APPARATUS FOR COMPUTER GENERATED DIALOGUE AND TASK-SPECIFIC NESTED FILE ARCHITECTURE THEREOF

Information

  • Patent Application
  • 20230109946
  • Publication Number
    20230109946
  • Date Filed
    August 01, 2022
    a year ago
  • Date Published
    April 13, 2023
    a year ago
  • CPC
    • G16H20/70
  • International Classifications
    • G16H20/70
Abstract
The present disclosure relates to digital devices adapted to increase the efficacy of a computer-implemented migraine treatment plan. In some embodiments, an apparatus generates an interactive session comprising a plurality of tracks and sets a need set according to a baseline level. The need set may comprise a selection of one or more tracks, wherein the selection is a function of the baseline level and/or a variable level. The interactive session may utilize a three-tiered architecture interactive dialogue module comprising a master file, a plurality of skeleton files, and a plurality of skin sets, wherein each of the plurality of skin sets is nested within one of the plurality of skeleton files and the plurality of skeleton files are nested within the master file. Accordingly, the tracks, the activities, and the tasks, may each utilize the master file, the skeleton files, and the skin sets, respectively.
Description
FIELD OF THE INVENTION

The present invention relates to apparatuses for computer implemented digital behavioral therapy for the treatment of conditions, symptoms, side-effects and comorbidities directly and indirectly related to migraine. Specifically, the present invention relates to an adaptable user interface comprising tiered speech architecture.


INTRODUCTION

Currently, there is an expansion of all facets of the medical industry into the digital space, including, but not limited to medical treatments and therapies. For example, many therapies that once required a one-on-one session with a physician may now be supplemented, or completely administered, with digital therapies. However, such currently available digital therapies may be insufficient in treating the physical and mental conditions of many patients. In order to treat many conditions, the patient must be continuously evaluated and treatments must be frequently readapted as a function of the patient's progress.


Specifically, migraine is a complex, common neurological condition characterized by severe, episodic attacks of headache and associated features such as nausea, vomiting, sensitivity to light, sound or movement. Chronic migraine is when a migraine occurs 15 or more days per month. However, symptoms in chronic migraine often change frequently as may the severity of the pain. Primarily due to the high frequency of chronic migraine, it has a particularly debilitating impact on the patient's quality of life and has the potential to be a primary feature of the patient's life. Sufferers of chronic migraine have high incidence of depression, anxiety, employment issues and lower socioeconomic status than the general public.


Accordingly, in order to adequately treat migraine, a condition that rapidly and drastically manifests various symptoms, the patient's treatment must be responsive to the instant status of their condition. However, current digital therapies are insufficient in providing direction to patient's in a rapid and personalized manner. Specifically, the architecture of current digital therapies are incapable of processing and delivering meaningful communications to a patient.


Thus, it would be desirable to provide a system for digital therapeutics capable of delivering rapid and personalized communications to a patient. It would be further desirable to provide a system configured to interpret patient behavior and alter the digital therapeutic tracks accordingly. It would be yet further desirable to provide a digital therapeutic system comprising a tiered speech architecture system.


SUMMARY OF AN EMBODIMENT

Disclosed herein are devices and methods involving digital therapeutics for treating migraine, symptoms associated with migraine, symptoms associated with side-effects of migraine medications, and comorbidities of migraine. A digital device for use in such treatment includes a display, an input device, one or more processors, networking interfaces and memory storing one or more software programs configured to be executed by the one or more processors.


The invention of the present disclosure may be an apparatus configured to increase the efficacy of a computer-implemented migraine treatment plan and adherence to said treatment plan, the apparatus comprising at least one processor, at least one display, at least one memory comprising computer-executable instructions which, when executed by the at least one processor, cause the apparatus to generate, via the at least one processor, an interactive session comprising a plurality of tracks, each of the plurality of tracks comprising one or more activities; and store, via the at least one memory, a baseline user metric (for example, a baseline user happiness level) and a variable user metric (for example, a variable user happiness level), wherein the variable user happiness level is updateable based on progress of the plurality of tracks. The computer-executable instructions may further cause the apparatus to generate, via the at least one processor, an assessment configured to receive a initial set of user information; determine, via the at least one processor, the baseline user happiness level according to the assessment and the initial set of user information; and set, via the at least one processor, a need set according to at least the baseline user happiness level and the variable happiness level, the need set comprising a selection of one or more of the plurality of tracks, wherein the selection of one or more of the plurality of tracks is configured to increase the variable happiness level.


In an aspect, the plurality of tracks comprises an interactive dialogue module, wherein, when engaged in the interactive dialogue module, the apparatus is configured to receive a user input. In a further aspect, the interactive dialogue module comprises a three-tier architecture comprising a master file, a plurality of skeleton files, and a plurality of skin sets, wherein each of the plurality of skin sets is nested within one of the plurality of skeleton files and the plurality of skeleton files are nested within the master file.


In an embodiment, each of the plurality of activities comprise one or more tasks, wherein the plurality of tracks correspond to the master file, wherein the plurality of activities correspond to the plurality of skeleton files, and wherein the one or more tasks correspond to plurality of skin sets.


In yet a further aspect, the interactive dialogue module comprises a dialogue interface, the computer-executable instructions which, when executed by the at least one device processor, further cause the apparatus to identify, via the at least one processor, a selected skeleton file and a selected skin set according to an instant task, wherein the instant task is the one of the one or more tasks engaged on the apparatus; generate, via the at least one processor, a message according to at least the selected skeleton file; and display, via the apparatus, the message. Each of the one or more tasks and each of the plurality of activities may comprise one of a plurality of difficulty levels, wherein each of the one or more tasks and each of the plurality of activities may be unlocked according to a corresponding difficulty level relative to the variable user happiness level.


In another aspect, the computer-executable instructions which, when executed by the at least one device processor, further cause the apparatus to associate, via the at least one processor, one of a plurality of badges to a user profile, wherein each of the plurality of badges correspond to completion of a given task, activity, or track.


Additional aspects related to this disclosure are set forth, in part, in the description which follows, and, in part, will be obvious from the description, or may be learned by practice of this disclosure.


It is to be understood that both the forgoing and the following descriptions are exemplary and explanatory only and are not intended to limit the claimed disclosure or application thereof in any manner whatsoever.





BRIEF DESCRIPTION OF THE FIGURES

Objects, aspects, features, and advantages of embodiments disclosed herein will become more fully apparent from the following detailed description, the appended claims, and the accompanying drawing figures in which like reference numerals identify similar or identical elements. Reference numerals that are introduced in the specification in association with a drawing figure may be repeated in one or more subsequent figures without additional description in the specification in order to provide context for other features, and not every element may be labeled in every figure. The drawing figures are not necessarily to scale, emphasis instead being placed upon illustrating embodiments, principles and concepts. The drawings are not intended to limit the scope of the claims included herewith.


The present disclosure will become more fully understood from the detailed description and the accompanying drawings, wherein:



FIG. 1 shows an example of a client-server based distributed communication system that can be used to implement an online service for enhancing mental health of users and a dialogue management system for the online service;



FIG. 2 shows an example of a client device of the distributed communication system of FIG. 1;



FIG. 3 shows an example of a block diagram of a server of the distributed communication system of FIG. 1;



FIG. 4 shows an example of a block diagram of the online service;



FIG. 5A shows an example of a block diagram of the dialogue management system;



FIG. 5B shows an example of a dialogue box (also called a dialog box) including a dialogue between the online service of FIG. 4 and a user of the online service using the dialogue management system of FIG. 5A;



FIG. 6 shows an example of a flowchart of a method of conducting a dialogue between the online service of FIG. 4 and a user of the online service using the dialogue management system of FIG. 5A;



FIG. 7 shows an example of a flowchart of a method of creating a master dialogue file for conducting a dialogue between the online service of FIG. 4 and a user of the online service using the dialogue management system of FIG. 5A;



FIG. 8 shows an example of a flowchart of a method of creating a skeleton file for conducting a dialogue between the online service of FIG. 4 and a user of the online service using the dialogue management system of FIG. 5A;



FIG. 9 shows an example of a flowchart of a method of creating a skin file for conducting a dialogue between the online service of FIG. 4 and a user of the online service using the dialogue management system of FIG. 5A;



FIGS. 10A-10N show a table including examples of tracks and activities offered by the online service to the users of the online service of FIG. 4 for improving mental health of the users;



FIGS. 11A-11C show a table including an example of a track, activities of the track, and tasks of the activities offered by the online service for FIG. 4 for improving mental health of the users; and



FIG. 12 is an exemplary flowchart explaining proactive triaging feature of the present invention.





In the drawings, reference numbers may be reused to identify similar and/or identical elements.


DETAILED DESCRIPTION

Some aspects and embodiments of the disclosed invention will be described more fully with reference to the accompanying drawings. This disclosed invention may be embodied in many different forms and should not be construed as limited to the aspects and embodiments set forth herein.


In the following detailed description, reference will be made to the accompanying drawing(s), in which identical functional elements are designated with like numerals. The aforementioned accompanying drawings show by way of illustration, and not by way of limitation, specific aspects, and implementations consistent with principles of this disclosure. These implementations are described in sufficient detail to enable those skilled in the art to practice the disclosure and it is to be understood that other implementations may be utilized and that structural changes and/or substitutions of various elements may be made without departing from the scope and spirit of this disclosure. The following detailed description is, therefore, not to be construed in a limited sense.


It is noted that description herein is not intended as an extensive overview, and as such, concepts may be simplified in the interests of clarity and brevity.


All documents mentioned in this application are hereby incorporated by reference in their entirety. Any process described in this application may be performed in any order and may omit any of the steps in the process. Processes may also be combined with other processes or steps of other processes.


Computing System for Implementing a Digital Therapeutic

The present invention includes and requires an interactive computing system that provides an environment in which a human user interacts with the computer for the purpose of achieving one or more clinical benefits to the user. The clinical benefit to the user can be relatively direct in nature, such as decreasing the level of depression or decreasing the level of anxiety of the user. Clinical benefits of a somewhat indirect nature may also be achieved. For example, if depression and/or anxiety are significant comorbidities that may amplify the impact of symptoms of another disease, then managing depression and/or anxiety will result in treating the other disease symptoms.


A digital therapeutic regimen may also have the benefit, which may be classified as direct or indirect, of increasing medication compliance and adherence. Medication compliance is defined as how well a patient follows the directions written on a prescription. Medication adherence is related to compliance but involves the level of motivation a patient has in sticking to a therapeutic regimen. Adherence is often impacted by social and environmental influences. Difficult side effects of a drug will have a tendency to negatively impact adherence and compliance. This is because the prevalence and severity of side effects varies among patients and, just as important, patients possess varying levels of motivation regarding sticking to their therapeutic regimen. Whereas minor side effects require minimal motivation to adhere to a regimen, major side effects will require greatly increased motivational basis. Severe side effects may also have an impact on a patient's ability to properly weigh the costs versus the benefits of a given therapeutic regimen. As an extreme example, the severe side effects of some chemotherapy regimens result in poor adherence and compliance in spite of the huge benefits said regimen has upon the patient.


A more prosaic example of the impact of side effects on adherence is a treatment for migraine that results in constipation. Although it would be hoped that very few patients would tend toward non-compliance with moderate constipation, i.e., choose more migraines to avoid the constipation side effect, human psychology simply does not work this way. Whatever the mental process of a given patient, e.g., choosing the devil you know versus the devil you do not know, there are many examples of drugs having poor adherence and compliance in spite of the relative benefit of the treatment being substantial and the side effect, i.e., cost, being low or moderate. There are a number of potential explanations for this counterintuitive result but, ultimately, much will depend on the individual psychology of a particular patient. Some patients may have an increase in depression and/or anxiety based on a side effect and this increase may, in some portion of patients suffering this side effect, lower the patient's adherence by having an outsized impact on their cost/benefit calculation.


Other psychological factors may have a significant impact on a patient's compliance or, perhaps, be utilized in increasing their adherence. For example, mindfulness may be used to encourage the patient to fully appreciate the costs versus benefits of adhering to a medication regimen. By having a positive impact on the patient's psychology, including increasing their mindfulness, the patient is better prepared for dealing with side effects.


In general, and as described in greater detail herein, the computing system is configured to provide and engage the user in a set of activities and tasks particularly designed and selected for that user to increase the user's level of happiness and lower their level of anxiety. The system may also be configured to address symptoms of migraine as well as side-effects associated with various migraine treatment regimens.


In accordance with the present invention, the computing system dynamically responds to the user's actions and feedback, which result from the user's partial or full performance of certain activities and tasks, and such dynamic responding by the computing system entails interaction that includes demonstration of simulated human emotion and/or human cognitive skill, such as empathy. As will be further described, interaction that includes demonstration of simulated human emotion and/or human cognitive skill results in a more personal and in-context environment with the user, mimicking a human-to-human conversation that, in turn, resulting in a manner of guiding the user that leads to achieving the desired goal.



FIG. 1 shows a simplified example of a distributed app 200. The distributed app 200 includes a distributed communications system 110, one or more client devices 120-1, 120-2, etc., collectively, client devices 120 and one or more servers 130-1, 130-2, etc., collectively, servers 130. The distributed communications system 110 may include a local area network (LAN), a wide area network (WAN) such as the Internet, or other type of network. The client devices 120 and the servers 130 may be located at different geographical locations and communicate with each other via the distributed communications system 110. The client devices 120 and the servers 130 connect to the distributed communications system 110 using wireless and/or wired connections. The client devices 120 may include smartphones, personal digital assistants (PDAs), tablets, laptop computers, personal computers (PCs), etc. The servers 130 may provide multiple services to the client devices 120. For example, the servers 130 may execute software applications developed by one or more vendors. The servers 130 may host multiple databases that are relied on by the software applications in providing services to users of the client devices 120. For example, one or more of the servers 130 execute an application that implements the online service including the dialogue management system of the present disclosure.



FIG. 2 shows a simplified example of the client device 120-1. The client device 120-1 may typically include a central processing unit (CPU) or processor 150, one or more input devices 152, e.g., a keypad, touchpad, mouse, touchscreen, etc.), a display subsystem 154 including a display 156, a network interface 158, memory 160, and bulk storage 162. The network interface 158 connects the client device 120-1 to the distributed app 200 via the distributed communications system 110. For example, the network interface 158 may include a wired interface (for example, an Ethernet interface) and/or a wireless interface (for example, a Wi-Fi, Bluetooth, near field communication (NFC), or other wireless interface). The memory 160 may include volatile or nonvolatile memory, cache, or other type of memory. The bulk storage 162 may include flash memory, a magnetic hard disk drive (HDD), and other bulk storage devices. The processor 150 of the client device 120-1 executes an operating system (OS) 164 and one or more client applications 166. The client applications 166 include an application that accesses the servers 130 via the distributed communications system 110. The client applications 166 include an application that accesses the online service including the dialogue management system executed by one or more of the servers 130.



FIG. 3 shows a simplified example of the server 130-1. The server 130-1 typically includes one or more CPUs or processors 170, a network interface 178, memory 180, and bulk storage 182. In some implementations, the server 130-1 may be a general-purpose server and include one or more input devices 172, e.g., a keypad, touchpad, mouse, and so on) and a display subsystem 174 including a display 176. The network interface 178 connects the server 130-1 to the distributed communications system 110. For example, the network interface 178 may include a wired interface, e.g., an Ethernet interface) and/or a wireless interface, e.g., a Wi-Fi, Bluetooth, near field communication (NFC), or other wireless interface). The memory 180 may include volatile or nonvolatile memory, cache, or other type of memory. The bulk storage 182 may include flash memory, one or more magnetic hard disk drives (HDDs), or other bulk storage devices. The processor 170 of the server 130-1 executes an operating system (OS) 184 and one or more server applications 186, which may be housed in a virtual machine hypervisor or containerized architecture, which include the online service and the dialogue management system of the present disclosure. The term “application” or “app” is used extensively herein and includes the online service and similar related concepts. The bulk storage 182 may store one or more databases 188 that store data structures used by the server applications 186 to perform respective functions.


The online service or app is a science-based online service and social community for engaging, learning and training the skills of happiness and related skills for improving mental health attributes. The app can be offered through a variety of computing devices including smartphones, tablets, laptops, etc. The app is based on a framework developed by psychologists and researchers in areas such as positive psychology and neuroscience. The app assists users in the development of skills such as, for example, Savor, Thank, Aspire, Give, and Empathize (or S.T.A.G.E.™). The app includes an additional happiness skill called Revive that is concerned with physical wellness. Throughout the present disclosure, references are made to the STAGE skills for convenience only, and such references should be understood to include the sixth Revise skill. Each skill may be developed using various activities, ordered in increasing skill level, that gradually unlock as the user progresses in building that skill. Users of the app may be given a range of activities from the STAGE skills, from reflective blogging and science-based games and quizzes, to real-life tasks that the users are asked to perform and report back on. Each activity is backed by scientific studies that may be directly accessible by the user via links provided by the app in the recommended activities.


The activities may be offered to users in several ways. One such offering described below focuses on “tracks” that include sets of activities programmed to address a specific life situation or goal, e.g., “Cope better with stress;” “Enjoy parenting more”, etc. Beginning the app, users may complete self-assessments that give them their initial happiness level as well as an initial recommended track. Alternatively, as described in detail below, a particular order of tracks designed to address a particular need set of a user may be implemented. The term ‘need set’ may involve a condition, e.g., migraine, suffered by the user and the symptoms, side effects and comorbidities associated therewith. Tracks may be organized into modules of several tracks with modules also being determined based on need set. When users finish a track part, users may win, for example, a badge that represents their level of activity in that track part.


As users perform their activities, users 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. When the activity is a conversation performed with the dialogue management system, a post may include a summary of record of the conversation. 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 app 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 and other criteria.


Periodic, scientifically-designed assessments are an important part of the app and may track a number of relevant parameters related to conditions, symptoms, side-effects and comorbidities suffered by the user. These parameters may be compared to past levels. Over time, the online service may build graphs for the user, comprising of activities, people, places, and things correlated with the impact they had on the parameters being tracked for user. This information may be used to optimize the user experience and the activities the app suggests.


Benefits provided by the app include: clarity, e.g., 5 skills, level progression), integrated self-assessments, e.g., provides self-insights, recommends tracks & activities), progress measurement, e.g., periodic happiness measurements allow the users to monitor their progress), guided experience, e.g., four week track experience optimizes habit formation, enables continued focus on a specific topic, e.g., parenting, stress)), flexible, e.g., track structure allows the users to pick the activities and tasks they prefer from a wider selection of options), personalized, e.g., activity recommendations are based on past user behavior and preference), integrated social experience, e.g., users share and follow, like and comment on other users' posts), increasingly challenging, e.g., as the users progress, tracks require increased number of activities and higher level of challenge), entertaining, e.g., variety of activity types, track content), extendible in several dimensions, e.g., content: new tracks and track content (tasks, quizzes, polls etc.), activity types: adding new games and activity types, framework: adding new skills), and multi-screen, e.g., web, mobile accessibility).


The app employs a science-to-action framework, provides sustained guidance, allows users to grow visual environments by interacting with them directly, provides contextual social interaction, e.g., users socialize around contextual activity posts prescribed to others, provides activity variety, e.g., real-life, reflective and gaming activities, provides measure-act-measure loop, e.g., allowing users to track their progress as they go, and provides an efficient and versatile dialogue management system that uses a 3-tier architecture to facilitate dialogues about multiple activities performed by multiple users using the least amount of data structures.


The tracks, modules, activities, and tasks offered by the app are now described in further detail to enhance understanding of the dialogue management system. Tracks are sets of activities that are programmed together to address specific life situations, goals, or concerns that users have. Each track is composed of multiple parts (described below; also see FIGS. 11A-11C). The number of activities and their level of difficulty may be set to increase as the user progresses.


The following are examples of rules that may be used to govern the tracks. Users may be afforded a set time period during which to complete a track part and thus earn badges. Badges may be regular or honors badge, depending on the number of activities they completed. Users may be allowed to extend beyond the set time period and still win the regular badge. If a user reaches the regular badge threshold the user is allowed to ‘win’ the regular badge and move to the next part, or continue for the honors badge. This allows users to skip the remaining activities and win the regular badge if they prefer.


At any time, multiple activities may be available for the user to perform with one or more being ‘queue-locked,’ which means that if the user performs an available activity, it will make the ‘queue-locked’ activity become available. Each day, for example, three time-locked activities become ‘queue-locked,’ and queue-locked activities become available up to a limit of four available activities. This limit of four available activities is intended to avoid showing the users too many available activities when they next log in.


Every activity a user completes creates a post that may be added to the user's profile. Users can mark their posts private, i.e., only visible to them and not visible to others) or viewable to other people (people who follow them and people doing the track in group mode with them). As part of social interaction, users can view the shared posts of other people who are following the track and can like or comment on them or follow the authors of those posts. Users can like and comment on posts to encourage each other and discuss their contents.


‘Career and money’ tracks include activities directed to the following aspects: 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, and control my spending habits.


‘Family and kids’ tracks include activities directed to the following aspects: enjoy parenting more, better cope with new parenthood, better adjust to becoming an empty nester, forgive and forget feud (with a family member), and better cope with the stresses related to my aging parents.


