= 71 71 < HS <= 86 86 < HS
    Very unhappy Moderately unhappy Mildly unhappy Neutral Mildly happy Moderately happy Very happy
  • Skill Assessments
      • Helps the user discover which aspects of that skill they're best at, and which they may be interested in further training. Measures affinity and proficiency and is unlocked when the user reaches a certain level in a skill.
    Happify Skill Assessments: Method Assessment
  • Each skill assessment is composed of an ‘affinity’ and a ‘mastery’ assessment for a group of skill categories. The skill ‘Give’, for example, includes skill categories ‘Forgiveness’, ‘material things’ and ‘immaterial things’.
  • The user answers a set of questions for affinity and mastery in each of the skill categories by specifying a number between 1 and 7.
  • Scoring Affinity
  • The user's skill affinity profile is presented as a list of skill categories in decreasing order of average score as answered by the user. Higher average score in a skill category corresponds with a higher level of affinity with that category.
  • Mastery
  • The user's skill mastery profile is presented as a list of skill categories in decreasing order of average score as answered by the user. Higher average score in a skill category corresponds with a higher level of affinity with that category.
  • Recommendation
  • In addition to the ordered lists, the system flags categories that have these score combinations:
  • “Keep it Up”
  • High Affinity/High Mastery—These categories are both preferred by, and mastered by the user. The user may benefit from increasing awareness and using this skill category.
  • “Try it Out”
  • High Affinity/Low Mastery—These categories are liked by the users but not yet mastered by them. The user may benefit from engaging in and building their skill level in this category.
  • Savor Assessment Step 1: Affinity
  • What types of savoring experiences do you like?
  • Please rate the extent to which each of the following is true for you (1=not at all true, 7=very true)
  • Food
    • 1. I really enjoy it when I take the time to savor food
    • 2. I would consider myself a “foodie”
    • 3. I get very excited when I have the opportunity to eat great food
    Beauty
    • 4. I find listening to music and/or viewing art to be very enjoyable
    • 5. Watching artists (i.e. actors and musicians) perform fills me with awe
    • 6. I am able to lose myself in art
    Sensory
    • 7. I love to be in places that are beautiful
    • 8. When I'm outside, I notice the temperature, wind, and other weather conditions and appreciate their impact on me
    • 9. Beautiful scenery fills me with a sense of wonder
    Social
    • 10. When I am spending time with someone, I often stop and realize how valuable that experience is
    • 11. I am happiest when I am interacting with someone else
    • 12. When I relive some of my most precious moments, they involve other people
    Novelty
    • 13. I get excited when I have the opportunity to do something new
    • 14. I appreciate activities the most when I am trying them for the first time
    • 15. It is so much easier to notice every aspect of an experience when it's a new experience
    Step 2: Mastery
  • Rate, on a scale of 1-7 (1=not at all, 7=completely), the extent to which you are able to appreciate—with deliberate effort, in the moment or in retrospect—the complexities of:
  • Food
    • 1. Your favorite dessert
    • 2. Your favorite special-occasion dish
    • 3. A dish that you eat very often
    • 4. An unusual-tasting dish
    • 5. A dessert that you have never had before, and like
    • 6. A dessert that you have never had before, and do not particularly like
    • 7. A dish that contains flavors you don't like
    • 8. Wine or beer
    • 9. Scotch or other hard liquor
    Beauty
    • 10. A piece of art by an unseasoned but talented artist
    • 11. A piece of beautiful art
    • 12. A piece of music from a genre that you love
    • 13. A piece of music from a genre that you are unfamiliar with
    • 14. A piece of music from a genre that you dislike
    • 15. A familiar scenic view—out of your office window, house, on your daily commute, etc.
    • 16. A scenic view that you are seeing for the first time
    • 17. The sight of beautiful architecture
    • 18. A bustling city or other crowded area that's full of activity
    Sensory
    • 19. Sitting in a hot tub
    • 20. Receiving a massage
    • 21. Feeling a mild breeze blowing on your face
    • 22. Feeling a bittersweet emotion
    • 23. The feeling of being excited
    • 24. The feeling of being sad
    • 25. Having a foot ache or back ache after a long day of activity
    • 26. Taking a shower
    • 27. Feeling content
    Social
    • 28. Hugging or cuddling with someone
    • 29. Sharing a fun experience with someone you care about
    • 30. Sharing a meaningful experience with someone you care about
    • 31. Meeting someone new
    • 32. Having a conversation in which you connect deeply with someone else
    • 33. Having a mild disagreement with someone you care about
    • 34. Sharing a difficult experience with someone you care about
    • 35. Having a conversation with someone you don't have much in common with
    • 36. Sharing an everyday task (cooking, running errands, etc.) with someone you care about
    Novelty
    • 37. Trying a new sport
    • 38. Visiting a city you've never been to before
    • 39. Trying a new hobby for the first time
    • 40. Eating a new food for the first time
    • 41. Listening to a new piece of music for the first time
    • 42. Going to a party full of new people, with whom you may or may not connect
    • 43. Watching a movie for the first time
    • 44. Your first day working in a new job, or living in a new town
    • 45. Doing something that is meaningful to you, but not particularly pleasant
    Thank Assessment Step 1: Affinity
  • Please rate the extent to which the following statements are true for you (1=not at all true, 7=very true)
  • Expressing to Others
    • 1. I am most happy when I know that the other people in my life feel appreciated.
