Friday, April 13, 2007

Tiffany Ikeda's Rough Draft

Title: HAPPINE$$: Flawed Perceptions of Reality

ABSTRACT:

I am studying how everyday personal and social decisions affect happiness because I want to demonstrate how economic principles can explain differences in people's self-reported levels of happiness. By doing so, I am trying to help the average person gain a better understanding of the discrepancies between perception and reality in the relationship between decisions and experiences and in turn, the user may learn simple concepts in economic theory in order to make more informed decisions that will have a positive effect on his happiness. Hence, my goal is to help the average layman learn about how to use economic analyses to make better decisions. I want my project to be both interactive and informative, and since I want this tool to be accessible to everyone, I may design my project as an online website.

I am going about making the argument that the average person does not correctly forecast or backcast his experienced happiness by developing a tool or simulation that mimics the process of making a decision. This may be accomplished by a four-fold method: 1. Have the user complete a questionnaire relating to what is to be learned or decided upon. 2. The user will make an actual decision or complete a simple task similar to those summarized in textbooks. 3. The user will complete a post-task survey. 4. A results section will use economic analysis to explain their decision. The goal is to have the user come to the realization their perception of a decision may be different from the actual outcome because the average person fails to take into consideration changes in aspirations and adaptation, as well as other social and economic forces that play a role in determining one’s happiness.

Example: One experiment used to demonstrate the peak-end theory involves a subject submerging his hands in cold water for a certain period of time. The subject is then given the option of repeating the cold water experiment again, or submerging his hands in cold water for a longer period of time, followed by submerging his hands in warm water. Most subjects would chose the latter, despite the fact that this would require them to keep their hands in cold water longer. The experiment demonstrates that what is most significant about an experience (what the subject most remembers and thus also what is most closely related to utility and happiness) is not the duration of an experience (in this case, an unpleasant one), but rather the characteristics of the end of an experience. To mimic this experiment in a multimedia experience, I could expose my user to unpleasant sounds or images, then give them a choice of repeating the sequence again, or viewing/hearing a longer sequence with a more pleasant ending.

SIGNIFICANCE:
This thesis will include an interactive media simulation of classic experiments from the field of economics and social psychology in order to show the user how the principles of economic theory relate to happiness. This may include the use of music or unfavorable sounds to mimic an unpleasant situation, or the use of a classical symphony or work of art to induce feelings of pleasure or satisfaction. Rather than simply telling the user about happiness and economics, this thesis will attempt to allow the reader to experience. Such experiences cannot be attained through traditional textbook learning and hence require multimedia.

TIMELINE:
Summer:
- Research experiments
- Make initial contacts with experts in the field of study
- Research local economics or socio-psychology conferences
- Brainstorm appropriate material and media
- Read Stumbling on Happiness by Dan Gilbert and other resources
- Identify personnel needs
- Learn to successfully and comfortably use Flash, Dreamweaver
- Identify and acquire necessary software
- Research available grants
Fall:
- Purchase domain name
- Focus on interface design
- Storyboarding/Visualizing/Flowchart
- Hire graphic design artist, if necessary
- Apply for grants, if available
- 9/10-14: Thesis Proposal Confirmation due
- Begin setting up website
- 11/26-30: Prototype/ Draft Due
Spring
- Work on finishing project
- Present near final project to advisor for review
- 3/24-28: Formal Presentation
- May: Finalize thesis presentation

BUDGET:
Domain name: $30+/ year
Graphic design artist: $200, if necessary
Books & resources: $100
Miscellaneous (ex. DV tapes, CD-ROMs): $50
The joy of finishing a thesis: Priceless

ADVISOR:
Richard A. Easterlin
Professor of Economics
easterl@usc.edu
(213) 740-6993

RESOURCES:
Christopher Hsee, University of Chicago
Stumbling on Happiness, Dan Gilbert
Flash
Dreamweaver
Social psychological experiments that highlight the difference between perceived and experienced utility

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