‘Leisure and friends’ tracks include activities directed to the following aspects: be more socially connected, talkers and listeners, explore the art in happiness, find more “me” time, and be a better friend.


‘Love and intimacy’ tracks include activities directed to the following aspects: feel more loved by my partner, feel and be more devoted to my spouse, fight less and love more in my relationship, get over a broken heart, and feel hopeful to start dating after divorce.


‘Mind and body’ tracks include activities directed to the following aspects: cope better with stress, nurture my body and soul, come to terms with getting older, feel healthier, be more optimistic about my potential, and find more purpose and meaning in my life.


Each part of a track may include a balanced mix of ‘reporter’ activities and ‘light’ activities. The reporter activities may gradually increase in difficulty as a user progress through each of the four parts. Light activities may include: games, e.g., mini games, such as hidden object “mindfulness” game, training the user on a specific happiness skill), quizzes, e.g., multiple-choice or true/false questions about a happiness topic), activity quizzes, e.g., users read a science paragraph about an activity and are quizzed with multiple-choice questions at the end), and polls, e.g., polling users' opinion about a related topic and showing them community's vote breakdown). Reporter activities fall into two categories: “essay” or “do” activity, which asks users to reflect on a subject and make a log entry, e.g., reflective microblogging: users are asked to reflect on a topic and write down their thoughts, like what they are grateful for, what they look forward to, taking another person's perspective, etc.); and “plan-do” activity, which asks user to plan and perform an action in the real world, then come back and report on how it went, e.g., write about his/her experience in a savoring exercise)). The conversational activities, i.e., the conversations performed with the dialogue management system) are different than reporter activities.


A mix of about 50% “reporter” activities and 50% “light” activities may be used in each track part to avoid overwhelming the user. The online service allows 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. The number of activities per track part is flexible.


For example, a 7-day sequence of every track part includes a narrative purpose and a feel as if it has a beginning, middle, and an end that gives the user a sense of accomplishment. In the first days of a track part, the 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. In the middle of a track part, the activities build on (or complement) previous ones. An activity may be introduced that needs some extra thought or action. By day 4 or 5, the user feels a little more committed or motivated and willing to take on slightly more demanding activities. In the end, on the last day of a track part, users want something that's fun, easy or inspiring. Accordingly, unfamiliar/demanding tasks are avoided. The users anticipate a feeling of accomplishment but is intrigued enough to commit to the next part of their track.


The goal of the tracks is to create an appealing balance between activities that can be completed immediately by writing after a few minutes of reflection versus activities that require action (and in some cases, pre-planning) before reporting on how it went. In general, easier (levels 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 (levels 4 and 5 activities), but this is not required. Users are awarded badges based on how many activities they complete in each part of a track. The online service offers special badges for each part of a track.


Users interacting with the app may start off at level-1 in all skills. As they complete activities they may progress in each skill from level-1 to level-2, etc. New activities, self-assessments, and other options may unlock as the user reaches a higher level. For each skill, the app offers relevant, science based activities that train the user in an entertaining way. As the users level up in a skill, they unlock new activities (level 1 to level 5 activities may be made 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 links to the actual study this activity is based on.


The STAGE framework of the app captures the essence of the science of positive psychology and allows for presentation in an accessible way. The STAGE framework of the app offers different types of science-based activities to users. The app provides nearly sixty science-based activities in various tracks to help users build the following five essential happiness skills: (1) Savor—Noticing the goodness around you and taking time to prolong and intensify your enjoyment of the moment. Savoring 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; and (5) Empathize—Imagining and understanding the emotions, behaviors, or ideas of others; having compassion. See FIGS. 10A-10N for details. Other and modified details regarding tracks are presented hereinbelow.


The framework of the app may provide multiple suggested tasks for each activity. For example, once the “reporter” activities are determined for each track part, the app provides 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. The tasks are fun, and yet give clear and concise directions. A user needs to pick one of these tasks to complete in order to get credit for the activity. That is, users may only need to complete one of the task options in order to get credit for a given activity. When a user selects an activity, s/he can choose one of the two suggested tasks or a third “You Decide How” (YDH) option. 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. Below are some examples of sample activities and suggested tasks. Comprehensive lists of tracks and activities are provided both in a table shown in FIGS. 10A-10N as well as hereinbelow. An example of a track and its activities and tasks is shown in a table in FIGS. 11A-11C.


For example, for the track Feel More Loved by My Partner, and activity Today's Grateful Moment [Skill: Thank], a Suggested Task #1 may include the following. Name: The Little Stuff Counts, e.g., 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. Write down some thoughts and spend a minute appreciating those same traits today. A Suggested Task #2 may include the following. Name: Thanks, Partner!, e.g., think of one good thing that happened today involving your partner or spouse. Write it down and add a few details about how it made you feel and the role you played, if any, in the positive experience. A You Decide How (YDH) task may include the following. For example, think of something, great or small, that you feel grateful for and describe it in a few words. Add a photo too if desired.



FIG. 4 shows a block diagram of the app described above, which is shown as the app 200. The app 200 comprises a content management system (CMS) 202, a plurality of modules 204 controlling various features and aspects of the app 200 described above, and a plurality of databases 206 associated with and utilized by the respective the plurality of modules 204 and the CMS 202. The CMS 202 manages the overall content provided by the app 200 to the users of the app 200 using the plurality of modules 204 and the plurality of databases 206.


The plurality of modules 204 comprises an authentication module 210, a skill assessment module 212, a track prescribing module 214, a post sharing module 216, a follower managing module 218, a graph generating module 220, and a dialogue management module 230. The authentication module 210 establishes user accounts and controls the users' access to the app 200. The skill assessment module 212 assesses a user's skills initially when the user signs up and later periodically as the user performs the prescribed activities. The track prescribing module 214 prescribes the tracks and modifies the tracks to the users according to their skill assessments as described above. The post sharing module 216 manages publication of the posts shared by the users, e.g., keeping them private or publishing them depending on the users' preferences, handling the likes and comments on the posts by other users, etc.). The follower managing module 218 manages the follower recommendations to the users based on profile matching as described above. The graph generating module 220 generates the happiness graphs as described above. The dialogue management module 230 conducts dialogues between the users and the app 200 and includes the dialogue management system as described below in detail.


The plurality of databases 206 comprises a database for each of user profiles 240, tracks 242, activities 244, tasks 246, assessments 248, posts 250, graphs 252, content 254, and research data 256. The app 200 provides content to the users of the app 200 using the plurality of modules 204 and the plurality of databases 206 under the control of the CMS 202.


The invention of the present disclosure may be an apparatus configured to increase the efficacy of a computer-implemented migraine treatment plan and adherence to said treatment plan. The apparatus may comprise at least one processor, at least one display, at least one memory comprising computer-executable instructions. The instructions may cause the apparatus to generate an interactive session comprising a plurality of tracks, each of the plurality of tracks comprising one or more activities. The aforementioned interactive sessions, tracks, and activities may be any embodiment of session, track, or activity described herein.


In an embodiment, the apparatus may store a baseline user metric (for example, a baseline user happiness level) and a variable user metric (for example, a variable user happiness level). The baseline user metric and the variable user metric may each correlate to one or more characteristics of a patient. As a non-limiting example, each of the happiness levels may be quantifications of the patient's contentment. The variable user metric may be updateable as a function of progress through the plurality of tracks. Upon signing up for the “app,” the patient may undergo an assessment session configured to determine the baseline user metric. The assessment session may be any of the tracks, activities, or tasks described herein, however, the results of the assessment sessions may be arranged to solely impact the baseline user metric, and not other user metrics or characteristics. Thus, the assessment may be configured to receive an initial set of user information. For example, the initial set of user information may be received during or after the generation of the assessment sessions. The set of user information may be text, audio, video, or another medium received by the apparatus in response to the session prompts. Therefore, the baseline user metric may be determined according to the assessment and the initial set of user information. In a further aspect, the apparatus may set a need set. The need set may be determined based on at least the baseline user metric and the variable user metric. That variable user metric may be a measurement tracking the patient's quantified happiness throughout their progress in the “app.” The need set may include a selection of one or more of the plurality of tracks, wherein the selection of one or more of the plurality of tracks is configured to increase the variable user metric. In effect, the need set may cause the apparatus to display the tracks which have been determined to increase the patient's variable user metric. Moreover, an increased variable user metric may be correlated to an increased treatment efficacy and effectiveness.


In a further aspect, the plurality of tracks comprise an interactive dialogue module, wherein, when engaged in the interactive dialogue module, the apparatus is configured to receive a user input. The interactive dialogue module is described in further detail below. The interactive dialogue module may comprise a three-tier architecture comprising a master file, a plurality of skeleton files, and a plurality of skin sets, wherein each of the plurality of skin sets is nested within one of the plurality of skeleton files and the plurality of skeleton files are nested within the master file. Each of the master file, skeleton files, and skin files, may be libraries of text, conversational elements, templates, and other dialogue components. Each of the plurality of activities may include one or more tasks, wherein the plurality of tracks correspond to the master file, wherein the plurality of activities correspond to the plurality of skeleton files, and wherein the one or more tasks correspond to plurality of skin sets. For example, if the apparatus is displaying task A of activity A of track A, the apparatus may generate dialogue from the skins that correspond to task A, the skeleton files that correspond to activity A, and the master dialogue file that corresponds to track A. Accordingly, the apparatus may be configured to identify a selected skeleton file and a selected skin set according to an instant task, wherein the instant task is the one of the one or more tasks engaged on the apparatus. As a result, the apparatus may generate and display a message according to at least the selected skeleton file.


In an embodiment, each of the one or more tasks and each of the plurality of activities comprise one of a plurality of difficulty levels, wherein each of the one or more tasks and each of the plurality of activities are unlocked according to a corresponding difficulty level relative to the variable user metric. In effect, the session may generate progressively more difficult tracks, activities, and tasks, to increase the efficacy of the treatment being delivered to the patient. In such an embodiment, the apparatus may also associate one of a plurality of badges to a user profile, wherein each of the plurality of badges correspond to completion of a given task, activity, or track. Thus, the patient's progress may be tracked by distributed tokens. The ‘reward’ aspect of the badges may instill positive feedback in the individual, increasing efficacy of the apparatus.



FIGS. 5A and 5B show the dialogue management system 230 in further detail. FIG. 5A shows the dialogue management system 230 having a 3-tier or 3-layer architecture. FIG. 5B shows an example of a dialogue box (or a dialog box) 270 on a user's device, e.g., a client device 120-1 shown in FIGS. 1 and 2). Throughout the present disclosure, the various “dialogue files” can also be called the respective “dialog files.”


In FIG. 5A, the dialogue management system 230 includes a single master dialogue file (also called a master file or a master) 232, and a plurality of skeleton dialogue files 234-1, 234-2 to 232-N, where N is the number of activities 244. N may be 60, 100 or even higher. These may collectively be called skeleton dialogue files 234, skeleton files 234, or skeletons 234. For each of the skeleton dialogue files 234, the dialogue management system 230 includes a plurality of skin dialogue files 260-1, 260-2 to 260-M. These may collectively be called skin dialogue files 260, skin files 260, or skins 260. The skin dialogue files 260 may include You Decide How (YDH) skin files and task skin files. Throughout the present disclosure, an individual skin file (YDH or task), a YDH skin file, and a task skin file are also referenced by the numeral 260. The dialogue management system 230 and its components, which include the master dialogue file 232, the skeleton dialogue files 234, and the skin dialogue files 260 are described below in further detail.


The dialogue management system 230 allows users to engage in a dialogue with the app 200 about an experience related to performing a prescribed activity 244. Dialogue boxes are generated using a tiered system of files, each with a unique purpose. An example of a dialogue box shown in FIG. 5B. Specifically, the dialogue boxes may be created using three sets of tiered or layered files: a single master dialogue file (master) 232, a plurality of skeleton dialogue files (skeletons) 234, and a plurality of skin dialogue files (skins) 260. The dialogue management system 230 that creates the dialogue boxes may include three layers of files—master, skeleton, and skin (MSS)—and can also be called a MSS system. Note that theoretically there can be multiple master files 232; however, practically, having a single master file 232 simplifies the design of the dialogue management system 230. Alternatively, the master file 232 may be eliminated from some or all dialogues.


While a track 242 may include many activities 244, the dialogue management system 230 includes a hierarchical architecture that leverages some amount of overlap that exists across the activities 244. The dialogue management system 230 may include a single master file 232 for all the activities 244, one skeleton file per activity 244, and one skin file 260 per task 246. The master dialogue file 232 may include the entire and complete markup language or script based structure that to run any dialogue, i.e., for each activity 244 and task 246.


The master dialogue file 232 may, they need not, be a JavaScript Object Notation (JSON) file or an Extensible Markup Language file. The dialogue management system 230 may have a master dialogue file 232 that represents a set of capabilities of the dialogue management system 230. The texts in the prompts, buttons, choices, and responses in the master dialogue file 232 may be fairly generic. For example, in the master dialogue file 232 a response after a user makes a single choice might be “Response to first choice.” This allows the master dialogue file 232 and its HTML based structure to work in any context for any activity 244.


A skeleton dialogue file 234 represents the specific structure for an activity 244, e.g., a skeleton can be designed for S-01 Savor the Small Stuff). The skeleton dialogue file 234 is a JSON file that makes selected references to the HTML structure in the master dialogue file 232 through the use of “include” statements.


A skin file 260, i.e., one of the skin files 260 corresponding to the skeleton file 234 associated with the activity 244) represents actual text to be presented when running a skeleton dialogue file 234 as well as the specific names for variables called life graph variables (LGVs) to be saved for a skeleton dialogue file 234. A skin file 260 is a spreadsheet, a comma separated value (CSV) file or similar data file that specifies the location of strings of text and the text to be used in a dialogue.


The dialogue management system 230 includes two layers of skins 260. Every skeleton dialogue file 234 has an associated overview or You Decide How (YDH) skin file 260. Additionally, a task skin file 260 can also be assigned to a specific task 246, e.g., there would be a specific task skin 260 for S-01-T-27 Smell the Roses).


Running a dialogue may involve identifying a skeleton dialogue file 234 (for example, the skeleton for S-01 Savor the Small Stuff) and a skin file 260 (for example, the skin for S-01-T-27 Smell the Roses). The activity base skin can contain instructions for how to further customize. “Compiling” the dialog uses the master and skeleton assets. Once a dialog is compiled, it is no longer dependent. That is, the master and skeleton and skin could be deleted and the hpml dialog would run just fine. This is true in that the MSS artifacts are used to produce the runtime artifact.


One way to initiate a dialogue involves the master 232, the skeleton 234, and the skin 260 being combined or compiled offline in the CMS 202. A potential optimization would do this in runtime on demand at the time of invocation of the dialogue. The advantage of the former way is that the availability of a full development environment allows the CMS 202 to manage different versions of each master 232, the skeleton 234, and the skin 260 and identify and debug errors if compilation fails.


More specifically, the master dialogue file 232 is sometimes a single file. For example, only one version of the master dialogue file 232 may exist on the server, i.e., in the app 200) at a given time. The master dialogue file 232 can be edited and updated over time, e.g., via the CMS 202), but in ways that overwrite the prior version. The master dialogue file 232 includes all of the core logic needed to determine and lay out the flow of any dialogue that can occur on the dialogue management system 230. The master dialogue file 232, therefore, is comprehensive and non-specific.


For example, the master dialogue file 232 may include the code necessary to run any language modeling and analysis algorithms, performing tasks such as the natural language classifiers (NLCs), Named Entity Recognition, Sentiment Analysis, and Linguistic Style Analysis and Transformation. For example, such algorithms include but are not limited to machine learning, deep learning, neural networks, statistical pattern recognition, semantic analysis, linguistic analysis, and generative models. A final user-facing dialogue may rely on the analysis of user input, e.g., one or two NLCs).


Every potential choice point that can occur in the flow of a dialogue may be coded into the master dialogue file 232. The master dialogue file 232 may include placeholder text that is very broad and generic, e.g., “Response to user”; or e.g., choices for the user can be “Choice 1” and “Choice 2”). Alternatively, the default text, where breadth is not required, can be specific, such as ending the dialogue with “Goodbye” or offering the user choices such as “Yes” and “No”.


Skeletons 234 and skins 260, i.e., the skeleton dialogue files 234 and the skin dialogue files 260, are where specific conversations and interactions with the user are often designed. The dialogue management system 230 may include a skeleton dialogue file 234 for each core activity 244 offered to the users, e.g., the app 200 includes nearly 60 activities. A skeleton dialogue file 234 may be a decisive, singular manifestation of the conversation flow offered by the master dialogue file 232. For example, if the objective is to interview the user about a relationship with a person in the user's life and the user's favorite things about that person, the skeleton dialogue file 234 for this interview can clearly delineate the flow for this conversation. The flow in the skeleton dialogue file 234 is deterministic, such that a series of given inputs from the user create a specific, exact conversation with the dialogue management system 230. However, the flow in the skeleton dialogue file 234 is dynamic, and a different set of user inputs can create a different conversation with the dialogue management system 230.


A skeleton dialogue file 234 may utilize only a small portion, e.g., 20% or 10%, of the dialogue portions or sub-dialogues defined in the master dialogue file 232. A skeleton dialogue file 234 may also use the dialogue portions of the master dialogue file 232 more than once. No specific text is determined by the skeleton dialogue file 234. So the skeleton dialogue file 234 can carry over the default text defined by the master dialogue file 232.


Furthermore, there can be an overlap between some of the activities 244. In such instances, the skeleton dialogue files 234 for such overlapping activities 244 can utilize the same or similar dialogue portions of the master dialogue file 232. Further, these dialogue portions in the master dialogue file 232 themselves can be reduced in number based on the overlap in some of the activities 244, which results in optimization in the design of the master dialogue file 232 and which provides additional synergy between the skeleton dialogue files 234 and the master dialogue file 232.


A skin dialogue file 260, i.e., each one of the skin dialogue files 260 includes a list of “specifics” which describes the exact sentences and phrases to be used by the dialogue management system 230 at each point in the conversation flow described by a given skeleton dialogue file 234. Skin dialogue files 260, therefore, are inherently tied to a specific skeleton 234 and are not paired with other skeletons 234. The dialogue management system 230 includes a skin dialogue file 260 for each specific task 246 for an activity 244 offered to users by the app 200. For example, for the nearly 60 core activities, the dialogue management system 230 includes anywhere from dozens to hundreds of skin dialogue files 260 for each activity 244.


In some cases, the default text in the master dialogue file 232 can suffice, such as giving the user a choice between “Yes” and “No”. In these cases, the skin dialogue file 260 can include an indication such as a null entry, allowing the text to be determined by the master dialogue file 232. If the master dialogue file 232 is subsequently changed so that these choices respectively become “Absolutely” and “No way,” these changes are automatically reflected in any conversation where the skin dialogue file 260 has null entries at these points. For the most part, however, the skin dialogue files 260 determine the response text, and the skin dialogue files 260 often overwrite the default responses of the master dialogue file 232.


Every skeleton dialogue file 234 has paired with it a You Decide How (YDH) skin dialogue file 260 that is designed in a broad, general way depending on the scope of the conversation determined by the skeleton dialogue file 234. For example, if a savoring skeleton dialogue file 234 is built to help the user savor a positive feeling, the YDH skin dialogue file 260 can determine all the sentences and phrases for this conversation. However, a new skin dialogue file 260 may be created from a base skin that focuses the user specifically on savoring food. A different skin dialogue file 260 may be created from this YDH skin 260 that focuses the user specifically on savoring an experience. Notably, due to the tiered architecture of the dialogue management system 230, no changes are required at the master 232 or skeleton 234 level to add this new activity. The only edits needed are to the YDH skin dialogue file 260, where any new phrases or guidance specific to food (or experience) can be added or edited. This new skin dialogue file 260 can then be paired with the savoring skeleton 234 to run a food (or experience) savoring conversation. Due to the tiered architecture of the dialogue management system 230, this versatility is accomplished without requiring code changes at the master 232 or skeleton 234 level. This significantly simplifies the design of the dialogue management system 230.


The master dialogue file 232 can offer a broadly-defined capability to identify an object of the conversation. The master dialogue file 232 includes the built-in architecture (CHTML based data structures) to receive variables that can decide how the object is identified, how many questions are asked of the user, whether or not to provide a response at certain points, etc. The skeleton dialogue file 234 is where the flow-determining variables that are fed to the master dialogue file 232 are defined. Accordingly, the result of designing a skeleton dialogue file 234 is the decision to use the identify capability to ask two questions, for example, and respond any time the user identifies an emotion or an activity 244 based experience. The skin dialogue file 260 paired with the skeleton dialogue file 234 defines, among all of the dialogue's specific text, the questions that can be asked, which for one particular skin dialogue file 260 may be “What is your favorite hobby?” and “How do you feel when you are engaging with this hobby?”. The skin dialogue file 260 paired with the skeleton dialogue file 234 additionally defines the full set of potential responses to emotions that might be provided in the answer by the user.