    • 2. I am thrilled when I have the opportunity to show someone I know how thankful I am for him/her.
    • 3. I never assume that anyone I know is aware of the gratitude I feel for them; I make sure to express it.
      Feeling about Others
    • 4. When I step back and think about it, the people in my life give me a lot to be thankful for.
    • 5. So many people have contributed to my being where I am today.
    • 6. I cannot imagine life without my friends, family, and/or coworkers.
      Feeling about Circumstances
    • 7. I am lucky to have had many great opportunities in my life.
    • 8. I feel fortunate to have all of my basic needs met (e.g. a place to live, food and clean water).
    • 9. Rather than dwell on what I do not have, I instead focus on the good things that I DO have.
    Step 2: Mastery Expressing to Others
  • In the last week, how frequently did you engage in each of the following behaviors (1=not at all, 7=as frequently as humanly possible):
    • 1. Complimenting your partner on his/her appearance (if applicable)
    • 2. Expressing your gratitude to someone you know for something he/she did recently
    • 3. Telling your partner, child, or friend about one of his/her quirks that you find endearing
    • 4. Sending a thank-you email or note
    • 5. Verbally thanking someone on the spot in a meaningful way (beyond saying “thanks” when someone opens the door for you)
    Feeling to Others
  • While most people are grateful for other people in their lives, they may not actually FEEL that gratitude on a daily basis. In the last week, did you feel grateful for the following, and if so, how often (1=very rarely, 7=all the time)
    • 6. The emotional support you receive from others in your life
    • 7. Your partner, child, or friend's sense of humor
    • 8. One of your loved ones' quirks
    • 9. The love you feel from someone else in your life
    • 10. The help you receive from others at work or at home
      Feeling about Circumstances
  • While most people are grateful for other people in their lives, they may not actually FEEL that gratitude on a daily basis. In the last week, did you feel grateful for the following, and if so, how often (1=very rarely, 7=all the time)
    • 11. The ways in which you have been lucky in life
    • 12. The opportunities that have been given to you by others
    • 13. The successes in your life for which you have had to work very hard
    • 14. The ways in which your life has improved over time
    • 15. The ways in which others are less fortunate than you are
    Aspire Assessment Step 1: Affinity
  • Please rate the extent to which the following statements are true for you (1=not at all true, 7=very true)
  • Finding Meaning
  • Involving things that are happening or that have already happened:
    • 1. I have an easier time doing everyday tasks if I have an important reason for doing those tasks.
    • 2. When I look back on the life I lived so far, I am comforted by the idea that I have done things that are important.
    • 3. I find it helpful to look at the positive things that have come out of my most negative experiences.
    Creating Meaning
  • Involving new behavior:
    • 4. When I have had the opportunity to do something new that sounds meaningful to me, I have found it very rewarding.
    • 5. I would prefer do something meaningful over something pleasant.
    • 6. I would feel better investing my money in something important to others rather than something that is likely to benefit me directly.
    Goals
    • 7. I feel best about myself when I am living a life in accordance with what I value.
    • 8. I am uneasy without a future goal that I can work towards.
    • 9. I aspire to become the best version of myself.
    Step 2: Mastery Finding Meaning
  • In the past, how successful have you been at finding meaning in each of the following (1=not successful, 7=very successful):
    • 1. Household chores like dishwashing, sweeping, or doing laundry
    • 2. Doing something together with friends or family
    • 3. Having a major success, like getting a promotion
    • 4. Experiencing a loss (lost job, someone passes away)
    Creating Meaning
  • How frequently do you engage in the following behaviors (1=never, 7=very frequently)
    • 5. Donate money to a good cause.
    • 6. Choose to spend your spare time on activities that are meaningful rather than activities that are pleasant.
    • 7. Find new ways to do something meaningful with your time.
    • 8. Work to promote something you deeply believe in.
    Goals
  • How frequently do you engage in the following behaviors (1=never, 7=very frequently)
    • 9. Make day to day decisions that are consistent with your long-term goals.
    • 10. Choose to spend your time in ways that will help you improve yourself
    • 11. Keep the “big picture” of your long-term goals in mind when living your everyday life.
    • 12. Approach any significant activity with some time of goal for yourself.
    Give Assessment Step 1: Affinity
  • Please rate the extent to which the following statements are true for you (1=not at all true, 7=very true)
  • Forgiveness
    • 1. I find it to be a big relief when I am able to let go of a grudge.
    • 2. I think of forgiveness as a gift that I can give to someone else.
    • 3. I do better if I can avoid getting hung up on things people say or do that I do not like.
    Material Things
    • 4. I find giving gifts to other people very rewarding.
    • 5. I would rather give my money away to someone I care about than to spend it on myself
    • 6. I can think of no better use for money than to have a great experience with the people I care about.
    Immaterial Things
    • 7. I feel most content after I have done something nice for someone else.
    • 8. I feel most connected to someone when I have had the chance to do something to help them.
    • 9. I like to be the person people go to first in order to share their good news.