The master dialogue file 232 includes a library of sections or dialogue portions, each of which is a subset (or sub-dialogue) of a conversation that is focused on a single task 246 and includes distinct pieces of a conversation designed to achieve a goal in the conversation. Only a few of the dialogue portions are used during a dialogue. Further, some of the same dialogue portions may be used in combination with other dialogue portions in another dialogue. Essentially, for conducting a dialogue about an activity 244, a few of the dialogue portions from the master dialogue file 232, a skeleton dialogue file 234 corresponding to the activity 244, and a plurality of skin dialogue files 260 corresponding to the tasks 246 associated with the activity 244 are compiled together.


The dialogue management system 230 conducts the dialogue with the user in a versatile, life-like manner using the compiled combination of the dialogue portions from the master dialogue file 232, the skeleton dialogue file 234, and the skin dialogue files 260. This method of conducting dialogues eliminates the need to have a one to one correspondence between the number of dialogue portions of the master dialogue file 232 and the number of activities 244. For example, the dialogue management system 230 may include only a few sections, 10-20, about 60 activities and a much greater number of tasks 260. Accordingly, this method, comprising generic, modular, and reusable data structures designed in the master file 232, which are then selected by the skeleton 234 and modified by the skins 260, results in significant improvements and optimizations in the architecture and resource utilization of the databases of the app 200.


In a conversation, i.e., in a dialogue, a node is an atomic element. A node typically includes a prompt for the user and includes logic to process the user's response to the prompt. The prompt and the user's response (user input) can include one or more of text, speech/audio, and video including virtual reality (which can be used to extract body posture/positions facial expressions etc. for use as user input). Based on the processing of the response, the conversation moves to a next node. A section or dialogue portion in the master file 232 includes a group of nodes.


There are two primary types of sections in the master file 232: linear (or sequential) sections and adherence sections. The nodes in the sequential sections may be processed sequentially, i.e., a next node is processed when a condition is satisfied after processing a prior node. In an adherence section, after a node is processed, control always returns to the first node, and a check is performed as to which, if any, variable remains to be filled, and control moves to that node for which a variable needs a response. The process is repeated until all the variable are filled or until a counter expires. In case of a non-ending loop, e.g., due to repeated irrelevant responses from the user, a counter is maintained, and the loop is exited on expiration of the counter. The counter is only an example; instead, any other stopping condition that is guaranteed to be met within a reasonable number of conversation turns can be used.


Across the different sections or dialogue portions of the master 232, while the prompts may be different, and the content of the text (in the user response) may be different, the structure of the sections may be kept fairly steady across different activities 244. For example, in a conversation, regardless of the activity 244, the dialogue may start with a greeting and may end with a summary, both of which can be short, repeatable, i.e., reusable sequential sections. The dialogue may additionally include an adherence section to elicit responses for a few variables needed to conduct the dialogue. The dialogue may further include another section to clarify or disambiguate an item, for example.


These sections tend to have similar structures though different content. Further, irrespective of the number of activities 244 offered by the app 200, these sections of the master file 232 are few in number, i.e., they are not as many in number as the number of activities 244; or there is no one to one correspondence between the sections of the master file 232 and the activities 244. Accordingly, the master file 232 includes only a handful of sections and is a collection or an array of a few sections that (can but) do not include any specific content, e.g., what to ask, but have variables with generic values that can be and are usually overwritten by the skeleton 234 and the skins 260.


The skeleton file 234 simply contains a series of include calls that select a few sections (dialogue portions) from the master file 232 to accomplish the dialogue at hand. At this point, however, the dialogue management system 230 does not know the exact nature of the dialogue, e.g., whether the user wants to savor an experience or food. The skeleton 234 therefore also includes an identify section from the master file 232, which is very generic in nature, e.g., it can identify a person, an object, etc.


The values for the variables in these sections are provided by the skin file 260. These values are elicited from the user by the skin 260 by prompting the user with questions, e.g., multiple choice questions. The YDH skin file 260 is also general in nature, e.g., it can indicate savoring something but cannot further specify an experience or food. The task skin 260 provides the specific values for the variables that override the generic values of variables as well as specific values provided by the master file 232, if any. These features of the master file 232, the skeleton files 234, and the skin files 260 eliminate the need for providing custom dialogue scripts by anticipating every input from users, which again greatly simplifies the design of the dialogue management system 230.


The specific features or data structures employed by the master 232, the skeletons 234, and the skins 260 are now described. Throughout the remainder of the disclosure, while references are made to natural language classifiers (NLCs) and associated variables and values, NLC is used only as an illustrative and non-limiting example of a task performed by language modeling and analysis algorithms mentioned above.


The master dialogue file 232 includes the following features or data structures that are implemented in markup language or scripting language: conditional values, default NLC values, and a single array. In the conditional values features or data structures, as part of a variable/value pair, a capability to assign values based on a condition is provided, e.g., response_text can be assigned to a string based on the value_of emotion. For the first condition that evaluates as true, the variable assignment is made, and no further conditions are evaluated. Unless defined, by default the “else” condition is equal to the current value of the variable, e.g., in the above example, the “else” value can be “_response_text”.


In the default NLC values features or data structures, as part of the initial attributes of a section within the Script, included is an attribute named “nlc_defaults” which specifies what the output of a classifier should be depending on whether a classifier is used or not. Each classifier used in a section (dialogue portion) is identified by name and a default value is defined. If a classifier is present in a section (dialogue portion) and a default is not defined under nlc_default, the default value is a blank string.


In the single array of variables feature or data structure, for each choice within a single (or multi) input request, three attributes are defined: a “label”, an “Lgv_value”, and a “prompt”, with each choice identified by a “name” to the left of the colon, and the three attributes as strings defined to the right of the colon. The first attribute, “label”, is the text that should be presented as a choice to the user. The following two attributes are accessible as attributes of sensor objects after a selection is made. Accordingly, an Lgv_value(sensor) is an Lgv_value text of a choice that is made, and a prompt(sensor) is a prompt text of the choice that is made. In other words, to illustrate, if a user choses a third option, for example, Lgv_value(sensor)==‘third choice text’ and prompt(sensor)==‘Response to third choice’. If the “label” of a choice is blank, then that choice is not presented. If every choice has a blank label, a validation error should occur (however, this happens at the level of the skeleton 234 and skin 260; the master 232 allows for all blank values that should be filled in at the skeleton/skin level).


The skeleton dialogue file 234 may contain “include” calls for selected dialogue portions from the master dialogue file 232, including both variable folders, global handlers, and sections (dialogue portions). The following feature or data structure may be implemented for the skeletons: NLC Switches, Variable Assignments, and Section-to-Section Flow. In the NLC switches features or data structures, as an attribute of an included section (dialogue portion) in the master 232, “nlc_active” defines whether a classifier is run or not in that section (dialogue portion). The “nlc_active” attribute defined in the skeleton works in conjunction with the “nlc_default” attribute defined in the master dialogue file 232. When “nlc_active” for a classifier is set to false, the output of the classifier is the default defined in “nlc_default”. By default, each classifier present in an included section (dialogue portion) has an “nlc_active” value of false. So unless the skeleton dialogue file 234 defines an NLC as active (set to true), that classifier will not run in this section (dialogue portion).


In the variable assignments features or data structures, as an attribute of an included section (dialogue portion), “assign” redefines values for certain variables found in that section (dialogue portion). For any variable present in the section (dialogue portion) and not included in the “assign” list, the value remains as it is defined by the master dialogue file 232. However, the “assign” values made by the skeleton dialogue file 234 override the values set by the master dialogue file 232. Functionally, the assign values help define the flow and structure of an included section (dialogue portion), allowing importing a single block of code that can be used differently depending on the value of these variables. This feature is not merely better code but rather a better data structure architecture that yields efficiencies in database design and resource usage and significantly improves the functioning of the databases as one skilled in the art can appreciate.


The section-to-section flow feature or data structure is as follows. The master dialogue file 232 has “next”/“goto” statements that reference every section, i.e., dialogue portion within the master dialogue file 232. When a skeleton dialogue file 234 includes only a subset of the sections (dialogue portions) from the master dialogue file 232, references to those sections (dialogue portions) that are not included in the skeleton dialogue file 234 need to be handled. The master dialogue file 232 includes three “identify” sections (dialogue portions) named “identify”, “2nd_identify”, and “3rd_identify”. For example, a given skeleton dialogue file 234 may include only the “identify” and “2nd_identify” sections (dialogue portions). In the “2nd_identify” section (dialogue portion), the master dialogue file 232 has “next”/“goto” statements pointing to “3rd_identify”, which does not exist in this skeleton dialogue file 234 in this example. At runtime, this skeleton dialogue file 234 should simply move to the identified section (dialogue portion) in the master dialogue file 232 (the “3rd_identify” section or dialogue portion in this example) and then look sequentially section by section for the next section or dialogue portion that the skeleton dialogue file 234 actually does include.


In the skin dialogue files 260, there may be two levels of skins. A YDH (or overview) skin, and a task skin. The skin dialogue file 260 can be in a spreadsheet format but can ultimately run as a comma separated value (CSV) file in the content management system (CMS) 202 of the app 200. First few top rows under the headers rename the life graph variables (LGVs) used by the skeleton dialogue file 234. For every instance of the LGV name in the “Original” column, it is replaced with the name in the “Value” column across the entire skeleton dialogue file 234. If an LGV in the skeleton dialogue file 234 is either not referenced here or has a blank value in the “Value” column, the original name persists. Subsequent rows redefine the text of the skeleton dialogue file 234. The text in the “Original” column is a reference to the text in the master dialogue file 232 at that location. The “Value” column is the new text that replaces the existing text from the master dialogue file 232. If the “Value” column is blank, the value from the master dialogue file 232 persists. But the priority is given to the skin 260. Ideally, the YDH skin 260 can be automatically generated from a skeleton dialogue file 234 in the CMS 202 by identifying every LGV and every segment of text. An exported skin created by the CMS 202 would have an empty “Value” column. An “Author” column designates whether or not this row is to be included in an automatically generated task skin 260. A “0” indicates it is not included, and a “1” indicates that it is included.


The task skin 260 can be automatically generated from the YDH skin 260 by: (1) removing the rows with “Author” designated as “0” and then removing the “Author” column altogether; (2) assigning each “Value” entry of the task skin 260 as the “Value” entry of the YDH skin 260 if it's not empty or the “Original” entry of the YDH skin 260 if the “Value” entry is empty; (3) creating an empty “Value” column; and (4) adding a “Legacy” column with one cell automatically populated with the “Short text”, “Description text”, and “Short text labels” already in the CMS 202 for the designated task 246. For each of these legacy task attributes, a tag is present that defines and separates the different strings. The “Value” column can then be filled in. When the CMS 202 is running an activity 244 using a task skin 260, it first prioritizes the “Value” entries from the task skin 260; if those are empty, next prioritizes the “Value” entries from the YDH skin 260; and if those are also empty, lastly prioritizes the “Original” entries from the YDH skin 260. If all of these values are blank for an “ask”/“prompt” or “next”/“text” entry, the dialogue management system 230 does not create a text bubble and continues with the flow of the dialogue. As described above, if the value for a single/multi label is blank, then it is not shown, and if all the labels for a single/multi input are blank, there is a validation error. The task skin file 260 is still paired with the original skeleton dialogue file 234. Accordingly, for example, to run S-01 Savor the Small Stuff in “You Decide How” mode, the dialogue management system 230 pairs the S-01 skeleton dialogue file 234 with the S-01 YDH skin file 260; to run S-01-T-27 Smell the Roses, the dialogue management system 230 pairs the S-01 skeleton dialogue file 234 with the S-01-T-27 task skin file 260; and so on.


In FIG. 5B, the user initiates the dialogue 270, e.g., using a drop down menu from the app 200, which is presented on the user's device, e.g., client device 120-1 in the form a user interface (UI). For example, the dialogue box 270 can appear similar to the UI of a text messaging app on a smartphone. In the dialogue 270, the entity “Service” represents an automated conversational agent driven by the 3-tier architecture of the dialogue management system 230 described above.


The dialogue 270 can begin with a greeting. The dialogue 270 can end with a summary and/or another greeting. The dialogue 270 provides the app 200 (via the dialogue management system 230) another opportunity, in addition to the tracks 242, activities 244, and tasks 246, to effect an intervention, for example, by coaching the user on a particular happiness skill such as how to practice empathy or how to improve practicing empathy. The dialogue 270 also offers the user the opportunity to share his or her experience, exhibit his or her skill level regarding a particular happiness skill via the dialogue 270, and improve the particular happiness skill based on the coaching received from the app 200 via the dialogue 270.


While not shown, the dialogue 270 can include text message as well as audio/video messages from either or both of the service and the user. Further, the dialogue can also include graphics such as emoticons, photos, videos, music, and so on that can be exchanged by and between the service and the user, i.e., either or both of the service and the user can also provide the graphics such as emoticons, photos, videos, music, and so on.



FIG. 6 shows a method 300 for conducting a dialogue between the app 200 and a user of the app 200 using the dialogue management system 230. For example, the method 300 is performed on one of the servers 130 and includes presenting the dialogue 270 on a user device such as the client device 120-1 via the distributed communications system 110.


At 302, the method 300 checks whether a user is initiating a dialogue 270 with the app 200. At 304, if a user initiates a dialogue 270 with the app 200, the method 300 receives an initial input from the user. At 306, based on the user input, the method 300 determines an activity 244 that the user wants to discuss in the dialogue 270 and identifies a skeleton file 234 for the activity 244. At 308, the method 300 identifies a skin file 260 for a task 246 associated with the activity 244. At 310, the method 300 includes dialogue portions from the master file 232 selected based on the activity 244 to conduct the dialogue 270. At 312, the method 300 combines the selected dialogue portions of the master file 232, the skeleton file 234 for the activity 244, and the skin file(s) 260 for the task 246, e.g., the method 300 compiles these master 232, skeleton 234, and skin 260 elements. At 314, the method 300 generates a dialogue handler generated based on the combination or compilation that is used to conduct the remainder of the dialogue 270.


At 316, the method 300 receives additional inputs from the user. At 318, the method 300 conducts the dialogue 270 with the user based on the user inputs using the dialogue handler, e.g., the method 300 interactively responds to the user inputs. At 320, the method 320 determines if the user wants to end the dialogue 270. The method returns to 316 if the user wants to continue the dialogue 270. Otherwise, the method 300 ends.



FIG. 7 shows a method 400 for designing and generating the master file 232. At 402, the method 400 creates a library of dialogue portions such that the number of dialogue portions is less than the number of activities 244, i.e., there is no one to one correspondence between the number of dialogue portions of the master file 232 and the number of activities 244 offered by the app 200. For example, the method 400 identifies and takes advantage of any overlap or redundancies across the activities 244 offered by the app 200.


At 404, in the library of dialogue portions, the method 400 creates a standard greeting dialogue portion to be presented at the beginning of any dialogue 270 irrespective of underlying activity 244, and a standard summary dialogue portion (or another standard greeting dialogue portion) to be presented at the conclusion of any dialogue 270 irrespective of underlying activity 244. At 406, the method 400 designs variables with generic values (and a few variables with specific values) in the dialogue portions of the master file 232. At 408, the method 400 designs or configures the generic variables to accept specific value assignment from skeletons 234 and skins 260. At 410, the method 400 designs a plurality of the dialogue portions of the master file 232 to include sequential nodes. At 412, the method 400 designs or configures a plurality of the dialogue portions of the master file 232 to function or operate as adherence dialogue portions.



FIG. 8 shows a method 440 for designing and generating skeleton files 234. At 442, the method 440 creates a skeleton file 234 for an activity 244, i.e., the method 440 creates one skeleton file 234 per activity 244 offered by the app 200. At 444, the method 440 provides “include” calls in the skeleton file 234 to select relevant dialogue portions from the master file 232. At 446, the method 440 provides variable assignments to the selected dialogue portions based on user input to conduct the dialogue between the user and the app 200. At 448, the method 440 provides section to section flow handling to conduct the dialogue between the user and the app 200. For example, the order in which the flow of or between the sections is conducted during a dialogue may be different than the order in which the sections are arranged in the master file 232.



FIG. 9 shows a method 460 for creating a skin file 260. At 462, the method 460 creates a skin file 260 for a task 246 for an activity 244, i.e., the method 460 creates a skin file 260 for each task 246 of an activity 244 offered by the app 200. At 464, the method 460 provides an indicator such as a null entry to allow for a default value for a variable from the master file 232 to persist. At 466, the method 460 provides a specific value to overwrite a default value for a variable from the master file 232. The specific value is based on the user input and is passed to the skeleton file 234, which then assigns it to a suitable variable in a selected dialogue portion from the master file 232.


The dialogue management system 230 of the present disclosure differs from a chatbot. A chatbot is a very general description of any conversational agent that communicates with a user via text or voice/video on a turn by turn basis. A chatbot can therefore be intelligent, e.g., use machine learning or completely pre-scripted; so it is very broad in scope. The differences between the dialogue management system 230 of the present disclosure and a chatbot are in the specific applications and its 3-tier architecture based on the specific applications. The dialogue management system 230 does not focus on delivering efficacious psychological interventions in the best possible way, and on using machine learning and dialogue management mechanisms to accomplish that. Rather, the dialogue management system 230 is an efficient way to create and program a “chatbot” using the 3-tier architecture described above so that the scripts governing the dialogues do not have to be created for all possible conversational scenarios and so that the scripts governing the dialogues can reuse some code.


Further, the dialogue management system 230 of the present disclosure differs from other automated customer support systems. Specifically, the difference is due to the operation of the dialogue management system 230 based on the tracks 242, the activities 244, and the tasks 246, where the activities 244, about which dialogues are conducted, are recommended by the app 200. This schema of the app 200 creates a unique opportunity for designing the synergistic 3-tier architecture to conduct dialogues as described above. Unlike the app 200, systems that do not evaluate feedback from users regarding activities recommended by the systems and that do not attempt to improve user behavior via interventions offered based on the feedback, naturally lack the need for the 3-tier architecture described above. Of course, the dialogue management system 230 can be used with any other system that evaluates feedback from users regarding activities recommended by the system and that attempts to improve user behavior via interventions offered based on the feedback.


In sum, the dialogue management system 230 of the present disclosure uses a novel 3 layer approach—a generic master file 232 that can cater to dialogues on any of the nearly 60 activities offered by the app 200, a skeleton file 234 that is specific per activity 244 and that links to one or more “sections” or dialogue portions in the master file 232 (some of which can be reused for another activity 244), and a plurality of skin files 260 that handles the input and output at the user interface presented to the user as a dialogue box 270. For each dialogue 270, these 3 elements are combined and a dialogue 270 is conducted. For another user or another activity 244, another combination is used to conduct another dialogue 270. The synergy provided by the 3 tier approach is that the generic nature of the master file 232, the ability of the skeleton file 234 to include sections of the master file 232 in any combination as needed, and the ability of the skins 260 to provide the specific values to variables in the selected sections of the master file 232 result in significant reuse of the sections of the master file 232, which yields efficiencies in database design and use of database resources. The dialogue management system 230 is versatile in that it works across all activities 244 offered by the app 200 and regardless of the variations in the user's inputs and in the activities 244. Thus, the 3 tier design of the dialogue management system 230 improves the functionality of the computer databases 206, not merely code.


Spatial and functional relationships between elements (for example, between modules, circuit elements, semiconductor layers, etc.) are described using various terms, including “connected,” “engaged,” “coupled,” “adjacent,” “next to,” “on top of,” “above,” “below,” and “disposed.” Unless explicitly described as being “direct,” when a relationship between first and second elements is described in the above disclosure, that relationship can be a direct relationship where no other intervening elements are present between the first and second elements, but can also be an indirect relationship where one or more intervening elements are present (either spatially or functionally) between the first and second elements. As used herein, the phrase at least one of A, B, and C should be construed to mean a logical (A OR B OR C), using a non-exclusive logical OR, and should not be construed to mean “at least one of A, at least one of B, and at least one of C.”


In the figures, the direction of an arrow, as indicated by the arrowhead, generally demonstrates the flow of information (such as data or instructions) that is of interest to the illustration. For example, when element A and element B exchange a variety of information but information transmitted from element A to element B is relevant to the illustration, the arrow may point from element A to element B. This unidirectional arrow does not imply that no other information is transmitted from element B to element A. Further, for information sent from element A to element B, element B may send requests for, or receipt acknowledgements of, the information to element A.


In this application, including the definitions below, the term “module” or the term “controller” may be replaced with the term “circuit.” The term “module” may refer to, be part of, or include: an Application Specific Integrated Circuit (ASIC); a digital, analog, or mixed analog/digital discrete circuit; a digital, analog, or mixed analog/digital integrated circuit; a combinational logic circuit; a field programmable gate array (FPGA); a processor circuit (shared, dedicated, or group) that executes code; a memory circuit (shared, dedicated, or group) that stores code executed by the processor circuit; other suitable hardware components that provide the described functionality; or a combination of some or all of the above, such as in a system-on-chip.


The module may include one or more interface circuits. In some examples, the interface circuits may include wired or wireless interfaces that are connected to a local area network (LAN), the Internet, a wide area network (WAN), or combinations thereof. The functionality of any given module of the present disclosure may be distributed among multiple modules that are connected via interface circuits. For example, multiple modules may allow load balancing. In a further example, a server (also known as remote, or cloud) module may accomplish some functionality on behalf of a client module.


The term code, as used above, may include software, firmware, and/or microcode, and may refer to programs, routines, functions, classes, data structures, and/or objects. The term shared processor circuit encompasses a single processor circuit that executes some or all code from multiple modules. The term group processor circuit encompasses a processor circuit that, in combination with additional processor circuits, executes some or all code from one or more modules. References to multiple processor circuits encompass multiple processor circuits on discrete dies, multiple processor circuits on a single die, multiple cores of a single processor circuit, multiple threads of a single processor circuit, or a combination of the above. The term shared memory circuit encompasses a single memory circuit that stores some or all code from multiple modules. The term group memory circuit encompasses a memory circuit that, in combination with additional memories, stores some or all code from one or more modules.


The term memory circuit is a subset of the term computer-readable medium. The term computer-readable medium, as used herein, does not encompass transitory electrical or electromagnetic signals propagating through a medium (such as on a carrier wave); the term computer-readable medium may therefore be considered tangible and non-transitory. Non-limiting examples of a non-transitory, tangible computer-readable medium are nonvolatile memory circuits (such as a flash memory circuit, an erasable programmable read-only memory circuit, or a mask read-only memory circuit), volatile memory circuits (such as a static random access memory circuit or a dynamic random access memory circuit), magnetic storage media (such as an analog or digital magnetic tape or a hard disk drive), and optical storage media (such as a CD, a DVD, or a Blu-ray Disc).


The apparatuses and methods described in this application may be partially or fully implemented by a special purpose computer created by configuring a general purpose computer to execute one or more particular functions embodied in computer programs. The functional blocks, flowchart components, and other elements described above serve as software specifications, which can be translated into the computer programs by the routine work of a skilled technician or programmer.


The computer programs include processor-executable instructions that are stored on at least one non-transitory, tangible computer-readable medium. The computer programs may also include or rely on stored data. The computer programs may encompass a basic input/output system (BIOS) that interacts with hardware of the special purpose computer, device drivers that interact with particular devices of the special purpose computer, one or more operating systems, user applications, background services, background applications, etc.


The computer programs may include: (i) descriptive text to be parsed, such as HTML (hypertext markup language), XML (extensible markup language), or JSON (JavaScript Object Notation) (ii) assembly code, (iii) object code generated from source code by a compiler, (iv) source code for execution by an interpreter, (v) source code for compilation and execution by a just-in-time compiler, etc. As examples only, source code may be written using syntax from languages including C, C++, C #, Objective-C, Swift, Haskell, Go, SQL, R, Lisp, Java®, Fortran, Perl, Pascal, Curl, OCaml, Javascript®, HTML5 (Hypertext Markup Language 5th revision), Ada, ASP (Active Server Pages), PHP (PHP: Hypertext Preprocessor), Scala, Eiffel, Smalltalk, Erlang, Ruby, Flash®, Visual Basic®, Lua, MATLAB, SIMULINK, and Python®.


In certain embodiments of the present invention, the app 200 embodies a service of various treatment and prevention disciplines, such as positive psychology, cognitive behavioral therapy, mindfulness, stress reduction, etc. One exemplary service is referred to herein for convenience as the “Program.” The Program is a novel, science-based app for engaging, learning and training the skills of happiness. The Program is based on a framework developed by psychologists and researchers in a collection of therapeutic disciplines such as Cognitive Behavioral Therapy, Mindfulness, positive psychology etc., and assists users in the development of certain skills related to being happy, for example, Savor, Thank, Aspire, Give and Empathize (or S.T.A.G.E.™). In certain embodiments, each skill is developed using various activities, ordered in increasing skill level, that gradually unlock as the user progresses in building that skill. With the Program, a user selects a “track” that contains sets of activities that are designed to address a specific life situation or goal.


As the user performs one or more of these activities, the Program system assesses and re-assesses the user's physical and emotional states using various tools. For instance, there may be a plurality of sensors, e.g., biometric that are placed within a vicinity of the user, e.g., in wired and/or wireless communication with the user's smartphone that extract biometric information from the user while the user is engaged in an activity or a task. Examples of such extracted biometric information are heart rates, heart rate variability, brainwaves, body heat, pupil dilations, etc. In another instance, one or more sensor mechanisms within the user's smartphone, e.g., speaker, camera, microphone, buttons, keys, etc. are used to capture user information. Examples of such captured information are recorded speech, typed texts, facial expression, etc. In a further instance, the user's physical or emotional states may be assessed from self-reports such as questionnaires. In other instances, a mix of foregoing information may be used concurrently to assess the user's physical or emotional states.


In accordance with the Program system, the extracted, captured and/or otherwise provided information are processed to analyze the user's feelings including, but not limited to, the user's reaction, the user's engagement level, the user's adherence level, the change in the user's psychological state, etc. in regards to the performed, or partially performed, the Program activities. Processing may be carried out within the Program application or by another processing unit that resides within the smartphone (or tablet or other computing system). Alternatively, the extracted and/or captured information are transmitted and processed remotely by a server (or other remote electronic device). In any of these versions, processing includes application of select mathematical algorithms and analytical computations on user input data obtained while the user performs the activities. The processing ultimately results in providing of select follow up activities that further enhance development of the happiness skill in order to achieve the desired outcome.


In further accordance with the Program system, the processing of data and/or the providing of follow-up activities is ongoing. In particular, as the user performs the provided activity, the Program system continually monitors and interacts with the user to obtain ongoing real-time information. For example, the ongoing real-time information may be a user's response to a question, what the user has done in response to a task, or various other biometric information of the user obtained from the sensor(s) placed within a vicinity of the user. With such real-time or aggregate analysis, the user's interaction with the Program system becomes more dynamic and results in higher levels of engagement as that interaction continues.


Further details of the Program system and operation of the Program system are set forth in U.S. patent application Ser. No. 14/284,229, entitled “SYSTEMS AND METHODS FOR PROVIDING ON-LINE SERVICES” and U.S. patent application Ser. No. 14/990,380, entitled “DYNAMIC INTERACTION SYSTEM AND METHOD,” and the entire contents of each of these applications is incorporated herein by reference. For the sake of brevity, further details of the Program system/service are not provided herein (except as otherwise described herein).


Empathy

In accordance with the present invention, the computing system further dynamically responds to the user's actions and feedback by demonstrating simulated human emotion and/or human cognitive skill. In certain embodiments to be discussed, the computing system is configured to demonstrate empathy.


In further accordance with the present invention, a computing system is equipped or otherwise programmed with artificial intelligence for simulating a variety of human emotion and cognitive functions. For purposes herein, the term artificial intelligence (AI) means a machine or device suitably adapted or programmed in a manner sufficient so that the machine or device perceives its environment (or the desired environment) and takes actions that maximize its chance of successfully achieving its intended goals, as well as processes carried out by such machines or devices. The term AI can further mean the ability to learn from data and generalize unseen data by a machine. Display of artificial intelligence by a computing system generally includes performance of tasks that normally require a human intelligence. Various embodiments of the present invention are directed to demonstration of artificial “emotional” intelligence, which is a particular subset of human intelligence.


The field of artificial intelligence draws upon various diverse fields, such as computer science, mathematics, psychology, linguistics, philosophy and many others. In more recent years, AI has progressed to the point of understanding (at least from the machine's perspective) the aspect of human intelligence that is known as emotional intelligence, e.g., empathy. The term “empathy” generally is defined as the (human) ability to understand and share the feelings of another. In other words, empathy is the capacity to understand or feel what another person is experiencing from within the frame of reference of the other person. With recently developed AI emotion models, machines can now be programmed to learn when and how to display emotion in ways that enable the machine to appear empathetic or otherwise emotionally intelligent.


In accordance with the present invention, the above discussed Program system further interacts and engages with users in an empathetic and supportive manner to provide certain benefits as herein described. The system/process of the present invention, therefore, in certain embodiments, is capable of emotional intelligence and with such emotion intelligence, conveys empathy to users of the system to keep the user advantageously engaged over time.


Mirroring Prompt

In certain embodiments, the inventive system includes artificial intelligence sufficient to provide the system with a so-called “mirroring” ability. As described herein, the inventive system in such certain embodiments employs various algorithms, such as topic analysis, natural language classification, etc. to reflect back on input received from the user and/or measurement data collected from the user, and then responds to the user with context-based responses.


In each of the embodiments described herein in which AI is employed by the inventive computing system to convey or simulate emotional intelligence, the environment presented to the user beneficially is human-like from the perspective of the user that results in a more rewarding or engaging environment to the user that, in turn, results in greater engagement by the user that, in turn, results in a far greater chance of success in the ultimate goal of achieving a greater level of happiness.


In accordance with the present invention, the “next” step in the interaction may depend on what rules have been set in regards to the provided activity. For example, the mirroring stage may be performed in a loop until the computing system decides to move onto the next question to ask. As another example, the next step may be based on the user's input. As a further example, the mirroring stage may be an interim stage that may be used at each “turn” of the interaction and the determination for the next turn may be based on adherence fidelity. Additional details of the adherence fidelity feature of the present invention is provided in the U.S. Provisional Application Ser. No. 62/533,423, filed on Jul. 17, 2017, the entire content of which is incorporated herein by reference.


The mechanism of mirroring entails maintaining the same flow of interaction with the user and including an appropriate “mirroring prompt” in the interaction. For example, when two people communicate, it has been scientifically researched that their brains tend to get activated in similar regions. This effect is also known as “brain mirroring.” See “Brain Basis of Human Social Interaction: From Concepts to Brain Imaging” by Hari, R., & Kujala, M. V., Physiological Reviews, 89(2), 453-479 (2009) for additional detail on brain mirroring, the content of which is incorporated herein by reference.


In accordance with an exemplary computing system of the present invention, the anatomy of a mirroring prompt can be outlined as follows: (1) Reflecting the content of what the user just said; (2) Using an understanding and supportive tone; (3) Using an emotional tone that is similar to the emotions the user conveyed or an emotional tone that is appropriate for the emotions the user conveyed; and (4) Addressing the context or situation that the user mentioned. The mirroring prompt demonstrates that the computing system “feels” what the user is feeling and, naturally, responds in a similar tone, mirrors the content of the conversation, conveys commiseration, etc.


Without mirroring, the computing system jumps to providing the user with solutions. However, with mirroring, the system has employed a mirroring prompt using a similar tone to reflect back “going back to school” and “feeling drained,” while mentioning that “everyone” feels drained from time to time, thus showing that it understands how the user is feeling. Again, similar to the first example, the user feels more appreciated and engaged with the conversation when mirroring is implemented.


As such, to better identify and understand the contents of the conversation, the computing system employs a set of techniques such as natural language classification, topic modeling, sentiment analysis, named entity extraction, emotion detection, etc. The list is not exhaustive and the computing system may employ additional techniques as necessary to identify and understand a broad spectrum of topics. The series of steps in applying various analytic techniques is also referred to herein as the computing system training a “classifier.”


Various details of topic or language modeling techniques that may be employed in certain embodiments of the present invention are not described, but rather are sufficiently and well understood in the art. Those details that are well known and understood are not described herein for brevity. Various publications that describe such techniques that may be employed herein include: “Probabilistic Topic Models” by Blei, D. M., Communications of the ACM, 55(4), 77-84, (2012); “Utopian: User-Driven Topic Modeling based on Interactive Nonnegative Matrix Factorization” by Choo, J., Lee, C., Reddy, C. K., & Park, H., IEEE Transactions on Visualization and Computer Graphics (Volume: 19, Issue: 12, December 2013); and “Hierarchical Topic Models and the Nested Chinese Restaurant Process” by Griffiths, T. L., Jordan, M. I., Tenenbaum, J. B., & Blei, D. M., Published in NIPS'03 Proceedings of the 16th International Conference on Neural Information Processing Systems, Pages 17-24 (Dec. 9-11, 2003), and each of these publications is incorporated fully herein by reference.


Next, the computing system runs additional clustering analyses to group together various themes and topics. For instance, this may require further grouping together themes and topics that may be facially different but nonetheless require a similar response to the user. For example, “working in the yard” and “being outdoors” may be grouped together as the mirroring prompt would be the same, e.g., “being outdoor is great!” regardless of whether the user is describing his or her effort in mowing the lawn or taking a leisurely walk in a park. Still further, this is particularly effective if the same response for different topics has the same psychological effect, as at the end of the day, the goal is to cater to the efficacy of a psychological intervention.


Once the reference data has been grouped into major themes via the steps described above, the computing system identifies the most representative text sample of the theme. The most representative text sample may be determined by scoring each text sample to assess its proximity or degree of match to each topic, and then using only the samples with the closest match (or top-scoring) as the most representative. Using these data, a text classifier is trained that can learn to distinguish between themes. For example, the text classifier can use features extracted from the text such as the topic scores or other language model scores, e.g., word2vec scores, and then use another classification algorithm, e.g., Bayesian classifier, support vector machine, deep learning, neural network, etc. to learn to distinguish between the features. In a case where voice or video data are used, the computing system may further include AN classification algorithms, such that the content beyond the text, such as the tone of the voice or the facial expression may also be used.


Some of the classification algorithms that are discussed above as being utilized by the Program system are also known in the art. Details of the specifics of the known algorithms are omitted herein for brevity. Instead, below list demonstrates exemplary publications that are incorporated herein by reference that describe respective exemplary algorithms: “A Comparison of Event Models for Naive Bayes Text Classification” AAAI-98 Workshop on Learning for Text Categorization (Vol. 752, No. 1, pp. 41-48); and “word2vec Explained: deriving Mikolov et al.'s negative-sampling word-embedding method” Goldberg, Y., & Levy, O., arXiv:1402.3722 (2014).


After identifying and understanding the contents of the conversation, and before responding to the user demonstrating the understanding of the content of the user's statements, the computing system must detect the “tone” of the user's statements and respond using an emotional tone that is similar to or appropriate for the tone the user has conveyed. In particular, understanding and emulating the user's tone allows the computing system to demonstrate that it is aware of the user's feeling toward what is said and that understanding makes it feel the same feeling.


As an alternative to choosing from a list of available prompts, once the user's tone or other characteristic has been identified, the computing system may synthesize a new prompt using natural language generation techniques. For example, using the entity “John,” the relationship “brother,” the topic “meal,” the subtopic “dinner” and the tone “fun,” the computing system may synthesize “Sounds like your brother John and you had a fun time during dinner!” As a further alternative, the computing system may draw from an inspirational quote or mention a fact from a research study. In some versions, the prompt may also be composed using real time query of online resources. For example, the prompt can be based on the variety of information that is available on the web. If it is detected that the user is describing a topic that happened recently, the computing system can go online to news websites and generate a prompt taking these events into account. In accordance with the present invention, generating a prompt with information that is based on recent event may be more effective in grabbing the user's attention. For instance, if the name of a rock band is continuously detected as a topic, providing a real time update on that rock band may serve to draw the user deeper into the conversation. Once the mirroring prompt is administered and played to the user, the computing system continues with the normal course of interaction with the user.


In accordance with the present invention, if and when the mirroring prompt feature is activated, a sub component such as a dialogue manager or an interaction manager within the computing system may perform one or more of the analyses discussed above. Various components may work concurrently to train and/or retrain the classifier in real time, run real time analysis on the dialogue or the conversation, and retrieve or generate a mirroring prompt that serves multiple purposes, e.g., show empathy, increase adherence, etc.


In certain embodiments, an interactive session as discussed above is defined by the user freely speaking in the presence of the computing system. During the interactive session, the computing system may similarly speak back to the user and engage in an auditory conversation with the user. The computing system may intelligently adjust volume, pitch, gender, etc. of the spoken voice to as part of simulating empathy. For example, the computing system may distinguish a loud voice response from a quiet voice response. The computing system may also distinguish a rapidly spoken response from a calmly spoken response. The computing system may further distinguish an immediate response from a contemplated response. As such, the mirroring prompt may be more verbose or succinct or more high-key or low-key. When it is detected that the user is taking his or her time to answer a question, even prior to receiving a response, the computing system may ask what the user is thinking about. Accordingly, the mirroring prompt is not only relevant and indicative of identified topics and/or reflective of the ascertained tone from the user's response, but also contemplative of the user's mood, the user's habit, the user's manner, the user's style, etc.


Types of Interactive Sessions

An interactive session is triggered when the user is presented with an activity to be performed. As described above, some exemplary activities require the user to answer a series of questions. When these types of activities are presented, the session may become “interactive” when the user provides a response. As discussed above, the inventive computing system analyzes the text of the received response and simulates conveyance of empathy to increase the user's level of engagement to a particular activity or a happiness track.


In certain other embodiments, the user communicates with the computing system via a screen and a keyboard by ways of typing and reading words on the screen. The computing system may intelligently adjust the manner in which words are displayed, such as color, font or size or incorporate pictures or short video clips as part of simulating empathy.


In certain further embodiments, when a more physical activity is presented, such as requiring the user to perform a certain action, e.g., perform an exercise, go interact with other people, etc., the performance of the activity by the user is monitored via various modules and sensors in connection with the computing system. When these types of activities are presented, the session may become “interactive” upon the computing system detecting a certain facial expression or a certain bio-physical change. For example, when the user is instructed to perform a particular exercise to help clear the user's mind, the computing system may monitor the user's heart rate and interrupt to provide an alternate activity when the user's heart rate has reached a certain threshold. Or, the computing system may monitor the user's posture and provide a guiding prompt. In these embodiments, the computing system can also simulate empathy, just as it does in an auditory or a visual conversation, by expressing a mirroring prompt that shows an understanding of the user's current feelings and/or by providing words of encouragement to show that the computing system is watching the user's performance in the shoes of the user.


As another example, when the user is performing a physical action as part of performing the presented activity, the computing system may analyze the facial expression, the voice, the gestures, etc. of the user to determine the user's mood or attitude toward the particular activity. Based on detecting certain facial expressions or hand gestures, the computing system may output a mirroring prompt. In accordance with the present invention, based on detected facial expression, the mirroring prompt may be commiserative, encouraging, sympathetic or mirroring. In other words, these additional input data from the sensors impact how the computing system determines the tone of the outputted mirroring prompt.


Accordingly, the feature of providing a mirroring prompt during an interactive session can be achieved through numerous ways. In the end, the computing system displays emotional intelligence by mirroring the user in the most appropriate way possible and such effect leads to a higher level of engagement and an increased commitment to remain engaged with the activity or track.


Proactive Triaging

In certain other embodiments, the inventive system includes artificial intelligence sufficient to provide a “proactive triaging” ability. One of the biggest causes for a drop in the level of engagement with sustained usage of program or application such as the Program is that the user is not finding a particular activity exciting or relevant. There may be additional different reasons why a user may not find wish to further engage with an activity. In some cases, the user is partaking in an activity while internally desiring something else. Most of the time, the user would not even bother requesting for a change and simply lose interest in continuing with the program. In one or more of these cases, it may be that the user is simply preoccupied with a certain different issue without fully realizing it.


As described in greater detail herein, with such proactive triaging ability, the computing system is capable of detecting, during an activity in progress and/or during an interaction with a user, that the user is currently focusing on a topic other than the one intended by the system, or focusing on a topic that is more relevant to a different Program track or activity, and in such case, the system “proactively” suggests a suitable change to the user. Discovering the fact that the user is preoccupied with a different issue is in fact a new insight and a realization shared with the user. For instance, during execution of a particular activity within a selected Program track, the computing system detects particular user behavior, characteristics and/or user feedback indicating a necessity for proceeding with a different activity within the selected track or proceeding to a different Program track entirely and recommends a change to the user when appropriate.


In accordance with an exemplary embodiment of the present invention, the user is engaged in an interactive session with the computing system. As shown in FIG. 12, the process for proactive triaging begins with ascertaining an understanding of the user's communication (Step S501). This step, similar to the mirroring feature described herein, entails multiple sub-steps. For example, the computing system employs techniques such as natural language classification, topic modeling, sentiment analysis, named entity extraction, emotion detection, etc. to identify and understand the contents of the user's communication. As previously described herein, the computing system may, for example, employ a trained classifier and identify one or more topics from the user's communication.


Once the computing system identifies topics from the content of the user's response, it determines whether a branching suggestion should be made (Step S502). This step also entails multiple sub-steps. For example, the computing system may employ a threshold system in which a determination as to suggesting a different track/activity is made when words suggestive of a different topic appear a certain number of times. As another example, the determination is made when none of the topics identified relates to the current activity/track. As yet another example, relevance of identified topics to the current activity/or track may be measured in a range of scale, and the branching determination is made when the relevance of the identified topics to the current activity/track is below a threshold level. As a further example, the computing system detects certain keywords that necessitate a branching suggestion. In some embodiments, the exact same set of AI engines as described above, e.g., emotion detection, topic modeling, natural language classification, etc. are used to determine whether or not the branching suggestion should be presented to the user. For example, sensors may detect certain facial expressions or gestures indicating lack or loss of interest and the computing system determines that the branching suggestion should be made. As another example, the computing system may keep a track of the progress of the user in regards to the provided activity and/or the selected Happiness track, and a branching determination is made based on the level of progress of the user. The goal of proactive triaging is that at each and every turn in the dialogue/conversation, the computing system conducts proactive triaging to re-evaluate what is the best course of interaction/treatment for the user.