    Step 2: Master
  • In general, how often do you do each of the following when you have the opportunity (1=not at all, 7=very frequently)
  • Forgiveness
    • 1. Quickly getting over it when I have a disagreement with my significant other, child, or friend
    • 2. Let it go when someone says something that unintentionally hurts me
    • 3. Recovering from a significant conflict with someone else
    Material Things
    • 4. Bringing a cup of coffee or other treat to a friend/coworker for no reason
    • 5. Buy wonderful but expensive gifts on birthdays or holidays
    • 6. Choose to spend money on others instead of yourself
    Immaterial Things
    • 7. Go out of your way to help a friend celebrate good news
    • 8. Spent time helping a friend, colleague, or child with something (e.g. homework, a project)
    • 9. Say something to a friend, colleague, or child with the goal of lighting up their day
    Empathize Assessment Step 1: Affinity
  • Please rate the extent to which the following statements are true for you (1=not at all true, 7=very true)
  • With Self
    • 1. I find it helpful to “turn off” my inner critic and accept myself as I am.
    • 2. I find it useful to take my extenuating circumstances into consideration before passing judgment on myself
    • 3. Remembering the positive impact that I have on other peoples' lives helps me to feel good about myself
      with Known Other
    • 4. It is much easier for me to interact with someone who is behaving badly if I can understand where they are coming from.
    • 5. I feel more connected to people I care about when I think of “the whole picture” of their lives.
    • 6. I am more secure in my relationships when I have a clear understanding of how the other person benefits from my presence in their life.
      with Unknown Other
    • 7. I want to understand the viewpoints of people who are very different from me.
    • 8. Even if another person does something I strongly disagree with, I think there is benefit in knowing their motivation.
    • 9. I believe that in order to judge a person, I need to put myself in their position.
    Step 2: Mastery With Self
  • In general, how difficult is it for you to do each of the following (1=not difficult at all, 7=extremely difficult):
    • 1. Remember the ways in which you have a positive impact on the world around you
    • 2. Forgive yourself for making a minor mistake (locking yourself out of your car, forgetting a meeting)
    • 3. Forgive yourself for making a significant mistake (missing an important deadline, forgetting a child's sports game or concert, forgetting a close friend or family member's birthday)
    • 4. Forgive yourself for making a grievous mistake (making a job-related error that gets you fired, crashing your car with other people in it)
    With Known Other
  • In general, how difficult is it for you to do each of the following (1=not difficult at all, 7=extremely difficult):
    • 5. Be understanding when your friend, significant other, or child gets stressed out and snaps at you
    • 6. Be a good listener to a friend, significant other, or child who is distressed about something
    • 7. Understand why the others in your life care about you—what impact you have on them
    • 8. Help someone else understand where your friend, significant other, or child is coming from
    With Unknown Other
  • In general, how difficult is it for you to do each of the following (1=not difficult at all, 7=extremely difficult):
    • 9. Have an extended conversation with someone whose views you do not understand
    • 10. Feel sympathy for someone else's perspective when you strongly disagree with it
    • 11. Imagine the factors that impact someone whose life is very different from yours
    • 12. Help someone else understand a perspective that is very different from their own
    Activity Mood
      • As part of reporting an activity, 1-click mood picker
    Strength Test
      • Finding out one's top character strengths
    Happify Strengths Assessment: Method Assessment
  • The assessment is composed of five subscales with 6 items each, each with user rating on a scale of 1 to 7.
  • Classification
  • Users would be classified based on which of the two subscales are highest for them:
      • 1. Emotional-Interpersonal
      • 2. Emotional-Intellectual
      • 3. Emotional-Restrained
      • 4. Emotional-Future Oriented
      • 5. Intellectual-Interpersonal
      • 6. Intellectual-Restrained
      • 7. Intellectual-Future Oriented
      • 8. Interpersonal-Restrained
      • 9. Interpersonal-Future Oriented
      • 10. Future Oriented-Restrained
    Questions
  • For each of the statements below, please choose the degree to which it describes what you are like, from 1 (“very much unlike me”) to 7 (“very much like me”):
  • Interpersonal
      • 1. I tend to be most focused on other people and the ways in which I am connected to other people.
      • 2. I get more gratification from treating someone else with kindness than I do from being treated kindly.
      • 3. I prefer to make decisions collaboratively with others rather than independently.
      • 4. If I can do a project or activity in a group, I prefer that over working alone.
      • 5. It is important to me that others in my life feel heard and respected.
      • 6. Harmony with the other people in my life is very important to me, so I work hard to resolve disagreements or misunderstandings as quickly and effectively as possible.
    Emotional
      • 7. At a social event or dinner party, I always manage to make other people laugh.
      • 8. I am skilled at perceiving what people want, expect, and need.
      • 9. I am able to overcome fear to persist in doing something intimidating.
      • 10. When I am presented with two options, I am usually able to choose the most sensible one over the one that is most fun/exciting.
      • 11. I am often able to help mediate conflicts or misunderstandings between other people.
      • 12. I thrive in tasks that require creativity.
    Intellectual
      • 13. I like to spend my spare time reading about new and interesting things.