If it is determined that the branching suggestion should be made, the process proceeds to step S503. In step S503, the computing system notifies the user that the user is seemed to be focusing on a topic that is different from the current activity and presents a recommendation. When the user accepts the suggestion, the computing system presents the user with alternative track/activity that has been determined as the better course of action for the user (Step S504). Thereafter, the process can be repeated to determine how well the user is interacting with the new activity/track.


If it is determined that the branching suggestion is not needed, the process proceeds to step S505. In Step S505, the computing system determines a mirroring prompt and in Step S506, the computing system conveys the mirroring prompt to the user.


In some embodiments, the proactive triaging feature is employed without the mirroring prompt feature. In certain other embodiments, the proactive triaging feature is employed concurrently with the mirroring prompt feature. In yet certain other embodiments, the mirroring prompt feature is carried out prior to the proactive triaging feature. Therefore, in some embodiments, the proactive triaging feature is the “next step” to the process of mirroring as disclosed herein. In accordance with the present invention, proactive triaging, thus, can be referred to as first, empathizing with the user and second, providing an advice or making a suggestion for a course of action to the user based on understanding of the user's emotion. More particularly, with proactive triaging, the computing system analyzes, for example, what the user has said and the manner in which it is said and provides an appropriate suggestion. In some embodiments, the computing system will not only provide a suggestion, but also explain the reasoning behind it.


An example of the proactive triaging in a conversation employed by the present invention is shown in Tables 5 and 6.









TABLE 5





Steps Leading to Proactive Triaging


















Computer
> What are things you can do to improve the quality




of the time you spend with your children?



User
>> Perhaps if I stopped thinking about my debt and




the possibility of filing for bankruptcy when I am with




them, perhaps then I could be more present.



Computer
> Yes, it's normal to worry about things, but too much




worry can rob us of good life experiences.



Computer
> Is there something else you can do to improve the




quality of the time you spend together?



User
>> Well, I was thinking of taking them to the movies




or even on a day trip up to the mountains, but every




time I think of something like that I get scared about




expenses and not being able to pay for it.

















TABLE 6





Proactive Triaging


















Computer
> What are things you can do to improve the quality




of the time you spend with your children?



User
>> Perhaps if I stopped thinking about my debt




and the possibility of filing for bankruptcy when I am




with them, perhaps then I could be more present.



Computer
> Yes, it's normal to worry about things, but too




much worry can rob us of good life experiences.



Computer
> Is there something else you can do to improve




the quality of the time you spend together?



User
>> Well, I was thinking of taking them to the movies




or even on a day trip up to the mountains, but every




time I think of something like that I get scared about




expenses and not being able to pay for it.



Computer
> I noticed that you mention worrying or perhaps




being stressed about finances. Happify has a track




called: “Dealing with Financial Stress.”




Would it be useful for you to check it out?










Initially, it should be noted from the above conversation that the computing system has employed the mirroring prompt and demonstrated human-like empathy by demonstrating an understanding tone and reflecting on the content of what the user just said, e.g., “it's normal to worry about things”. Moreover, the computing system continues the interaction and receives the user's further responses. During the course of the interaction, the computing system performs aforementioned analyses on the input data and identifies one or more words that are indicative of a different topic being mentioned repeatedly. For instance, in the above example, the computing system identifies the terms “debt,” “bankruptcy” and “expenses” that all belong to another group, e.g., “financial management”. The computing system also recognizes a negative tone in relation to the usage of these terms in the conversation. The computing system also recognizes a repetition of these terms in the conversation. At this point, as shown in Table 6, in addition to simply empathizing or showing support, the computing system proactively suggests that the user switch to a different track that is focused on financial worry.


The present digital therapeutic is designed to improve patient conditions according to one or more clinical measurements. For example, the Patient Health Questionaire-9 (PHQ-9), also called the DEP-9, is a depression scale from the Patient Health Questionaire (PHQ) containing nine questions that is used to make a depression diagnosis according to DSM-IV criteria. The PHQ-9 may also be used to track the progress of a user over time. Generalized Anxiety Disorder 7 (GAD-7) is similar to PHQ-9 but focuses on anxiety issues instead of depression and may be used similarly to diagnose and track anxiety. The digital therapeutic described herein creates physiological changes in patients that may be measured by the PHQ-9, GAD-7 and similar tools.


A number of implementations have been described. Nevertheless, it will be understood that various modifications may be made without departing from the spirit and scope of the invention. Accordingly, other implementations are within the scope of the following claims, including the following implementations, expressed as interrelated items:


Digital Therapeutics for Migraine

The migraine digital therapeutic presented herein is a multi-week computerized behavioral therapy used to treat migraine, either directly or in connection with treating one or more mental disorder such as depression and anxiety. More specifically, the treated disorder may be one of more of major depressive disorder (MDD) and generalized anxiety disorder (GAD) and psychiatric disorders related thereto. The symptomology or comorbidity relationship between migraine and any psychiatric disorders may be indirect. That being said, treatment of disorders such as MDD and/or GAD have been shown to impact migraine symptoms or side effects of migraine treatments such as CGRP receptor antagonists.


The digital therapeutic presented here is based on the principles of cognitive behavioral therapy (CBT) and the related disciplines of acceptance and commitment therapy (ACT) and positive psychology. The digital therapeutic is intended to impact migraine symptoms and side effects by treating MDD and/or GAD. This MDD/GAD treatment is based upon correcting maladaptive patterns of cognition and helping patients engage in healthier behaviors.


Generally Useful Definitions

Cognitive Techniques. These interventions emphasize making changes to maladaptive thinking patterns that maintain psychiatric conditions. Cognitive techniques might include: evaluating thoughts based on evidence, conducting experiments to gather new evidence to evaluate a thought, and thinking through the probability of negative outcomes. For example, cognitive techniques for MDD and/or GAD often include challenging unhelpful positive beliefs about worry, e.g., superstitious beliefs that worrying prevents negative outcomes).


Behavioral Techniques. Behavioral interventions are grounded in learning theory (operant and/or classical conditioning) and emphasize reward, punishment, habituation and extinction. Examples include exposure to feared stimuli or sensations to reduce anxiety and engagement in valued activities to reduce depression by increasing exposure to rewards.


Positive Psychology. Interventions from positive psychology include any skill to help patients notice pleasant experiences or emotions, focus on positive aspects of their lives, or improve functioning above baseline or statistical normality. Examples include gratitude exercises, imaging future events with joy and optimism, counting blessings, etc.


Psychoeducation. Psychoeducation provides important psychological information to the patient, typically about the disorder being treated or about the techniques that will be used within the treatment. In the digital therapeutic presented herein, we provide psychoeducation about functions of worry, mindfulness and acceptance as an alternative to worry, particularly in the context of migraines, how savoring and engagement in valued activities can be helpful, etc.


Daily Monitoring. This involves daily recordings of important symptoms or behaviors. In the present digital therapeutic product, a daily worry diary for much of the multi-week program may be included. It is designed to gather information about the patient's worry patterns, e.g., triggers, common worry topics), as well as to increase the patient's awareness of when they are engaging in worry.


Mindfulness. Mindfulness interventions are based on focusing attention on something specific while withholding judgements about whether it's good or bad. The present digital therapeutic provides both formal mindfulness meditation exercises (for example, mindful breathing, mindful eating, mindfulness to emotion) and more pragmatic or informal mindfulness exercises (for example, mindfulness to daily activities such as focusing on the feeling of wind on your face while walking to work or school, or mindfulness to daily chores like laundry or dishwashing).


Acceptance. Acceptance-based interventions involve shifting behavior to be effective and pragmatic by acknowledging the truth about one's current situation and working within those constraints. The goal is to reduce unnecessary suffering due to engaging in ineffective behaviors. In this digital therapeutic, acceptance-based activities may include acceptance of difficult emotions such as anxiety, acceptance of uncertainty regarding the future, or acceptance of the possibility of future problems or negative outcomes.


Problem solving. These interventions provide basic skills in problem solving which patients may have failed to develop because they were either too anxious and avoidant to learn them or because they suffer from a neurocognitive problem that makes learning these kinds of skills difficult. Either of these circumstances may be directly or indirectly related to their migraine condition. The present digital therapeutic provides important skills for solving problems as an alternative to worrying about them. The patient may work to solve current problems by identifying and defining the specific problem to be solved, thinking through several alternative options available to them in a given situation, and choosing one that is good enough, even if it does not guarantee a successful outcome. For example, a patient who is struggling at work will learn to define the specific issue, e.g., workload is too heavy), generate several alternative solutions, e.g., communicate with supervisor about ways to manage or decrease workload; hire a new employee; quit job), and select and implement the most promising solution, e.g., communicate with supervisor).


Social skills training. These interventions may involve explicitly helping the patient practice interactions with others. These techniques are particularly useful for patients with high anxiety or neurodevelopmental problems.


Relaxation. The intervention may involve specific methods for reducing physiological arousal such as guided imagery or physical activities to reduce muscle tension. The digital therapeutic may include written instruction and audio recordings to help the patient develop skills in progressive muscle relaxation where they are instructed to tighten and release all major muscle groups in a specific order.


Goal setting. Goal setting interventions help patients to define concrete, specific, and achievable behavioral goals that are consistent with their values. For example, these interventions may help a patient to identify physical fitness as an important value and to set a corresponding goal of walking outdoors for 30 minutes each day.


Termination. These interventions focus on reviewing material learned to consolidate gains and prevent relapse. Making specific plans to cope with increased worry in the future is one example of this kind of intervention that is included in migraine digital therapeutic.


The present migraine related digital therapeutic delivers therapy in a sequence of modules of neurobehavioral interventions, patient education, and skill-building. It may be implemented in the form of a mixture of text, videos, quizzes, and interactions with a conversational artificial intelligence (AI) chatbot. The therapy is delivered via a software application intended to be used on a patient's mobile device or any other computerized device, the software application accesses additional software associated with the digital therapeutic through a web-based portal or similar network access point.


Besides the patient's application interacting with additional software as part of a patient's treatment program, clinicians have access to a clinician dashboard that shows, among other things, how a particular patient is utilizing and engaging with the application, i.e., the digital therapeutic. Further, this dashboard provides access to relevant patient information for each patient regarding which a given clinician has authorization, such that the clinician may switch between patients as necessary. A fuller device description is provided herein.


The present digital therapeutic is a personalized treatment for patients suffering from migraine with related mental health issues such as MDD and GAD. The mental health component may be a directly or indirectly related to the migraine diagnosis or treatment or even completely unrelated thereto. It is based on empirically supported interventions from CBT among other neurobehavioral interventions. CBT is the term used for a group of psychological treatments supported by several decades of scientific evidence. Such therapies are sometimes short-term treatments that focus on teaching specific skills to a patient and have been shown to be effective in randomized clinical trials for MDD and/or GAD. Many such randomized trials utilized face-to-face delivery of treatment by a trained clinician. A feature of the present digital therapeutic is that such face-to-face interventions have been adapted to work in a digital format, i.e., utilizing software and networked connections between the patient and at least portions of the digital therapeutic software.


Further, the CBT-related aspects of the present digital therapeutic has been enriched with content from other neurobehavioral and related interventions including acceptance and commitment therapy (ACT) and positive psychology. ACT is a form of psychotherapy that has been extensively researched. It emphasizes interventions that use acceptance and mindfulness strategies while emphasizing the commitment to values and behavior-change strategies to increase psychological flexibility. positive psychology is the scientific study of the positive aspects of the human experience that make life worth living. Content from these related disciplines is reflected in some of the specific interventions delivered through the present digital therapy and are discussed further with regard to therapeutic modalities, where additional details are provided.


The migraine digital therapeutic can be personalized to the patient in ways that do not compromise the fidelity of the treatment and, in fact, are designed to markedly increase the efficacy thereof. Personalized mechanisms are discussed in details in sections below concerning the device overview and device personalization for the migraine digital therapeutic.


GAD has historically been more challenging to treat than other anxiety disorders, with a high number of patients continuing to report clinically significant symptoms after treatment (Borkovec & Ruscio, 2001). CBT for GAD typically emphasizes self-monitoring of worry (a cognitive process) and anxiety (an emotion) to increase early awareness of anxiety cues and behaviors, followed by skills to manage worry and anxiety spirals. These skills may include: changing thoughts and beliefs, relaxation training, scheduled “worry time,” planning pleasant activities, and controlled exposure to thoughts and situations that are being avoided. The migraine digital therapeutic described herein has incorporated each of these skills into its digital interventions. The therapeutic may also include acceptance-based approaches to increase mindful awareness and engagement in valued actions as well as skills for increasing tolerance of uncertainty. The digital therapeutic product represents an integrative approach because it appeals to the largest population without sacrificing safety or efficacy.


A substantial portion of the U.S. population are affected by MDD and/or GAD. Further, it is unsurprising that an even higher proportion of persons suffering from frequent migraines are also affected by MDD, GAD and/or related mental health issues. There is a clear need to provide therapeutic intervention for MDD and/or GAD on a large scale, and digital solutions can meet this requirement. 81% of Americans own a smartphone, and nearly 75% own a desktop or laptop computer (Pew Research Center, 2019). Psychological interventions that are delivered using these devices can help to increase access to care, which is a significant issue in the US with many depression and anxiety patients receiving suboptimal care or no care at all and can also help overcome barriers like the perceived stigma associated with mental illness. Digital interventions can help make effective treatments available more widely. There has been a substantial increase in research on such interventions, and the available evidence shows that these kinds of interventions can help specific disorders, even in patients with co-occurring medical conditions.


In addition to high prevalence in the general population, depression and anxiety disorders (like other mental health problems) are even more prevalent in people suffering from chronic medical conditions such as migraine. A global study of 42 countries concluded that several highly prevalent chronic physical conditions are significantly associated with depression and/or anxiety and having just one condition increased the odds of depression and/or anxiety symptoms by almost twofold. A person suffering chronic migraine, i.e., 15 or more headache days per month, has between 30 and 50% chance of depression. The rates of anxiety in chronic migraine suffers is even greater, estimated above 50%. Much of the anxiety felt is about when their next migraine attack will occur and how it will affect their life.


The present migraine digital therapeutic treats MDD and/or GAD with CBT interventions that modify or reverse maladaptive patterns of cognition and behavior. The specific targets for MDD and/or GAD include the following:

    • faulty estimates about the likelihood of negative events,
    • distorted views about one's ability to cope with difficult events,
    • poor problem-solving skills,
    • positive beliefs about worry, e.g., as a way of preventing, problem-solving, or coping with negative events),
    • intolerance of uncertainty, and
    • cognitive, behavioral, and experiential avoidance.


At present, the digital therapeutic product described herein includes 112 total interventions aimed at modifying these processes. Additional details about the specific therapeutic modalities that are represented and included in the migraine digital therapeutic are provided below.


The present migraine digital therapeutic is a multi-week therapy that, for example, may be implemented as an 8-week digital therapeutic used to treat migraine, symptoms of migraine or side effects resulting from pharmaceutical treatment of migraine. Principles of CBT is an important component of the digital therapeutic, as are principals of ACT and positive psychology.


CBT is typically delivered by a clinician in a one-on-one format, although group formats are also sometimes used. Standard exposure of a patient to CBT usually occurs in weekly sessions over 8-14 weeks. CBT can be conceptualized as a skills-based treatment that delivers proven behavioral and cognitive treatment strategies. A ‘skills-based treatment’ may be contrasted, for example, with an insight-oriented treatment.


Among many other advantages of a digital therapeutic is the flexibility of ‘dispensing’ and ‘dosing’ treatment. That is, the digital and networked nature of the treatment means that there is no need to schedule treatment(s) based on availability of a healthcare professional (HCP) or other factors, nor does there need to be any considerations of travelling to the HCP's office. It has been found that a dosing of two digital therapeutic interventions per day is easily achievable by the average patient. Other than in an in-patient setting, such a therapy frequency is completely unattainable. This being the case, a battery of CBT substantially shorter than the typical 8-14 weeks may be achieved. The present migraine digital therapeutic may have a duration of between about four weeks and fourteen weeks, including durations of about four weeks, six weeks, eight weeks, ten weeks, twelve weeks and fourteen weeks. However, the product's design allows flexibility to accommodate the needs of the patient, e.g., for missed interventions. Patients may be provided access to the migraine digital therapeutic for more weeks than typically required to complete to provide additional accommodation.


The availability of the digital therapeutic may be set to end automatically based on the start date, i.e., the date the patient creates an account and begin the treatment. A variable number of interventions may be unlocked each day. For many patients, two interventions per day seem to encourage ongoing engagement with the therapy. One, three or four interventions are, however, both feasible and even advisable for some patient groups. Obviously, if the time commitment and/or complexity of interventions were adjusted significantly upward or downward, this would have an impact on the appropriate dosage per day for the average patient. In the event that a patient does not complete the total number of interventions set for a given day, they may be required to do so before new interventions are unlocked. The ‘flow’ and order of interventions for a digital therapeutic has the potential to significantly impact the efficacy of the therapy.


The number of interventions in a particular digital therapeutic, as well as the order and flow of these interventions, will be an important factor in the efficacy of a digital therapeutic. For example, completion of two interventions per day for eight weeks has been measured as delivering efficacy for indications such as MDD and GAD. The entire treatment course under these circumstances would involve completion of one hundred and twelve interventions. Again, the potential exists for extending the duration of treatment so a patient can complete the full course of treatment. In addition, such flexibility as permitting patients to make up one intervention per day, for a total of three interventions in a day, may be used to keep a patient to schedule.


The migraine digital therapeutic delivers neurobehavioral interventions in a sequence of four modules: (1) learn about worry (2) reduce suffering (3) increase joy and meaning, and (4) maintain progress. See, e.g., FIG. 1. These interventions are delivered in four key media formats: 1) conversation guided by an AI chatbot, 2) audio recordings, 3) video recordings, and 4) quizzes. each module is described in detail hereinbelow.


The present digital therapeutic may request patients complete a daily worry diary as part of the therapeutic intervention. This diary may be completed through interactions with the AI chatbot. An advantage of delivering the worry diary via the AI chatbot is that it allows patients to ask questions and receive guidance if needed. This patient may monitor and record worry episodes and topics and situational and internal triggers for worry and associated emotions. It is intended to help give the patient a clear picture of their worry and increase the patient's awareness of when they are engaging in worry—which is particularly important because worry is a covert event. As patients become more familiar with their worry patterns, they will also learn to categorize each thought as 1) worries about current problems that may respond to in-the-moment problem-solving or 2) worries about potential problems that may never actually come to pass and will be managed with acceptance and mindfulness. Insights from self-monitoring may be used later in the treatment.


Psychoeducation is also provided throughout all modules of the treatment and may include information about treatment rationale, common pitfalls, and scientific models about how thoughts, behaviors, and emotions influence migraine, migraine symptoms, migraine treatment side effects, GAD and MDD.


The presently described migraine digital therapeutic may be personalized to address key interest areas, increase engagement and accomplish other important efficacy goals, in several ways:

    • 1. Information the patient provides through onboarding questionnaires and responses to the AI chatbot is saved, to be used later in the treatment. This information may be referred to as “life graph variables” that can be accessed to give the AI chatbot dialogues a more personalized feel. For example: if a patient tells the AI chatbot that he has a dog, she will ask the dog's name and store it under the life graph variable “dog_name.” The chatbot may then use that name in any future task. If the patient completes an intervention two weeks later and suggesting that he go for a walk is appropriate, the AI chatbot may reference that name in the suggestion in the following way, “Perhaps you could take a walk with your dog Lolly.” If the life graph variable dog_name is empty, Anna will say, “Perhaps you could take a walk.”
    • 2. The patient may be provided with the option of completing the MDD and/or GAD treatment with an emphasis on family concerns, career stress, or physical wellness, as further discussed below. If they choose one of these options, the treatment content may be modified with examples relevant to that area of interest. It is not necessary to change the number of interventions or the therapeutic modality of the interventions to achieve this. Rather, interventions may simply be adapted to better reflect the patient's interest. This approach utilizes Program's Indication Treatment Sequence described below. Briefly, this sequence specifies each intervention's therapeutic modality and the order in which those interventions are to appear. For example, day 19 of the treatment has one intervention that delivers a brief mindfulness exercise and one intervention that delivers psychoeducation regardless of whether the patient is completing the version that emphasizes family concerns, career stress, or physical wellness. On day 19, the mindfulness exercise content is adapted slightly, and examples within the psychoeducation intervention are modified based on which experience is offered, but the core therapeutic elements remain the same.
    • 3. The migraine digital therapeutic can adapt to treat MDD and/or GAD in specific populations, notably in people suffering from chronic medical conditions, such as migraine, asthma or psoriasis. For these cases, the digital therapeutic may enrich psychoeducation with information about the medical condition and MDD and/or GAD and ensures that all examples and suggested activities are appropriate for people suffering from that condition. For example to adapt for a patient with migraine, the digital therapeutic may replace recommendations to go for a run with recommendations meditate instead. Changes may follow an indication treatment sequence, discussed further below, and be personalized to ensure the suggestions are appropriate for the intended subpopulation.