      • 14. Nothing is more moving to me than a place with beautiful scenery.
      • 15. I feel a deep connection to art and/or music and/or literature.
      • 16. If I meet someone who works in a field I know nothing about, I am very eager to learn more about it by talking to them.
      • 17. My favorite hobbies are those that involve learning a new skill.
      • 18. I can enjoy doing nearly anything as long as it's a new experience.
    Restraint
      • 19. I will be honest with someone even if they won't like what I have to say.
      • 20. I value being authentic above being pleasant or agreeable.
      • 21. I usually persist until I meet my goals, regardless of how difficult things get.
      • 22. When people describe a situation to me, I am generally able to offer a new perspective they have not thought of
      • 23. I am often able to explore a problem from many different points of view.
      • 24. When a challenge occurs, I find a way around the challenge rather than giving up.
    Future Orientation
      • 25. More so than the average person, people call me “positive” or “upbeat.”
      • 26. Whatever happens, I am able to see a positive way that things can work out.
      • 27. I am often thinking about and planning for the future.
      • 28. I am skilled at improving my own mood when I feel down.
      • 29. I feel strongly connected to something larger than myself.
      • 30. I believe that what I do now has a meaningful impact on someone or something in the future.
    Track Customization
      • Modify track behavior based on self-assessments and past behavior
  • FIG. 9 depicts users engaging in social interaction. Users can share their posts, then comment on and like others' posts. Users can follow other users and users can invite other users to Happify.
  • FIG. 10 depicts matchmaking between users. New users are encouraged to follow others who are similar to them. Match is composed of Demographic, Psychological and Happify Reputation score (see ‘happify follower matching’ doc).
  • FIG. 11 depicts a schematic of the initial steps of the Happify compass. The user finds out what her Happiness Score is. The user picks a personalized track and is given fun activities to do her first week.
  • FIG. 12 depicts the user's first week of activities.
  • FIG. 13 depicts a schematic of the user's happiness graph.
  • FIG. 14 depicts the user's happiness compass.
  • FIG. 15 depicts a schematic of insights obtained using the happiness compass. The following provides some examples of information obtained using the happiness compass, which are a rich array of implicit user input sensors:
  • Presence
      • Location
      • Calendar
    Social
      • Level of interaction
      • Meaningful relationships
      • Preferred locations
    Spending
      • Purchase preferences
      • Spending levels
    Communications
      • Natural language processing
      • Pattern analysis
      • Facebook, Twitter, email
      • Happify posts
    Self Reporting
      • Preferred Activities
      • Scientifically backed self tests
    Biometrics
      • Exercise
      • Sleep patterns
      • Nutrition
      • Voice analysis
      • Facial expressions
      • Heartbeat
  • FIG. 16 depicts examples of advantageous aspects of the happiness graph.
  • Some benefits of the embodiments described herein are:
  • Clarity
      • 5 skills, level progression
    Integrated Self Assessments
      • Provides self-insights
      • Recommends tracks & activities
    Progress Measurement
      • Periodic happiness measurements allow the user to monitor their progress
    Guided Experience
      • 4 week track experience optimizes habit formation
      • Enables continued focus on a specific topic (e.g. parenting, stress)
    Flexible
      • Track structure allows the user to pick the activities and tasks they prefer from a wider selection of options
    Personalized
      • COMPASS activity recommendations are based on past user behavior and preference
    Integrated Social Experience
      • Users share and follow, like and comment on other users' posts
    Increasingly Challenging
      • As they progress, tracks require increased number of activities and higher level of challenge
    Entertaining
      • Variety of activity types
      • Track content
    Extendible in Several Dimensions
      • Content: new tracks and track content (tasks, quizzes, polls etc.)
      • Activity types: adding new games and activity types (see product directory)
      • Framework: adding new skills
    Multi Screen
      • web, mobile accessibility
  • The following attributes are unique to Happify compared to other digital well-being services:
  • Science-to-Action Framework
      • Translation of the science of happiness into 5 skills, named activities per skill and actionable tasks per activity
    Sustained Guidance
      • Other feedback mechanisms either track external user activity with visually-limited feedback, or allow users to grow visual environments by interacting with them directly (and not use them to provide feedback on external activities)
    Contextual Social Interaction
      • Users socialize around contextual activity posts prescribed to others
    Activity Variety
      • “One stop show” happiness service with real-life, reflective and gaming activities
        Measure-Act-Measure loop
      • Allowing users to track their progress as they go
    1. All Skills Reflective Micro-Blogging
  • User is asked to reflect on an aspect of their life an write a few sentences about it. For example—what they are grateful for, what is the true meaning of their job or in what ways they make the life of their spouse better.
  • Plan-do Activities
  • User is given an activity to do in real life and write a few sentences about how it felt to do it. This could be giving a small gift to someone, savoring their favorite food or spending an hour doing something meaningful to them.
  • Quizzes:
  • FIG. 17 depicts an example of a quiz.
  • Polls
  • FIG. 18 depicts an example of a poll.
  • Inner Circle
  • Allow the user to build a list of their closest people who affect their happiness the most, then direct the users to do certain activities with the Inner Circle—like sharing posts and experience boards (see below) etc.
  • Happiness Check-in
  • Quick report of user's mood from mobile or web, show stats/people nearby on map
  • Happify Compass
  • Recommends activities for users based on the Happiness Graph (=happiness ‘GPS’)
  • Experience Boards
  • FIGS. 19 and 20 depict examples of experience boards.
  • 2. Savor Mindfulness Game
  • FIG. 21 depicts an example of a mindfulness game.
  • Movie Moments—Guided Savoring
  • FIG. 22 depicts an example of guided savoring.
  • Music Moments
  • Identify and share the music that makes you happy. User picks a decade they love, scan through top music by year/genre and build their happy music wallet.
  • Funny Caption Savor/Humor, Aspire/Meaning
  • FIG. 23 depicts an example of a funny caption.
  • Relaxation Game (Savoring—Mindfulness)
  • FIG. 24 depicts an example of a relaxation game.
  • Introduction to mindfulness/meditation: user picks a beautiful video scene they like, and just relaxes for 2 to 5 minutes
  • 3. Thank Don't Break the Thank Chain!
  • User sends a quick gratitude note to a friend, tasking them to continue the chain of thanks Present leaderboards with longest chains and map view.
  • 4. Aspire Positive Popper (Optimism)
  • Balloons containing positive/negative emotions launch into the game board, user needs to only click the ones with positive emotions
  • 5. Give
  • Send an e-Gift
  • Allow users to give a small gift to a friend directly from the site
  • Donate
  • Allow users to make a donation directly from the site
  • 6. Empathize Smile Finder
  • FIG. 25 depicts an example of a smile finder.
  • FIG. 26 depicts an example of a body talk game. The user click on the emotion that matches the photo. See photo of a person displaying an emotion, click on the right emotion from a list of four emotions.
  • Step 1: Track Name and Introduction What is a Track?
  • A Happify track consists of sets of activities programmed together to address a specific life issue or goal.
  • A track name is actionable and concise (5 words max). A track description (140 words max) introduces the user to the track and explains what the user will achieve by completing the track.
  • The partner may write an intro OR provide key messaging points for Happify staff to write the introduction to the track.
      • Examples of existing tracks: Cope Better with Stress; Enjoy Parenting More; Strengthen My Friendships; Appreciate What I Have
        Tracks fall under one of 5 life domains:
      • Career & Money
      • Family & Kids
      • Leisure & Fun
      • Love & Intimacy
      • Mind & Body
    Track Parts and Activities
  • Each track consists of 4 parts—each of which takes approximately one week for users to complete. (If they run out of time, they have the option to extend their time by another week.)
  • Each Part of a track contains a balanced mix of “reporter” activities and “light” activities (see explanation below). The reporter activities gradually increase in difficulty as users progress through each of the 4 Parts.
  • “Light Activities” include:
      • Games (currently, Hidden Object “mindfulness” game)
      • Quizzes (4 multiple-choice or true/false questions about a happiness topic)
      • Activity Quizzes (Users read a science paragraph about a Happify activity and are quizzed with multiple-choice questions at the end)
      • Polls
        “Reporter activities” fall into two categories:
      • “Essay” or “Do” activity (Reflective microblogging): Asks user to reflect on a subject and make a log entry
      • “Plan-Do” activity: Requires user to plan and perform an action in the real world, then come back and report on how it went
    S.T.A.G.E.: The 5 Happiness Skills
  • Happify's psychologists have created 55 science-based activities to help users build 5 essential happiness skills (Happify's “S.T.A.G.E.” framework):
      • 1. Savor—Noticing the good stuff around you and taking time to prolong and intensify your enjoyment of the moment. It can involve the past (reminiscing) the present (mindfulness) or the future (positive anticipation)
      • 2. Thank—Practicing gratitude; identifying and appreciating the things we have and the people in our lives
      • 3. Aspire—Feeling hopeful, having a sense of purpose and meaning in our lives, being optimistic.
      • 4. Give—Performing acts of kindness; being generous and forgiving
      • 5. Empathize—Imagining and understanding the emotions, behaviors, or ideas of others; having compassion
  • BELOW: Example of 11 activities that teach the skill of Giving. (Refer to Happify Activity spreadsheet for detailed list of all 55 activity descriptions)
  • What can't be Added to a Happify Track:
  • New skills beyond S.T.A.G.E. skills cannot be added to a Happify track. In rare cases, a new activity may be added to an existing Happify skill ONLY if the creator can provide substantial scientific research on the intervention's effectiveness.
  • ID Skill Name of Activity Skill Level
    G-01 Give Give a small gift 1
    G-03 Give Make someone smile 1
    G-04 Give Act of kindness (3 in one day) 1
    G-05 Give Spend time on a valuable activity 2
    G-06 Give Spend money on a shared experience 3
    G-09 Give Spend time with someone 3
    G-02 Give One day, 5 nice things 4
    G-07 Give Celebrate someone's good news 4
    G-08 Give Forgive an annoyance 4
    G-10 Give Forgive an offense 5
    G-11 Give Volunteer 5
    G-12 Give Donate money for a cause 5
  • Step 2: Create a Track Outline
  • The key to programming a track is to select activities that will build happiness skills in the context of a specific life domain or goal.