The migraine digital therapeutic presented herein is a software application intended to offer at-home treatment for migraine, GAD and/or MDD in an engaging, user-convenient format as a prescription or over the counter digital therapy. This design is expected to result in a safe, effective, and convenient treatment option that supports patients' compliance and offers a favorable risk-benefit profile.


The Instructions for Use (IFU) for the present therapeutic may note that it should be used under the supervision of a licensed Health Care Provider (HCP) and it is not meant to be a substitution for any treatment medication. The IFU will also include product specific warnings and contraindications.


The migraine digital therapeutic may include a variable number of neurobehavioral modules, with the specific number of modules determined by a number of factors. Similarly, the number of interventions per module is also an important factor in designing the digital therapeutic. Important factors in making these determinations are efficacy of the treatment and retaining engagement of the patient for the entire course of treatment. Experiments involving actual patients may be conducted with varying numbers of modules and interventions may be utilized to achieve efficacy and patient retention. Experimental data has been collected to general uses of digital therapeutics as well as toward specific indications treated by such therapeutics, e.g., migraine, MDD and GAD. Further, since many interventions and even whole modules are potentially useful across indications and mental health disorders, much knowledge has been gathered by developers of the present digital therapeutic that is useful in determining how to maximize efficacy and patient retention as well as in designing experiments of the type discussed. The present migraine digital therapeutic may utilize four neurobehavioral intervention modules and provides performance feedback to patients and clinicians.


Looking to a digital therapeutic focused on treating GAD, the first module is organized to achieve three treatment goals:

    • 1. To educate patients on key concepts related to worry and anxiety (psychoeducation)
    • 2. To increase patients' awareness of relationships among thoughts, actions, and emotions related to worry (daily monitoring)
    • 3. To improve patients' skills for identifying and targeting current problems, defining goals, and brainstorming and implementing possible solutions (problem-solving)


The first module focuses on introducing patients to the treatment program and setting the right framework for success. It begins with education about GAD symptoms followed by daily monitoring of thoughts, actions, and emotions related to GAD. The educational content is focused on the nature of anxiety and worry and common misconceptions about the value of worry. For example, many people with MDD and/or GAD believe that worrying protects them or that worry is required if you love someone. Self-monitoring involves paying attention to worry episodes and topics along with situational and internal triggers and associated emotions. Self-monitoring is intended to help give the patient a clearer picture of their worry and increase the patient's mindfulness when they are engaging in worry, which is particularly important because worry is a covert event. It helps patients see how the diagnosis affects them as individuals. Next, problem-solving is introduced to ensure the patient has a viable alternative to worry.


As patients become more familiar with their worry patterns, they will also learn to put worries into two categories: 1) worries about current problems that may respond to in-the-moment problem-solving and 2) worries about potential problems that may never actually come to pass and will be managed with acceptance and mindfulness. Problem-solving skills are introduced to address worries in category 1. Many individuals with GAD see problems as a threat of failure, avoid facing current problems, or lack practical problem-solving skills. These skills include correctly identifying current problems, defining goals, and brainstorming and implementing possible solutions.


Interventions in Module 2 for GAD may be organized to achieve three treatment goals:

    • 1. To educate the patient on critical concepts related to mindfulness and acceptance
    • 2. To increase nonjudgmental awareness and acceptance of experiences in the present moment
    • 3. To increase psychological flexibility and willingness to tolerate uncomfortable experiences and emotions


Mindfulness and acceptance-based techniques help patients to replace future-focused worry and anxiety with nonjudgmental awareness and acceptance of experiences in the present moment. It includes increasing psychological flexibility and willingness to tolerate uncomfortable experiences and emotions, including the anxiety and uncertainty inherent in life. For example, nobody knows for sure if they will have a job in two weeks and no worrying can change that. Therefore, patients are encouraged to observe and sit with the uncomfortable emotions and sensations associated with that reality. This module will include psychoeducation about mindfulness and acceptance, along with formal and informal mindfulness exercises. Mindfulness and acceptance-based techniques are useful for many purposes, including MDD and/or GAD.


Interventions in Module 3 may be organized to achieve three treatment goals:

    • 1. To help patient to identify their values and the ways in which worry and anxiety interfere with valued activities
    • 2. To help patient set goals related to their values
    • 3. To increase patient's mindful engagement in valued activities despite the anxiety


Module 3 emphasizes increasing engagement in activities motivated by the patient's values, rather than by anxiety or worry. Worry and anxiety often interfere with patients' engagement in valued activities. Even if they are going through the motions of participating in valued activities, the worry and anxiety may distract mindful focus on these activities and reduce meaning and satisfaction. This module's primary goal is to help patients move from a place where their activities are dictated by avoidance of worry, anxiety, or feared negative outcomes to a place where they mindfully and fully engage with valued activities despite anxiety. This module includes exercises to help patients to identify their values and make specific plans to engage mindfully in values-driven activities and goals, despite anxiety.


Interventions in Module 4 are organized to achieve three treatment goals:

    • 1. To consolidate gains and maintain progress into the future
    • 2. To review key concepts
    • 3. To make a plan for how to cope with future worries and anxiety


The final module is focused on consolidating what the patient has learned and maintaining improvement in symptoms. Key interventions emphasize positive psychology to ensure a focus on continued growth and flourishing and planning & termination interventions. Key themes from psychoeducation are reviewed, and skills are practiced. Patients are guided through creating a list of helpful knowledge and skills that they can review in the future if anxiety increases. This section provides a helpful framework for thinking about relapse as a challenge that can now be met with greater success than patients would have had before treatment with migraine digital therapeutic.


A migraine focused digital therapeutic may incorporate performance feedback to both the prescribing clinicians and to the patients using the product.


A validated self-report measure of GAD symptoms, The Generalized Anxiety Disorder Scale-7 (GAD-7), is administered by the product as part of the treatment. The GAD-7 is one of the most frequently used diagnostic self-report scales for screen, diagnosis and severity assessment of anxiety disorder and it was developed by Drs. Robert L. Spitzer, Janet B. W. Williams, Kurt Kroenke and colleagues. Patients using the presently described migraine digital therapeutic are requested to complete GAD-7 scale during their treatment. For example, a GAD-7 assessment may be done prior to treatment as a baseline and then every week or every two weeks throughout treatment.


GAD-7 scores of 5, 10, and 15 are reported to the patient as indicating mild, moderate and severe anxiety respectively. Raw scores may be presented to the patient with additional text to explain what the score means. The migraine digital therapeutic may use the standard cutoff scores recommended in the scoring manual. These scores may be cumulatively graphed and presented to patients immediately following each completion of the measure, allowing them to easily track and understand their progress over time. Data from the GAD-7 may also sent to the prescribing physician. Feedback to the prescribing clinician may be delivered through a secure clinician portal. Clinicians will be able to log into the portal at any time to see compliance statistics and the performance metrics described above. Patients using the product will likely be informed that this information is being shared with their clinician.


The migraine digital therapeutic may include a conversational AI chatbot feature designed to mimic human interaction. The chatbot may be referred to utilizing a human name, e.g., “Anna” or the like, so as to give it a more personalized touch, but it is clearly stated to the patient that this is a computer, not a real person. Anna may guide the patient's engagement with each intervention via a conversational dialog that responds to the patient's text. In many cases, this may involve greeting the patient and collecting information. Anna employs a mix of instruction and feedback that includes open-ended questions, multiple-choice options, and clarifying examples to guide the patient.


In addition to the clinical interventions delivered daily, polls and games are designed to make the experience more enjoyable for the patients. These engagement features are not necessarily considered part of the dosing or the therapy. The patients are not required to interact with these features but may earn a “gold medal” if they complete all required interventions in a module within the prescribed time frame. Those who require extra time to complete a module may receive a silver medal. Also, the migraine digital therapeutic may be designed with a community feature to share activities the patients have completed, newsletters, and infographics containing relevant information about mental health.


The current migraine digital therapeutic was designed to be personalized without compromising its clinical efficacy. The treatment may be set to automatically adapt based on one of a plurality of areas of interest chosen by the patient. It also includes minor personalization elements, like remembering the names of important people in the patient's life, through the chatbot Anna. The migraine digital therapeutic intervention can be adapted for work with a specific subpopulation of people suffering from migraine, such as those who have GAD, MDD or particular side effects from a migraine medication. The method for accomplishing these kinds of personalizations without compromising the treatment's clinical efficacy is described in detail below. The sections may provide detailed explanations of personalization and justification for its need in migraine digital therapeutic.


The migraine digital therapeutic may deliver brief (10-20 minute) daily interventions based on CBT and enriched with techniques from positive psychology and ACT. Each of these daily interventions can be categorized into the specific modality it represents. The developers have identified 12 therapeutic modalities into which psychological interventions can be classified. Examples of therapeutic modalities include mindfulness and behavioral interventions, with three examples, each of the specific interventions that would fall under each modality. The migraine digital therapeutic interventions may fall within the following therapeutic modalities: psychoeducation, monitoring, mindfulness, relaxation, behavioral interventions, acceptance interventions, problem-solving, positive interventions, and termination. This system of labeling each intervention with its appropriate therapeutic modality, among other functions, helps link each intervention to the scientific literature supporting its efficacy.












Activities, Tracks, Interventions, Modules and Interventions











Activity

Activity

Level


ID
Skill
Type
Activity Name
(1-5)














A-01
Aspire
Essay
My victorious self
1


A-02
Aspire
Essay
My core values
3


A-03
Aspire
Essay
What's My Why?
1


A-04
Aspire
Plan-Do
I think I can
2


A-05
Aspire
Essay
Find meaning in the mundane
2


A-06
Aspire
Essay
Setbacks and steps forward
4


A-07
Aspire
Essay
Pursue meaning
3


A-08
Aspire
Plan-Do
Create meaning
5


A-09
Aspire
Plan-Do
Spend on what matters
4


A-10
Aspire
Essay
I have a goal
5


A-11
Aspire
Essay
I'm looking forward to . . .
1


A-12
Aspire
Plan-Do
Developing and
2





Using My Strengths



E-01
Empathize
Essay
Give myself a break
1


E-02
Empathize
Essay
Walking in their shoes
2


E-03
Empathize
Essay
Whats my positive impact?
1


E-04
Empathize
Essay
Weird . . . why'd they do it?
2


E-05
Empathize
Plan-Do
Get to know someone
3


E-06
Empathize
Essay
Empathize with a
3





different viewpoint



E-07
Empathize
Essay
Not cool-why'd they do it?
3


E-08
Empathize
Essay
Empathize when you disagree
4


E-09
Empathize
Essay
That hurt! What
5





made them do it?



E-10
Empathize
Plan-Do
Help someone
4


E-11
Empathize
Essay
There's No One Like Me
4


E-12
Empathize
Essay
Empathize when
5





you're resentful



E-13
Empathize
Do
Create a micro-
2





moment of connection



G-01
Give
Plan-Do
Give a small gift
1


G-02
Give
Do
One day, 5 nice things
4


G-03
Give
Plan-Do
Make someone smile
1


G-05
Give
Plan-Do
Spend time on a
2





valuable activity



G-06
Give
Plan-Do
Spend $$ on a
3





shared experience



G-07
Give
Plan-Do
Celebrate someone's
4





good news



G-08
Give
Essay
Forgive an annoyance
4


G-09
Give
Plan-Do
Spend time with someone
3


G-10
Give
Essay
Forgive an offense
5


G-11
Give
Plan-Do
Volunteer
5


G-12
Give
Plan-Do
Donate $$ for a cause
5


R-01
Revive
Plan-Do
Sleep: Brighten Your
1





Wake-Up Routine



R-02
Revive
Audio
Sleep: Relax with
2





Autogenic Training



R-03
Revive
Plan-Do
Sleep: Wind Down
3


R-04
Revive
Plan-Do
Sleep: Optimize
4





Your Sleep Schedule



R-05
Revive
Plan-Do
Body/Fitness: Take a Stand
1


R-06
Revive
Do
Body/Fitness: Breathe Deeply
1


R-07
Revive
Plan-Do
Body/Fitness:
2





Make Time to Move



R-08
Revive
Plan-Do
Body/Fitness: Feel the Stretch
2


R-09
Revive
Plan-Do
Body/Fitness:
3





Build Up Your Core



R-10
Revive
Plan-Do
Body/Fitness:
4





Commit to a Class



R-11
Revive
Plan-Do
Body/Fitness: Rev
4





Up Your Resistance



R-12
Revive
Plan-Do
Body/Fitness:
5





Commit to a Fitness Routine



R-13
Revive
Do
Nutrition: Boost
1





Your Water Intake



R-14
Revive
Plan-Do
Nutrition: Start Your
2





Day with Protein



R-15
Revive
Plan-Do
Nutrition: Eat More
2





of the Good Stuff



R-16
Revive
Plan-Do
Nutrition: Start a
3





Healthy Snack Habit



R-17
Revive
Plan-Do
Nutrition: Meal-
4





Prep Makeover



S-01
Savor
Plan-Do
Savor the small stuff
1


S-02
Savor
Do
Body scan meditation
1


S-03
Savor
Plan-Do
Savor together
2


S-04
Savor
Essay
Savor a memory
2


S-05
Savor
Do
Avoid overthinking
3


S-06
Savor
Essay/Do
Basic meditation
3


S-07
Savor
Plan-Do
Moving meditation
3


S-08
Savor
Plan-Do
All-day savoring
4


S-09
Savor
Essay
Reframe negative thoughts
4


S-10
Savor
Plan-Do
Walking meditation
4


S-11
Savor
Plan-Do
Organize a savoring event
5


S-12
Savor
Essay/Do
Living in the moment
5


S-13
Savor
Do
Loving-Kindness Meditation
3


T-01
Thank
Essay
Weekly Gratitude check-in
2


T-02
Thank
Plan-Do
A week's worth of
2





thanks (about a person)



T-03
Thank
Plan-Do
Deliver a week's
3





worth of thanks



T-04
Thank
Essay
Thx Thx Thx
1


T-05
Thank
Essay
What am I proud of?
3


T-06
Thank
Do
Thank you note
4


T-07
Thank
Do/Plan-Do
Deliver a thank you note
5


T-08
Thank
Plan-Do
I'm thankful, let's talk!
4


T-09
Thank
Essay
Today's grateful moment
1









Exemplary text and an explanation as to psychological theory underlying the activities is presented below for each activity:














Activity




ID
“You Decide How” Text
Why It Works







A-01
Imagine everything
Research shows that



you would have
imagining a better future



hoped to happen in
can actually



the next few years
make us happier-today. It



actually DID
clarifies our priorities and



happen. Meet your
boosts our optimism. In a



“Victorious Self.”
2010 study, subjects who



Think about your
imagined a “best possible



future self in two,
self” for one minute



five, 10 years-
and wrote



whatever works for
down their thoughts



you. Imagine your
generated a significant



life from all angles:
increase in



your friends,
happiness. The



where you live, what
researchers also



you do, how
concluded that the



you feel about yourself,
exercise



and how you've changed.
increased the likelihood



Write specific details
for someone to



about what
expect a positive



you've imagined and
future. If we feel optimistic about



how it feels,
our goals, we're more



touching on your
likely to invest the effort in



personal life,
reaching them.



relationships, and
When we imagine



accomplishments at
and write about



home and at work.
succeeding at the goals



Be both realistic-
we've set for ourselves, it leads to



and optimistic!
increases in well-being




and even physical health. In a




study asking participants to




write descriptions of the best




possible version of their future




selves for 20 minutes, four days in




a row, researchers found




that when compared with other




writing prompts, this




exercise was associated with




positive mood and enhanced




well-being three weeks later, and a




decreased rate of illness




five months later. In a variant on




this exercise by Sheldon




and Lyubomirsky, people who




visualized and wrote about




their best possible selves over four




weeks also showed




higher levels of motivation and




interest than those who were




simply asked to write about life




details.




Visualizing a future best self can




be a powerful catalyst for




change. It can raise our




expectations for the future,




allowing




us to break out of shackling beliefs




and set us in motion to




deliver on great things for our




future selves.


A-02
Defining your values will
Defining your values will help you



help you
define your life. If you



define your life. If you take
take the time to really think about



the time
what's important to you,



to really think about what's
you'll be able to face life's



important
challenges with increased



to you, you'll feel more
confidence. And if you take the



committed to
time to write down your



living them, and be able to
values, you'll feel more committed



face life's
to living them.



challenges with increased
Studies found that when we engage



confidence.
in activities that are



Take a few minutes to
meaningful to us, we're more



write down
inspired, satisfied, motivated



your values. At your best,
and happy. We're more self-



what kind
confident, we have a greater



of person are you? What
sense of purpose, and we feel more



positive
connected. And, we're



traits would you like to
better able to handle life's



work towards
challenges.



developing? To get you
Once we know our values, we have



thinking, here
a valuable checklist for



is a short list of common
goal-setting. When our goals are in



virtues, but
sync with our values,



feel free to come up with
we're likely to pursue them with



your own:
more purpose, more



confidence, creativity,
satisfaction and more success.



education,
Research that meaning in life



faith, family, friends,
correlates positively to mood



fulfillment, fun,
stability and sociable behavior.



happiness, health,
Meaning at work seems to



integrity, intimacy,
inspire motivation and



kindness, peace of mind,
engagement. Individuals who feel



status,
their work relates to a higher



success, wealth,
purpose, for example, are



wisdom . . . to name a
more satisfied at work and also



few.
devote more effort to their job.


A-03
Think about the activities
Studies have found that when we



in your life
engage in activities that



that are the most
are meaningful to us, we're more



meaningful to you-
inspired, satisfied,



what motivates you,
motivated and happy. We're more



excites you, moves you?
self-confident, we have a



If you don't know, and that
greater sense of purpose, and we



in itself is
feel more connected.



one of your concerns, take
We're better able to handle life's



a look at
challenges.



the categories below and
Research shows that meaning in



pick two or
life correlates positively to



three that fit: Parenting,
mood stability and sociable



Family,
behavior. Meaning at work



Friendships/Socializing,
seems to inspire motivation and



Education/Personal
engagement. Individuals



Growth, Career,
who feel their work relates to a



Recreation,
higher purpose, for example,



Spirituality/Religion,
are more satisfied and devote more



Physical Health, Helping
effort to their job.



Others.




Now write a few thoughts




about how




these topics are meaningful




to you and why.



A-04
Think of something you'd
Professors Edwin Locke and Gary



love to
Latham have studied



achieve by the end of the
goal-setting methods for decades.



week-
In numerous studies,



something that matters to
they've discovered the most



YOU (not
successful goals are those that



something your partner or
are both “challenging and



boss or
specific”-in other words, they



friend wants you to do)-or
should be ambitious and they



a task
should be measurable.



you've been avoiding. It
Another study led by Bruce



could be
Headey shows that our “choice”



reconnecting with an old
of goals also plays a role in our



friend or
subjective well-being. Goals



cleaning out your garage.
that are non-competitive



Now jump ahead and
(commitment to relationships,



imagine that
helping others, community)



you've just completed your
promote our life satisfaction



goal. How
whereas competitive goals (job



is it making a difference in
advancement, making more



your life?
money) are actually detrimental to



What's the feeling of
our satisfaction with life.



accomplishment like?
Focusing on the process, rather



Write down your short-
than the outcome, can help



term goal and
you achieve your goals. Research



your reflections about
by Pham and Taylor



completing it.
found that students who visualized



Then jot down a few
themselves studying for



ways-“baby
a test performed better than



steps”-you might actually
students who visualized



start to get
themselves doing well on the test.



there. Finally, go for it!
Those who visualized the



And come
process (i.e. studying) were more



back to report how you
likely to study, which



pulled it off
ultimately had the largest effect on



and how it makes you feel.
their test performance.




If you own your own goals-and




then take steps towards




them-you're on your way to




increasing your overall well-




being. Studies show that when




people pursue goals intrinsic




to them, they're more motivated,




more likely to succeed,




and far happier than people who




don't have or don't pursue




strong dreams or aspirations.


A-05
Routines are boring. Daily
Research shows that doing



chores are
something tedious in a different



boring. Life can be boring.
way can help people stay focused



The key is
and more motivated.



to power through things we
When we consider the purpose of



don't
an activity, our attention



want to do, because
shifts from the little mundane



procrastination is
details to more abstract



deadly-and an avoidable
concepts and principles.



stressor.
Our beliefs about the activities we



So take your least favorite
partake in can have a



activities
significant effect on their



and imagine you're living
outcomes. Researchers Ellen



in some
Langer and Alia Crum split 84



pretend society that places
hotel workers into two



enormous
groups, one a control and the other



value on the people who
given information about



perform that
how the work they do (cleaning



activity. How do they
rooms) serves as good



benefit from
physical fitness along with clear



you engaging in this
examples. In just four



activity? Now
weeks, the control group had no



carry out that task with
measurable physical



purpose and
changes, but the test group showed



try to come up with
a number of changes



reasons it's
including decreases in weight,



important.
blood pressure, and body fat.



Think of the guys who
Simply thinking about an activity



repetitively
as being good for you or



slice, dice, and roll sushi
good for others can help reinforce



pieces for
its positive effects.



hours on end. That can't be




that much




fun, right? And yet most




all of them




have a razor focus on their




work,




perhaps because they've




been trained




to believe they are creating




meaningful, artistic




products.



A-06
Think of a setback or
The most successful people are



negative
those who can actively learn



experience that occurred at
from their mistakes, handle



least one
rejection and move forward. In



year ago. How has that
other words, failure IS an option.



event shaped
What matters is how you



who you are today? Can
respond to it.



you think of
Over the years, researchers have



any benefits that came of
found that asking people to



it? Spend
participate in expressive writing



ten minutes writing about
about stressful experiences



its impact
has beneficial psychological



on your life.
effects, reducing stress and




producing long-term




improvements in mood. When




asked to




think about the good things that




came out of a bad




experience, the benefits were even




greater. People who




engage in “benefit-finding”




generally report less distress,




fewer disruptive thoughts, less




negativity, and more




meaningfulness in their lives.




Writing about extremely emotional




and personal topics also




has a positive health effect: One




study found that in




participants with elevated blood




pressure, it lowered blood




pressure for several months




following the exercise.


A-07
If you brainstormed about
If you take the time to really think



your core
about what's important to



values in a previous
you, you'll be able to face life's



activity, you may
challenges with increased



have come up with things
confidence.



like
Research shows that meaning in



integrity, healthy living, or
life correlates positively to



kindness.
mood stability and sociable



If you haven't yet, take a
behavior, and meaning at work



few
seems to inspire motivation and



moments to write down
engagement. Going after



your values.
goals that are important to us also



(If you take the time to
has a slew of



really think
psychological and physical



about what's important to
benefits.



you, you'll
Goals that include commitment to



feel more committed to
something outside



living them,
ourselves, such as our family,



and be able to face life's
friends or community,



challenges
promote life satisfaction. Zero-sum



with increased
goals, such as a



confidence.)
commitment to material gains or



Now take what you learned
career success, actually



and
can be detrimental to our



brainstorm concrete ways
satisfaction with life.



you can
Studies show that when we pursue



make change your
goals that are meaningful



everyday life to
or intrinsic to our values, we're



better pursue the character
happier, more motivated,



ideals you
and more likely to succeed.



identified as being most




important.



A-08
Take an everyday activity
When we set meaningful goals, we



you do
begin to direct our



already, and transform it
energies in a way that aligns with



into
what's important to us.



something meaningful. So
And when we do something that



if you're
we believe is meaningful,



always tinkering with new
we feel good and achieve a sense



recipes,
of purpose in our lives.



compile your best ones
Studies have consistently found



into a book
that the more meaning



that you can pass along to
people report in their lives, the



your
happier they are-and this is



grandchildren one day. If
true of people in all life stages.



you run
You don't necessarily have to help



every morning, train a
others in order to make



group of teens
your activity meaningful, but when



to run a half-marathon.
you do, it amplifies the




effects of that activity and brings




about greater well-being.




Research shows that helping others




distracts us from our




own thoughts and concerns.




Anxiety and stress involve a




high degree of focus on self, and




focusing on the needs of




others helps us shift our thinking




and boosts our self-




esteem.


A-09
Spend some money-it
Studies show that people who



doesn't have
spend money on experiences



to be a lot!-on a leisure
are happier than those who spend



experience
money on material



that will be meaningful and
possessions. Studies show this to



rewarding
be true across most



for you (concentrate on
demographic categories: male



experiences,
orfemale, liberal or



rather than material
conservative, high or low income



things).
and religious preferences.



For example, if you're
Life experiences become part of



passionate
who we are. They're



about music, take a music
woven into our memories and they



class or go
shape our identity. In



to a concert. If you're a
one study, researchers found that



history buff,
spending money on



you might visit a museum
positive experiences increased



or historic
people's happiness. And the



site near your town.
study showed that people who




spent money on a series of




smaller events were happier than




those who spent money on




one big event.




In other words, you'll be happier if




you spread out your




positive experiences rather than




spending money on “peak”




experience.


A-10
Set a very long-term goal-
Professors Edwin Locke and Gary



one that
Latham have studied



can be completed in the
goal-setting methods for decades.



span of
In numerous studies,



several years. Maybe you
they've discovered the most



finally
successful performance goals



complete the memoir
(ones that can be measured, like



you've wanted
getting a $10,000 salary



to write for years. Or, you
raise or completing a half-



go back to
marathon) are those that are both



school in order to make a
challenging and specific, meaning



major career
they can be clearly



change. Imagine the
defined.



benefits of
If we set the right goals-and then



achieving that goal. What
take steps towards



will
them-we get on the path to



happen? How will you
increasing our overall well-



feel?
being. Studies show that when




people pursue goals intrinsic




to them, they're more motivated,




more likely to succeed,




and far happier than people who




don't have or don't pursue




strong dreams or aspirations.




Intrinsic goals come from your




genuine values, beliefs, and




interests, rather than the




promise of fame or money, or the




wishes of others.




Focusing on the process, rather




than the outcome, can help




you achieve your goals. Research




by Pham and Taylor




found that students who visualized




themselves studying for




a test performed better than




students who visualized




themselves doing well on the test.




Those who visualized the




process (i.e. studying) were more




likely to study, which




ultimately had the largest effect on




their test performance.




When we set meaningful goals, we




begin to direct our




energies in a way that aligns with




what's important to us.




When we do something that we




believe is meaningful, we




achieve a sense of our own worth




and place in life. And




studies have consistently found




that the more meaning




people report in their lives, the




happier they are-and this is




true of people in all life stages.


A-11
What upcoming events are
When we find ourselves thinking



you
about our future, we're



anticipating with joy and
usually worrying about something,



optimism
increasing our levels of



instead of anxiety?
anxiety. Even when we have



Think of a future event, big
upcoming events we're truly



or small,
excited about, most of us don't take



that you're really excited
advantage of the



about.
anticipatory experience.



Imagine the details,
Research shows that anticipating



including the
upcoming events prolongs



sounds, smells, and tastes.
our excitement and boosts our



Spend
optimism. Optimistic people



some time putting yourself
are more likely to persevere when



right in the middle of it.
the going gets tough.




They're good copers. They don't




give up.




When we have something to look




forward to we feel more




enthusiastic, motivated, and




psyched. And we're more




likely to behave in ways that




ensure our positive future




event will happen.




Studies show that the act of




anticipating future events also




lowers our levels of cortisol, the




stress hormone, because




when we believe good things are




coming our way, we're




happier in the day-to-day.


A-12
What makes each of us
Gaining insight into what your



special is that
strengths are-and then



we all have unique
using more of those strengths in



character
your daily life-can have a



strengths-and when we use
major impact on your happiness.



those
Christopher Peterson,



strengths in novel ways,
Martin Seligman, and their



we become
colleagues classified 24



happier. Once you've taken
signature character strengths (now



the VIA
published as the Values



survey to determine your
in Action (VIA) Classification),



top five
including courage, wisdom,



strengths, come up with a
curiosity, fairness, and self-



way to use
regulation, that serve as the



one of your strengths in a
essential building blocks of



new and
positive character.



different way this week.
Research has shown that using



For example,
your top character strengths



if one of your top
in novel ways can have long-term



strengths is
effects on your well-



appreciation of beauty and
being. In one study, people took a



excellence,
survey to identify their



go to a museum you've
character strengths and received



never been to
feedback about their top



before. If your strength is
five strengths. Then, they were



kindness,
asked to use one of their top



you could leave a big tip
strengths in a new and different



on a small
way, every day for a week.



check. If your strength
After one-month, three-month, and



is courage,
six-month follow-ups,



look for an opportunity to
people who continued to find new



stand up for
ways to exercise their



someone else who needs
strengths saw the biggest increases



support. You
in happiness and the



get the idea!
biggest decreases in depression.




(Merely identifying




signature strengths can lead to a




quick mood boost, but it




doesn't have the long-term effects




of actually using your




strengths.)




Using signature strengths at work




has also been linked to




increased happiness and job




satisfaction, and strengths-




based school interventions have




shown to improve student's




social skills, engagement in school,




and “learning” strengths




(like greater curiosity and an




increased love of learning).


E-01
As you go through your
Self-compassion boosts our



day, pay
resilience so that when we



attention to your inner
stumble, we can get up and try



voice-and
again. When making a



when you catch your inner
mistake isn't a big deal, we're more



voice
open to learn from our



berating you for something
missteps and try new things, rather



or other-
than hide in shame.



catch yourself.
Kristin Neff, Ph.D., an associate



Come up with with a
professor at the University



phrase or mantra
of Texas at Austin, has been



to shift your thinking.
researching self-compassion



“Live and
for well over a decade. Neff



Learn” or “This too shall
believes today's competitive



pass”-or
culture leads us to believe being



whatever works for you.
good enough isn't good



Then, focus
enough. Media images and slogans



on what makes you great.
push us to compare



What have
ourselves with others, even though



you overcome or
there will always,



achieved? You can
always be someone who is more



even create a narrative of
successful, richer, skinnier,



your life
or more attractive than we are.



thus far, highlighting the
Neff s research shows that self-



aspects that
compassionate people feel



showcase your positive
more secure and strongly suggests



traits.
that accepting our




imperfections may be the first step




toward better health.




People who are easier on




themselves are less likely to be




depressed and anxious and are




more prone to happiness and




optimism. Self-compassion steps




in precisely when we fall




down, allowing us to get up and try




again.


E-02
Pick a person and spend
Research clearly suggests that



some time
when we empathize with



imagining what it'd be like
others and try to see the world



to be
through other's eyes, we're



them. What is life like for
more likely to treat them with



them? What
kindness. And when we



must they be feeling and
appreciate someone else's point of



why?
view, he/she will most



Write down some thoughts
likely become more sympathetic



about your experience.
and understanding of ours.




In studies, scientists have found




that people are generally




kinder and more helpful after




taking others' perspectives, as




it increases compassionate




emotions towards the other




person. This exercise also leads us




to view and treat others




more like ourselves and attribute




more positive traits to




others.




That alone is a pretty good reason




to start exercising our




compassion muscles.


E-03
Think of someone you've
Most of us spend time dwelling on



positively
our negative traits and



impacted, whether it's
often neglect to recognize our



someone from
virtues. One study showed



your inner circle or a
that reframing negative thoughts



complete stranger.
and boosting self-esteem



Now imagine what it's like
through someone else's perspective



for him or
is a very effective way



her to be on the receiving
to increase resilience,



end of your kindness.
resourcefulness, optimism and



What positive impact have
positive thinking.



you had on
Research shows that self-



his or her life? Are there
compassion comes with mental



ways you
health benefits like less depression,



could be even more
more optimism, greater



helpful?
happiness, more life satisfaction.




Scientists have also found




that people who respond to life's




challenges with self-




compassion are happier, healthier,




more proactive, and more




conscientious than those who are




not. People who are kind




to themselves seem to take better




care of themselves AND




others. Self-compassionate people




are more resilient, feel




more connected to others, and are




less depressed and




anxious than others.




So when you find yourself feeling




guilty for not doing




enough, consider the positive




impact you have on the people




around you and have compassion




for YOURSELF.


E-04
You're right, they're
Research clearly suggests that



wrong. Okay,
when we empathize with



fine, sure, whatever. But
others and try to see the world



that attitude
through other's eyes, we're



isn't going to get you far
more likely to treat them with



when it
kindness. And when we



comes to patching things
appreciate someone else's point of



up. Time to
view, he/she will most



try a different approach.
likely become more sympathetic



When someone close to
and understanding of ours.



you does or
Studies have found that people are



says something that you
generally kinder and



don't
more helpful after perspective-



understand, try looking at
taking, as it increases



the situation
compassionate emotions towards



a little differently.
the other person.



What led up to it? What
This exercise also leads us to view



context might
and treat others more



better explain his/her
like ourselves. Scientists found that



behavior? We
when we actively try to



all do strange things once
understand another person's



in awhile,
perspective, we think of them



especially when we're
more positively afterwards.



tired, hungry,




angry or lonely.



E-05
Think of someone you
Research has found that



cross paths
connecting with people different



with but rarely speak to-
from us broadens our compassion



someone
and awareness and



who is different than you.
deepens our sense of community



Plan to
while opening us up to



strike up a conversation
new perspectives on life. When we



with this
try to take the



person the next time you
perspective of others, we behave



see him/her.
more admirably and



Talk to the elderly lady at
generously, as it increases



the supermarket. Share
compassionate emotions.



gardening tips
Perspective-taking also makes us



with a neighbor. Offer
view-and treat-others



lunch to the kid
more like ourselves.



who mows your lawn.
According to researchers at the



Make a plan to make a
University of California-



connection
Berkeley, young adults from



with them in your spare
affluent backgrounds are less



time, then
empathetic to the suffering of



give it a try and report
others than people whose



back.
upbringing involved some




financial struggle. It's not that




they're cold-hearted-scientists




believe they simply aren't




as adept as recognizing the signals




of suffering because they




haven't experienced those types of




obstacles in their lives.


E-06
Think of someone you
Research clearly suggests that



know-perhaps
when we empathize with



a friend or coworker-who
others and try to see the world



disagrees
through other's eyes, we're



with you about something
more likely to treat them with



rather
kindness. And when we



minor. Maybe they don't
appreciate someone else's point of



understand
view, he/she will most



the genius of your favorite
likely become more sympathetic



TV show,
and understanding of ours.



or perhaps they can't stand
Studies have found that people are



cats, and
generally kinder and



you've got five of them
more helpful after perspective-



slinking
taking, as it increases



around your home.
compassionate emotions towards



Take a moment to think
the person.



about what
This exercise also leads us to view



it's like to be them. Why
and treat others more



do they feel
like ourselves. Scientists found that



differently from you?
when we actively try to




understand another person's




perspective, we think of them




more positively afterwards.


E-07
The next time someone
This activity asks you to consider a



close to you
mindset that differs



acts in a way that hints or
from your default one, which is



upsets you,
what perspective-taking is



take a few moments to
all about. Researchers have found



think about the
that people are generally



context and try to
kinder and more helpful after



understand what
perspective-taking, as it



might have led to their
increases compassionate emotions



behavior.
towards the other person.



What circumstances or
This exercise also leads us to view



events might
and treat others more



have led them to act the
like ourselves. Scientists found that



way they did?
when we actively try to



Were they really trying to
understand another person's



offend you?
perspective, we think of them




more positively afterwards.




Keep in mind: It's not too much of




a stretch to empathize




with someone when they act in a




strange or perplexing way,




but the exercise becomes more




challenging when your




feelings (or your ego!) are




involved. And it'll get even more




difficult to empathize with




someone when you're engaged




in an outright conflict with them.




(Hey, we never said




empathy was easy to master!)




In a situation where your feelings




are hurt, you may find




that you feel quite differently after




you take a step back and




think about the context.


E-08
Think of what it's like to
When it comes to empathy and



be someone
understanding where others



with whom you disagree
are coming from, it might not be



strongly
too difficult a task when



about a topic that's
you merely have different opinions



moderately
about a fairly neutral



important to you. Can you
topic, like where to find the best



come up
cupcakes in town or the



with reasons why they
best singer on “The Voice”, but it's



might think or
not so easy when you



feel differently?
disagree about something that's



For example, maybe you're
pretty important to you.



a die-hard
That's where perspective-taking



Giants fan in the middle of
comes in. Studies have



a bar filled
found that people are generally



with Pats fans. Why are
kinder and more helpful



they such
after this exercise, as it increases



staunch supporters? Or,
compassionate emotions



think about
towards the other person.



your coworker who's
This exercise also leads us to view



been a
and treat others more



vegetarian for 10 years-
like ourselves. Scientists found that



maybe she
when we actively try to



doesn't believe in eating
understand another person's



meat because
perspective, we think of them



she had an eye-opening
more positively afterwards. So



experience at a farm.
why is this important? Being




able to take another person's point




of view is crucial to




making and keeping friends.




Empathy fosters deep social




connections, and the benefits even




extend to our romantic




lives: In a study of couples, people




who scored higher in




perspective-taking were happier in




their relationships.


E-09
Reflect on a recent conflict
This activity asks you to consider a



you had
mindset that differs



with someone that really
from your own, which is what



hurt your
perspective-taking is all



feelings. For example,
about. You've probably tried



maybe your
empathizing with a friend or



spouse insulted
coworker who's behaved strangely



you during an
or even in a hurtful



argument about the
manner-but now you're ready to



family's spending
practice empathy during



habits, or your
a conflict or argument, which, we



sister made a cutting
admit, can be quite a



remark during your last
challenge for most folks!



get-together.
In a situation where your emotions



Try to gain some insight
are stirred up and your



into where
feelings are hurt, you may find that



they were coming from.
you feel quite



Why were
differently after you take a step



they at odds with you?
back, mentally remove



What was their
yourself from the situation, and



perspective?
think about the context.




Researchers have found that




people are generally kinder and




more helpful after perspective-




taking, as it increases




compassionate emotions towards




the other person. This




exercise also leads us to view and




treat others more like




ourselves. Scientists found that




when we actively try to




understand another person's




perspective, we think of them




more positively afterwards.


E-10
Think of something you
Research shows that helping others



can do in
distracts us from our



your spare time that will
own thoughts and concerns.



allow you to
Anxiety and stress involve a



improve the life of
high degree of focus on self, so



someone very
focusing on the needs of



different from yourself,
others helps us shift our thinking



whether it's
and boosts our self-



tutoring a child or
esteem. In a 2015 study,



spending time with
researchers found that small acts of



an elderly resident at a
kindness like opening a door or



nursing home.
simply asking someone if



Then, do it!
they needed help buffered people




against everyday stress




and made them feel happier.




Once you've started helping




someone, don't be surprised if




it feels pretty, well, natural. In




studies of human




cooperation, David Rand of




Harvard found that the first




impulse of adults is to help others,




and the same instinct to




help others achieve goals has been




found in infants (and




even chimpanzees and rats).




A multi-year study from




researchers at three universities




also found that helping others may




not only help buffer the




negative effects of stress, but




lengthen our lives. Lastly, acts




of kindness are contagious.




Research shows that when




people benefit from kindness they




“pay it forward” by




helping others, creating a spiral




effect for more and more




acts of kindness.


E-11
Imagine what it'd be like
When you imagine stepping



for one of
outside of yourself and into the



your close friends, your
shoes of someone close to you, you



spouse, or
have the opportunity to



one of your family
experience an entirely new



members if you
perspective on life-and your



disappeared, or had never
role in it. Scientists have found that



existed in
when people participate



the first place. In what
in a perspective-taking exercise



ways would
like this one, they tend to



their lives be worse? What
act with more kindness and



would they
helpfulness, as it increases



miss the most about you?
compassionate emotions towards




the person whose




perspective has been taken.




This exercise also leads us to view




and treat others more




like ourselves. Scientists found that




when we actively try to




understand another person's




perspective, we think of them




more positively afterwards. So




why is this important? Being




able to take another person's point




of view is crucial to




making and keeping friends.




Empathy fosters deep social




connections, and the benefits even




extend to our romantic




lives: In a study of couples, people




who scored higher in




perspective-taking were happier in




their relationships.


E-12
Think of what it's like to
At this point, you're practically a



be someone
pro at walking in other



(real or hypothetical) with
people's shoes. You'll probably



whom you
agree that it's not too



vehemently disagree about
difficult a feat when you simply



something
think differently about a



very important to you-for
fairly neutral topic, but



example,
empathizing with



over a hot-button political
someone who has



or religious issue.
opinions you violently disagree



What challenges do they
with can seem practically



face? Why
impossible. However, we know



do they feel as they do?
you can do it with a little



We know it's
effort in perspective-taking!



not easy, but in your mind,
Studies have found that people feel



try to treat
more compassionate



this person with sympathy,
emotions and behave more



understanding, and
admirably after this exercise, as



acceptance.
it increases compassionate




emotions towards the other




person.




This exercise also leads us to view




and treat others more




like ourselves. Scientists found




that when we actively try to




understand another person's




perspective, we think of them




more positively afterwards. So




why is this important? Being




able to take another person's point




of view is crucial to




making and keeping friends.




Empathy fosters deep social




connections, and the benefits even




extend to our romantic




lives: In a study of couples, people




who scored higher in




perspective-taking were happier in




their relationships.


E-13
Creating the intention to
Experiences of positive emotions



seek out and
do more than feel good.



create micro-moments of
Research shows they also “do



loving
good” in that they can



connection can be a tool
broaden your outlook and build



for elevating
your resilience and



your well-being. Today,
resourcefulness-even your physical



aim for three
health.



micro-moments filled with
New evidence suggests that this



warmth,
may be especially true for



respect and goodwill with
the positive emotions that you



a family
share with others in real-



member, friend, colleague,
time, face-to-face interactions.



or even
Micro-moments of positive



someone you don't know
connection allow positive emotions



that well.
to reverberate between



Freely offer your attention
people, creating a powerful



and eye
resonance of good feeling and



contact as you talk or
goodwill.



touch. Later,
Barbara Fredrickson, Ph.D., Kenan



lightly reflect on whether
Distinguished Professor



these
of Psychology and Nemoscience at



exchanges brought you a
the University of North



feeling of
Carolina at Chapel Hill, has been



positivity resonance: a
investigating the various



back-and-forth
benefits of positive emotions for



reverberation of positive
25 years and her latest



energy.
book, Love 2.0, spotlights the




benefits of what she calls




“positivity resonance.”