  • The track creator can choose from the 55 activities (see Happify Activity spreadsheet for names, descriptions, skill levels) when programming a track.
  • Key Points:
      • What are the underlying “emotional issues” (ex: low self-esteem, loneliness, lack of motivation) that are most likely linked to the “problems” underlying the issue that the Track targets?
      • Which S.T.A.G.E. skills and their activities are most effective in helping users overcome these issues?
      • The 7-day sequence of every track Part should have a narrative purpose and feel like it has a beginning, middle, and an end that gives the user a sense of accomplishment.
        • First days of a track Part: These activities jump-start a key positive emotion the user will need for subsequent activities or asks the user to try something new, intriguing, fun, or funny—which rattles the user out of her funk and gets her in a good mood for what's next.
        • Middle of a track Part: These activities build on (or complement) previous ones. Here's where we may introduce an activity that requires some extra thought or action. By Day 4 or 5, user feels a little more committed or motivated and willing to take on slightly more demanding activities.
        • End of a track Part: On the last day of a track Part, users want something that's fun, easy or inspiring—avoid unfamiliar/demanding tasks. The user anticipates a feeling of accomplishment but is intrigued enough to commit to the next Part of their track.
      • Goal: Create an appealing balance between activities that can be completed immediately by writing after a few minutes of reflection VS. activities that require action (and in some cases, pre-planning) before reporting on how it went.
  • In general, easier (level 1 and 2) activities are programmed towards the beginning of a track (Parts 1 and 2) and as a user progresses to the later Parts of a track, the activities become more difficult ( level 4 and 5 activities), but this isn't required.
  • Users are awarded badges based on how many activities they complete in each Part of a track. (see chart below for explanations)
  • The Happify team can design special badges for each Part of a track.
  • The basic structure of every Part of every Happify track is as follows: (Note that Games and activity quizzes already exist on Happify)
  • Track Name: Appreciate What I Have
    Task 1 Task 2 Task 3
    Part 1
    General recommendation: Reporter activities from Skill Levels
    1 and 2
    6 total activities: Users must complete 4 to get a badge, 5 for a
    blue-ribbon badge
    reporter (T-04) Thx Thx Thx Not that Love You
    into you what Decide
    (anymore!) you How
    have
    quiz Glory of Gratitude
    game The Street
    reporter (G-03) Make Someone For Spur of You
    Smile someone the Decide
    close to moment How
    you
    poll You Just Won the Lottery
    reporter (S-01) Savor the Small Savor Savor You
    Stuff home your Decide
    sweet neighborhood How
    home
    Part
    2
    General recommendation: Reporter activities from Skill Levels
    2 and 3
    7 total activities: Users must complete 5 to get a badge, 6 for a
    blue-ribbon badge
    reporter (A-03) What's my why? Find Find The big
    meaning at meaning picture
    home at
    work
    activity quiz Power of meditation
    reporter (S-03) Savor Together Start Cel-E- You
    spreadin' brate Decide
    the news good How
    times
    game The Beach
    reporter (E-01) Give myself a Take Reverse Be your
    break another's the biggest
    point of golden fan
    view rule
    poll Happiness and sleep
    reporter (T-04) Thx Thx Thx Angelina is Pretend You
    jealous shop Decide
    of . . . How
    Part 3
    General recommendation: Reporter activities from Skill Levels
    3 and 4
    9 total activities: Users must complete 6 to get a badge, 8, for a
    blue-ribbon badge
    reporter (T-04) Thx Thx Thx Thanks for Thanks You
    your time for the Decide
    laughs How
    quiz A little money goes a
    long way
    reporter (G-01) Give a Small Gift For a friend For You
    or some- Decide
    coworker one you How
    love
    poll Your down time
    reporter (S-02) Body Scan Body scan You
    Meditation meditation Decide
    How
    game The folly
    reporter (E-03) What's My All in the That's You
    Positive Impact? family what Decide
    friends How
    are for
    activity quiz Savor the moment
    reporter (T-4) Thx Thx Thx About You
    yourself Decide
    How
    Part 4
    General recommendation: Reporter activities from Skill
    Levels
    4 and 5
    9 total activities: Users must complete 6 to get a badge, 8 for a
    blue-ribbon badge
    reporter (T-02) A week's worth of Love the Love You
    thanks things you the Decide
    say things How
    you do
    activity quiz Avoid overthinking
    reporter (G-06) Spend Money on a Familiar in New You
    Shared Experience a new way and Decide
    unfamiliar How
    game Snow walk
    reporter (T-02) A Week's Worth Thanks for It could You
    of Thanks not be Decide
    happening worse! How
    poll Top thanks
    reporter (T-05) What Am I Proud From your From You
    Of? past your Decide
    future How
    quiz Spend Time with
    Someone
    reporter (T-02) A Week's Worth The best in What You
    of Thanks you if? Decide
    How

    how Strict are these Guidelines?
      • The mix of activities doesn't have to adhere strictly to the framework above. However, we recommend incorporating a mix of approximately 50% “reporter” activities and 50% “light” activities in each track Part to avoid overwhelming the user.
      • It's okay for an activity to appear more than once in a track if it's a crucial activity for the track theme and there are new/different suggested tasks for each use.
      • Number of activities per track Part is flexible.
        Step 3: Come Up with 2-3 Suggested Tasks for Each Activity
  • Once the “reporter” activities are determined for each track Part, come up with 2-3 suggested tasks for each activity. These tasks retain the essence and the science of the proven intervention activity, but make sense within the theme of the track. They're fun, yet give clear and concise directions. A user will pick ONE of these tasks to complete in order to get credit for the activity.
  • When a user selects this activity, s/he can choose one of the 2 suggested tasks or a 3rd “You Decide How” option (which already exists in the Happify system).
  • Partner may come up with general idea for the suggested task, and Happify's writers can flesh these out into 80-word instructions (OR, partner may wish to write all tasks in instruction form)
  • Each suggested task is accompanied by a “Why It Works” section, which includes science references and explains why the activity is useful and how it relates to happiness.
      • Why it Works” already exists for each activity on Happify, but in certain cases, the track creator may want to add new science references that relate specifically to the theme of the suggested task. (For example, an empathy activity may reference a few studies about empathy and its effects, but in the context of a Parenting track, the Why It Works for a suggested task may reference a study about parents empathizing with kids.)
    Sample Activity and Suggested Tasks: Track: Feel More Loved by My Partner Activity Name: Today's Grateful Moment [Skill: Thank] Suggested Task #1: Name: The Little Stuff Counts
  • Think of the reason you first fell in love with your partner or spouse—a trait or characteristic he/she still holds today.
  • It could be his sense of humor, her kind generosity, or maybe his sex appeal. Jot down some thoughts and spend a minute appreciating those same traits today.
  • Suggested Task #2: Name: Thanks, Partner!
  • Think of one good thing that happened today involving your partner or spouse.
  • Write it down here and add a few details about how it made you feel and the role you played, if any, in the positive experience.
  • You Decide how: (Already Exists on Happify)
  • Think of something, great or small, that you feel grateful for and describe it in a few words. Add a photo, too!
  • Why it Works:
  • Numerous studies show that gratitude is one of the strongest predictors of positive mental health. People who are grateful are more satisfied with their relationships with friends and family. They're happier, less depressed and less stressed. They feel more in control of their lives, have higher self-esteem and cope better with stress.
  • When the going gets tough, grateful people learn from the experience. They don't avoid the problem, deny there is a problem or blame themselves for the problem. That's probably why grateful people also sleep better!
  • In a 2005 study[T-2], some participants were asked to transcribe, every night for one week, three positive events that happened during their day, as well as the causes of these events. Compared to participants in the control group, participants who reflected on three positive events experienced more happiness.
  • Users only need to complete ONE of the task options in order to get credit for a given activity.
  • Step 4: Determine Quiz Topics and/or Write Quizzes
  • Each track typically has 3 multiple-choice quizzes, but this can be more or less if desired. FIG. 27 depicts an example of a quiz.
      • Quizzes can have two answer choices (usually True/False) or 4 answer choices
      • Quiz questions may be based on studies or factoids relating to the track theme, or they can be based on one specific S.T.A.G.E. skill learned in that particular track Part. (Ex: A quiz about gratitude)
        • Track creator may provide suggested topics for Happify staff to write multiple-choice quizzes (providing relevant studies from which to draw questions if desired) OR creator can write complete quizzes with a 1-2 sentence intro, questions, answer choices, and a few sentences explaining the correct answer, citing references (many already exist on happify.com/research) whenever possible.
        • Word counts:
        • Quiz name: 2-4 words
        • Quiz intro: 50 words max
        • Quiz question: 20 words max
        • Quiz choice: 10 words max
        • Quiz answer: 50 words max
    Step 5: Suggest Poll Topics
  • Each track typically contains 4 polls, one for each Part of the track. Again, track creator may suggest topics OR write the entire poll. FIG. 28 depicts an example of a poll.
  • Each poll question has up to 4 possible answer choices, plus a 2-3 sentence summary citing any interesting research around that particular poll topic.
  • Recap
      • 1) Work with Happify staff to determine track topic and goals/description of the track.
      • 2) Create a track outline: What activities will be used? What mix of reporter activities and light activities will be used in each Part of the track?
      • 3) Come up with 2-3 suggested tasks for each reporter activity. Include additional research or write-up for “Why It Works” with related science references if appropriate. (Happify staff can write full instructions for the suggested tasks, or you can!)
      • 4) Quizzes: Creator may provide topics for Happify staff to write into quizzes OR write quiz questions and answers him/herself
      • 5) Polls: Creator may provide topics for Happify staff to write OR write quiz questions and answers him/herself
    Happify Follower Matching:
  • When a user signs up, they autofollow existing users according to the following method:
  • Step 1: Create a List of Candidates
  • All Users who's reputation level is above a certain threshold AND
    have approved that their profile would appear for follow suggestion
  • Step 2: Calculate Fit Levels
  • High Fit Formula
    Criteria for . . . Average of below
    DemoFit
    Age age close to 1 − ABS(Age − UserAge)/UserAge
    user's
    Location close to user same city: 1, same state: 0.75, same
    country: 0.5
    Psych Fit
    Happiness Score high result (100 − HS)/100
    Track close to user 1 if all 3 recommended tracks are same
    Recommendation and in same order
    results 0 if there is no match
    Reputation Fit
    Reputation high 1 − 1/Reputation
    reputation
  • Step 3: Calculate Match Score

  • Match Score=⅓*Demo-Fit+⅓*Psych-Fit+⅓*Reputation-Fit
  • Step 4: Pick Auto Followers
  • Same gender: pick 4 people at random from the top 20 matches of the user's same gender.
    Opposite gender: pick 2 users at random from the top 10 matches of the other gender
  • While certain exemplary aspects and embodiments have been described herein, many alternatives, modifications, and variations will be apparent to those skilled in the art. Accordingly, exemplary aspects and embodiments set forth herein are intended to be illustrative, not limiting. Various modifications may be made without departing from the spirit and scope of the disclosure.

Claims (6)

We claim:
1. A system for providing on-line services, comprising:
a server for receiving information from a plurality of sources of data via a network, the plurality of sources of data comprising a plurality of attributes;
a storage device for storing the information received from the plurality of sources of data; and
a processor for tracking the plurality of sources of data,
wherein the processor determines attribute levels for each of the plurality of attributes and transmits updated information to the plurality of sources of data to increase the determined attribute levels.
2. The system for providing online services according to claim 1, wherein the plurality of attributes are based on human psychological happiness skills.
3. The system for providing online services according to claim 1, wherein the processor calculates a match score between at least two of the plurality of sources of data based on the determined attribute levels.
4. A method for providing on-line services, comprising:
receiving information, by a server, from a plurality of sources of data via a network, the plurality of sources of data comprising a plurality of attributes;
storing the information received from the plurality of sources of data in a storage device;
tracking the plurality of sources of data by a processor;
determining, by the processor, attribute levels for each of the plurality of attributes; and
transmitting updated information to the plurality of sources of data based to increase the attribute levels determined by the processor.
5. The method for providing online services according to claim 4, wherein the plurality of attributes are based on human psychological happiness skills.
6. The method for providing online services according to claim 4, further comprising calculating, by the processor, a match score between at least two of the plurality of sources of data based on the determined attribute levels.
US14/284,229 2013-05-21 2014-05-21 Systems and methods for providing on-line services Abandoned US20140351332A1 (en)

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US14/284,229 US20140351332A1 (en) 2013-05-21 2014-05-21 Systems and methods for providing on-line services
US15/974,978 US20190129941A2 (en) 2013-05-21 2018-05-09 Systems and methods for dynamic user interaction for improving happiness
US16/032,344 US10813584B2 (en) 2013-05-21 2018-07-11 Assessing adherence fidelity to behavioral interventions using interactivity and natural language processing
US16/059,498 US11779270B2 (en) 2013-05-21 2018-08-09 Systems and methods for training artificially-intelligent classifier
US16/600,903 US20200099740A1 (en) 2013-05-21 2019-10-14 Dynamic interactive network system for providing online service and social community for engaging, learning, and training skills for happiness
US17/494,407 US11575737B2 (en) 2013-05-21 2021-10-05 Dynamic interactive network system for providing online service and social community for engaging, learning, and training skills for mental health
US17/671,251 US11727217B2 (en) 2013-05-21 2022-02-14 Systems and methods for dynamic user interaction for improving mental health
US18/092,311 US11909811B2 (en) 2013-05-21 2022-12-31 Dynamic interactive network system for providing online service and social community for engaging, learning, and training skills for mental health
US18/234,319 US20230385555A1 (en) 2013-05-21 2023-08-15 Systems and methods for dynamic user interaction for improving mental health

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US201361825742P 2013-05-21 2013-05-21
US14/284,229 US20140351332A1 (en) 2013-05-21 2014-05-21 Systems and methods for providing on-line services

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US14/990,380 Continuation-In-Part US20160203729A1 (en) 2013-05-21 2016-01-07 Dynamic interaction system and method

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US14/990,380 Continuation-In-Part US20160203729A1 (en) 2013-05-21 2016-01-07 Dynamic interaction system and method
US15/974,978 Continuation-In-Part US20190129941A2 (en) 2013-05-21 2018-05-09 Systems and methods for dynamic user interaction for improving happiness
US16/032,344 Continuation-In-Part US10813584B2 (en) 2013-05-21 2018-07-11 Assessing adherence fidelity to behavioral interventions using interactivity and natural language processing
US16/600,903 Continuation US20200099740A1 (en) 2013-05-21 2019-10-14 Dynamic interactive network system for providing online service and social community for engaging, learning, and training skills for happiness

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US16/600,903 Abandoned US20200099740A1 (en) 2013-05-21 2019-10-14 Dynamic interactive network system for providing online service and social community for engaging, learning, and training skills for happiness
US17/494,407 Active US11575737B2 (en) 2013-05-21 2021-10-05 Dynamic interactive network system for providing online service and social community for engaging, learning, and training skills for mental health
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US20230224358A1 (en) 2023-07-13
WO2014190083A1 (en) 2014-11-27
EP3000105A4 (en) 2016-12-21
US20200099740A1 (en) 2020-03-26
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