Experimental evidence from




Fredrickson and her team suggests




that positivity resonance




may be the active ingredient that




links good feelings to good




health.


G-01
Buy a little something for
Acts of kindness are contagious.



anyone you
Research shows that when



want and surprise him/her
people benefit from kindness they



with it.
“pay it forward” by



Ideally, it would be
helping others, creating a spiral



something that
effect for more and more



will spark some interaction
acts of kindness.



with them
But when you give to others, no



(if you buy someone a
one benefits as much as



book, you can
you. One study gave participants a



discuss it together; if you
sum of money and then



buy
asked some of them to spend the



someone a cup of coffee,
money on themselves. The



you can chat
others were told to spend it on



while drinking.)
someone else. The people




who spent money on someone else




were significantly




happier than those who spent the




money on themselves.


G-02
Most of us do nice things
Have you ever experienced a



for other
“helper's high” while assisting



people without really
a neighbor, volunteering, or



thinking about
donating goods to others? Or



it. Today you're
maybe while lending an ear to a



going to do
friend, or passing on your



something nice for 5
skills to someone else?



different people.
Dr. Sonja Lyubomirsky,



Your “act of kindness”
psychology professor at University



can be
of California, Riverside, asked



anything-call your mom,
students to commit five



hold the
random acts of kindness a week for



door for a stranger,
six weeks. One group



compliment a co-
had to perform five kind acts in a



worker-or use your
single day for each of



imagination and
those weeks, whereas the other



stretch yourself. Buy
group could spread their



groceries for an
kind acts out over the course of the



elderly neighbor or help a
week for six weeks.



co-worker
Guess which group showed a 42%



with a project. Hold a door
increase in happiness?



open for
The students who had to perform



someone or add coins to an
five acts of kindness in



expiring parking meter.
one day.



You decide! You might
That's why doing five acts of



be surprised
kindness in one day is so



by how much it
effective. In order to get it done,



cheers you up.
we have to plan ahead,




refocus our priorities and shift our




thinking. Studies also




show that regularly performing




kind acts makes people




happy for extended periods of




time, but that mixing up the




types of kind acts is key. To




maintain the happiness




boosting effects of the act, people




had to vary the types of




acts they did; otherwise it became




a tedious experience. All




the more reason to be creative! On




top of it all, behavior that




distracts us from our own problems




also boosts our self-




esteem and gives us a sense of




purpose.


G-03
What nice thing did
Research shows helping others



you do (or are
distracts us from our



you planning to do) for
thoughts and concerns. Anxiety



someone today?
and stress involve a high



Whether it's running an
degree of focus on self, so



errand for a
attending to the needs of others



busy friend, baking
helps us shift our thinking and



cookies for a
boosts our self-esteem. In a



neighbor or mentoring a
2015 study, researchers found that



child, record it here.
small acts of kindness



You can repeat (and
like opening a door or simply



report!) this
asking someone if they



activity as often
needed help buffered people



as you'd like.
against everyday stress and




made them feel happier, and a




2016 study found that being




kind to others gives us a bigger




wellbeing boost than being




kind to ourselves.




Studies also show that regularly




performing kind acts makes




people happy for extended periods




of time, but that mixing




up the types of kind acts is key. To




maintain the happiness




boosting effects of the act, people




had to vary the types of




acts they did; otherwise it became




a tedious experience. All




the more reason to be creative!


G-05
Spend an hour devoting
According to research, we find the



yourself to an
most gratification from



activity that you find
experiences we've chosen for



meaningful. You
ourselves that fully engage



could select a skill that's
and absorb us, that satisfy and



valuable to
fulfill us and that allow us to



you and invest an hour
connect us with others. Our minds



developing it
want to be fully engaged



(for example, getting better
in activities that are meaningful.



at playing
Learning new things,



the guitar) or try
pursuing hobbies, being creative



something new.
with our leisure time-



(Make a plan to start a new
these are the activities of a



hobby or
seeking mindset.



take a class, or listen to
One recent study by Chancellor



live music or
and Lyubomirsky suggested



read a new book.)
“the most satisfying pursuits



Just plan it and do it.
should involve learning new




skills (e.g. mastering a new




instrument or learning a foreign




language), spending time with




others (e.g. taking out one's




family to dinner or having coffee




with a friend), or doing




something good for someone else




(e.g. buying holiday




decorations for an elderly neighbor




or sending a care




package to a sick friend).”


G-06
Your choice. Come up
Life experiences become part of



with an
who we are. They're



experience you find
woven into our memories and they



meaningful and
shape our identity.



ask someone to share it
Research shows that people who



with you-on
spend money on



your dime. (Remember, it
experiences are happier than those



doesn't
who spend money on



have to be expensive to be
material possessions. And it's true



worthwhile!)
across most demographic




categories: male or female, liberal




or conservative, high or




low income and religious




preferences. The study also




showed that people who spent




money on a series of smaller




events were happier than those




who spent money on one big




event. In other words, you'll be




happier if you spread out




your positive experiences rather




than spending money on




“peak” experience.




When you share the experience




with others, you get even




more bang for your buck. Shared




experiences strengthen




bonds between friends, couples,




and families. And




according to scientists, the one




thing that sets apart the




happiest 10 percent of the




population from everyone else is




(drumroll) . . . the strength of their




social bonds. Yale




researchers also found that when




people pay attention to the




same pleasant thing, whether it's a




song, a dessert, or a




scenic view, the experience is




much more pleasurable. In




other words, we get more joy out




of experiences when




they're shared than we do alone.


G-07
When something good
Most of us already share the big



happens to
milestones in our lives with



someone close to you,
others-engagements, births,



make a point of
promotions, marriage.



helping him or her
Research suggests that the sharing



prolong the
of good fortune actually



excitement. Tell them how
contributes to our well-being, and



much they
that the benefits of



deserve it, ask lots of
sharing our good fortune can



questions,
extend beyond the happiness



encourage them to
from the event itself!



commemorate the
Perhaps less well known is the



occasion-or even plan
power of “capitalization”:



something to
When we show enthusiasm for



help them celebrate with
others' goals and the



you and others!
milestones they are hitting along




the way, we are




capitalizing, or prolonging our




positive feelings about




something important to us. Studies




show that amplifying the




pleasure of a good situation that




involves others contributes




to an upward spiral effect of




positive emotion that boosts




happiness.




Shelly Gable's research also shows




that when we respond




to, and share, other people's good




news, they feel more




understood, validated and cared




for. This type of sharing




enhances relationship quality, and




increases happiness and




life satisfaction.


G-08
Identify something that
Forgiving someone for a slight or



someone close
an annoyance is often



to you does that often
easier than it sounds. However,



annoys or
people have an easier time



upsets you. See if you can
forgiving those whom they feel



become
close to, like friends and



more forgiving about that
family, or people for whom they



particular
feel empathy.



behavior. Can you be more
As difficult as forgiveness can be,



understanding about why
the overwhelming



they do it?
benefits are worth it from both a



Can you be more patient
physical and emotional



with them
standpoint:



when it occurs?
Researchers have found that




people who tend to forgive are




less anxious, less depressed and




less hostile. They also have




higher levels of well-being,




positive emotion, and are more




satisfied with their lives in general.




In studies measuring




cardiovascular reactivity, people




who imagined forgiving a




transgression they've experienced




had lower blood pressure




and heart rate than participants




asked to hold a grudge.




Finally, those who readily forgive




have a reduced risk for




nicotine dependence and substance




abuse.




Isn't that enough to convince you




to be more forgiving? We




think so.


G-09
Plan an activity or
One of the most precious things



excursion with one
you can give someone is



or more members of your
your own time. You'll experience a



inner
bigger mood boost after



circle-perhaps a group of
doing this activity if you take your



your best
time without employing



friends, or your partner or
any shortcuts. So when you're



child. It
planning your activity, select



doesn't need to be
a day when you're not feeling



expensive-in fact,
rushed or guilty about leaving



it might not cost any
other duties undone.



money at all-but
In 2002, researchers found that



make sure the activity
people who spent less time



emphasizes
alone and more time talking to



new experiences that will
others tended to be happier.



involve a lot
Ten years later, a different team



of interaction with
showed how to maximize



each other.
the feel-good power of




conversation: Spend less time on




chitchat. The happiest people, it




turns out, have a third as




much small talk and twice as many




meaningful




conversations as the least happy




people. Yale researchers




also found that when people pay




attention to the same




pleasant thing, whether it's a song,




a dessert, or a scenic




view, the experience is much more




pleasurable. In other




words, we get more joy out of




experiences when they're




shared than we do alone.


G-10
Think of a grudge you're
We feel generous when we forgive



still holding
someone for a slight or



against someone for
an annoyance, but it's more



something they
difficult to forgive someone



did that offended you. It
who's truly offended us. As hard as



may not be
it is, the overwhelming



easy, but perform a
benefits are worth it from both a



forgiveness
physical and emotional



exercise to see if you can
standpoint:



let go of
Researchers have found that



your hard feelings.
people who tend to forgive are



Think of the energy that
less anxious, less depressed and



goes into
less hostile. They also have



holding on to this grudge,
higher levels of well-being,



and assess
positive emotion, and are more



whether there are others in
satisfied with their lives in general.



your life
In studies measuring



that are being affected
cardiovascular reactivity, people



by your
who imagined forgiving a



inability to forgive this
transgression they've experienced



person.
had lower blood pressure



Perhaps you can even
and heart rate than participants



think of a few
asked to hold a grudge.



benefits that arose as a
Finally, those who readily forgive



result of the offense.
have a reduced risk for




nicotine dependence and




substance abuse.




To help facilitate forgiveness, it's




useful to look for ways a




personal transgression may have




benefited you in some




way. In a writing intervention by




McCullough, Root, and




Cohen, people who spent 20




minutes writing about the




benefits that arose from a




transgression reported more




forgiveness than people in a




control group who were asked




to write about an unrelated topic or




an unpleasant part of the




transgression.


G-11
Identify a cause that you
Volunteering and helping others



care about
distracts us from our own



and volunteer your time to
thoughts and concerns. Depression,



furthering
anxiety and stress



it in some tangible way.
involve a high degree of focus on



If education
ourselves, so when we



is important to you,
have a positive impact on someone



consider donating
else, we boost our mood



tutoring students or
and self-esteem, and give our life a



helping high
greater sense of purpose.



school students with
A study conducted by the



their college
University of British Columbia



admission essays. If you're
and Harvard Business School



an animal lover, spend
suggests that kindness and



Saturday mornings
happiness form what's called a



walking dogs from the
positive feedback loop.



local shelter.
When we do something nice, we




feel happier. And the




happier we feel, the more likely




we'll perform another kind act.




Volunteering is also good for your




health: Researchers have




found that helping others is




associated with reduced stress




and a longer life!


G-12
What cause is important to
A study conducted by the



you? Make
University of British Columbia



a charitable contribution
and Harvard Business School



(you don't
suggests that giving and



have to break the bank!)
happiness form what's called a



that will
positive feedback loop.



allow you to directly
Giving to charity makes us



witness a person
happier, and when we're



(or group of people)
happier, we give more. And



benefiting from
believe it or not, they also



your generosity. For
found that people actually feel



example, maybe
wealthier when they give



your donation to a local
money away!



community
Similarly, researchers gave



garden allows
participants a sum of money and



everyone in the
then asked some of them to spend



neighborhood to have easy
the money on themselves.



access to
The others were told to spend it on



fresh vegetables.
someone else. The



Or, you chip in for
people who spent money on



an operation that a
someone else were



friend's son
significantly happier than those



desperately needs
who spent the money on



but can't afford.
themselves.




When we can see the reactions of




those we've helped, the




effect is even more powerful.




In a national survey of 3,300




participants, volunteers who




witnessed the reactions of the




people they helped reported




increased self-esteem, less




stress, and a greater sense of the




“helper's high.”




And neuroscience backs this up: In




a brain imaging study




conducted at the Washington




University School of




Medicine, scientists found that the




reward centers of the




brain lit up when participants




anonymously made a




charitable donation-these are the




same parts of the brain




that light up when people




experience pleasure, like money,




sex, or a really decadent ice cream




sundae.


R-01
Good morning, sunshine!
One of the systems in the brain that



Time to
controls when we sleep



look at the bright side.
and when we're awake is called the



Literally. This
internal circadian clock.



week, aim to wake up at
This clock is highly sensitive to



the same
light, and research shows



time each morning
that bright light in the morning can



(resist the urge to
help wake you up and



snooze the alarm!),
have a positive effect on your



and get some
energy levels and hormone



sunlight as soon as you
production. Exposing yourself to



can. Open
light early in the morning



your curtains and let the
can also help improve your sleep at



light fill your
night by helping your



room, go for a walk, or
circadian clock know when to start



simply sit
winding down.



outside in the sun with
The benefit of purposely exposing



your favorite
yourself to light is



wake-up beverage.
supported by a whole lot of



What's the bright
science. Research shows that a



idea behind this?
regular schedule is good for your



Exposure to light
circadian rhythm, which is



when you first wake up
what wakes you up at the right



will help reset
time each day, as long as



your circadian clock
you keep your routine consistent.



and improve
If you go to bed and wake



your energy levels during
up at a different time each day, the



the day. It
circadian rhythm will get



will also help your body
confused and you'll be awake or



get the
sleepy at all the wrong times.



message that nighttime
The other benefit of a regular



is for sleeping.
schedule is that it helps your



(Option:) Create a positive
brain know what to expect and to



wake-up
make sure you sleep



routine that includes
deeply. Your brain also anticipates



activities you
when you want to wake



love. For example, you
up and releases chemicals,



could play
including cortisol, to help you



upbeat music, use
wake up and feel awake. If you



a shower product
wake up too early or too



with a scent you find
late, you won't get this benefit.



energizing, drink
Having a fresh and happy morning



really good coffee, or
routine can also tell your



take a moment
body when it's time to feel awake



to think of what you're
and energized. If you



grateful for
wake up excited and ready to go,



and what you want to
you perform better



accomplish that
throughout the day and feel less



day. Before long, you
disoriented when you wake up.



may find




yourself excited to




wake up every




morning because you get




to do all




these awesome things!



R-02
Autogenic training is a
Autogenic training is similar to



relaxation
meditation in that it helps



technique that can
you feel calm. And calming your



help restore
mind to pay attention to



balance to mind and body.
the sensations and rhythms in your



It offers a
body has a ton of



wide range of benefits,
benefits. It can help you to



from reducing
function better and feel less



insomnia to improving
anxious during the day and also



sleep patterns.
wind down more easily and



This guided practice is
sleep better at night. This



designed to
relaxation technique typically



support you to fall asleep
involves a series of statements



faster and
about the heaviness or



wake up feeling more
warmth of various places in the



energized. Find
body. Over time, you may



a quiet place free of
find that it takes less and less time



distractions and
to bring about a peaceful



try this brief guided
state of mind.



autogenic training




exercise to help you ease




into a rest




and relaxation mindset.



R-03
Step away from your work
Consistently getting into bed



or must-
feeling relaxed and prepared



dos one horn before your
for sleep can have a profound



bedtime
impact on sleep health in both



routine, and turn off your
the short and long term.



electronic
Having a predictable, pleasant



devices at least 30 minutes
bedtime routine lets you feel



before
your natural sleep pressure. If you



bedtime. Use this time to
work out, watch an



sit with
intense movie, or have a lot of



yourself and think
social interaction before bed,



through your day.
however, chances are you're going



What were the highlights?
to feel wired and not at



Did you
all ready for sleep. Give yourself



inch closer toward a goal
space between your daily



or follow
activities and bedtime to slow



through on something
down and signal to your body



that was
that it's time for bed, and then



important to you? Did
sleep should come more



you connect
naturally.



well with the people
Try to give yourself permission to



around you?
let go of negative



Make a list of
thoughts and worries as well.



things that were
Repetitive negative thinking,



impactful that day and a
doing activities, and working close



list of things
to bedtime can result in



to think about
a longer period of time needed to



or deal with tomorrow
fall asleep.



so you don't lie awake
Bright lights from electronics can



thinking about them.
also delay sleep, so it's




best to turn them off a few hours




before you go to bed and




keep them out of the bedroom.


R-04
(Several task variations
Many people who don't get enough



can fall under
sleep prioritize other



this activity, or they can be
things instead, like work,



combined:)
socializing, or relaxing. Millions



Task 1: (You Decide How)
of others suffer from insomnia, a



If you're
very common sleep



having trouble falling
disorder where people can't fall



asleep at night
asleep or stay asleep, no



and it's been 20 minutes or
matter how hard they try.



more, put
Whatever the reason, there are



on a comfy robe or
many strategies we can use



blanket, keep the
to help us get all the sleep we



lights low, and go do
need.



something
One way is to increase sleep



relaxing. This could be
efficiency. Sleep efficiency



reading,
refers to how well you're using



writing in a journal, or
your time in bed. People



petting your
with a low sleep efficiency are



dog or cat. The point is to
spending a lot of time in bed



change your
not sleeping. If you decrease the



environment so that you
amount of non-sleeping



are practicing
time you spend in bed, you might



stimulus control-meaning
just become a more



sending
efficient sleeper. Helping yourself



yourself the correct
to fall asleep sooner by



messages, like
getting enough exercise during the



bed is for sleeping, not
day, eliminating



for being
caffeine, and putting devices away



awake. Do this every night
early in the evening can



and notice
also increase your sleep efficiency.



how soon you are able to
Stimulus control is also



fall asleep faster.
important.



Task 2: Turn Back Time:
Stimulus control was developed



Clocks are a
based on the core principles



basic necessity throughout
of classical conditioning. The idea



our day,
is that your body can



but when it comes to sleep,
learn a response to being in a



it's best to
specific situation, especially if



clock out. Try moving
that response is consistently paired



your clock out
with that situation. For



of sight at bedtime, and if
example, if the bed is for sleep



you have to
only, getting into bed will



wake up at a certain time
trigger a sleep response. However,



in the
when other activities



morning, set an alarm and
occur in bed, like working on your



don't look
laptop, sleep is no longer



at your clock until it goes
the triggered response. Instead, no



off If you
specific response is



wake up in the night,
triggered, or an alternative one is



don't worry
(such as thinking about



about what time it is, and
work). Stimulus control is a



don't even
powerful technique and an



check. Just take some
effective way to improve sleep,



relaxing deep
reduce insomnia symptoms,



breaths and go back to
and improve sleep efficiency.



sleep, however
Why is it so important to stick to a



long that might take.
regular bedtime and



Task 3: Time and Again:
wakeup schedule? A 2019 study



Try to wake
found that getting different



up at the same time every
amounts of sleep each night can



day, even
put you at higher risk for



on your days off If your
obesity, hypertension, high



alarm for
cholesterol, and other metabolic



work normally goes off at
disorders.



6:30, for
[Clock tyranny:] When people



example, get up at
wake in the middle of the



6:30 on the
night, one of the first things they



weekends, too, but do
typically do is to check the



something
time. But this is actually making



enjoyable. Make
things worse for yourself



coffee, go for a walk
because frequent clock-checking



or to sunrise yoga, or read
can interfere with sleep.



a book and
Try to make the clock (mostly)



then plan out your day.
inaccessible, to reduce the



You can turn
temptation to check it. Maybe put



those early morning hours
your phone in a drawer or



into some
turn the bedside clock away from



epic “you” time!
you. This way, you won't



Task 4: Night Owl or Early
get that nocturnal rush of brain



Bird?: Do
activity that could make it



you ever describe yourself
more difficult to return to sleep.



in terms of
[Wake up at same time each day:]



when you're at your best,
If you can always wake



such as
up within about one hour of your



“I'm a night owl” or “I'm
usual wake time every



an early
day, rather than waking up at all



bird”? It turns out there's
different times, you'll sleep



something
much better at night and feel better



to it, and it's actually
during the day. Why?



beneficial to just
Because your brain likes routine,



roll with it. If your eyes get
and it's a fabulous host



heavy at
that gets things all ready for you



9:30pm, for example,
before you wake and



great! It's time
before you sleep. Think of it this



for bed. If you're the type
way: Your brain is like



that just hits
that friend who throws a fantastic



their stride in the evening
dinner party and has all



and you
the food and drinks set out for you



groove until midnight,
before you arrive so you



great! Do your
can have a great time while you're



thing and head to bed
there. But instead of



when you're
food and drinks, your brain sets out



tried. Try matching your
super helpful chemicals,



sleep and
like cortisol to help you wake up



wake times to your natural
and feel awake, or



preference,
melatonin to help you wind down



and you'll be more in sync
and feel sleepy. If you



with your natural self.
show up to the dinner party too



Task 5: There's a Nap for
early or too late, the host



That: Guess
won't be ready for you and the



what: napping is allowed!
party (a.k.a. how you feel



If you feel
that day) will flop.



yourself getting low on
[Night owl or early bird:] Science



energy in the
strongly supports that



middle of the day, find a
people are different when it comes



comfortable
to their best time of day.



place to lie down if you
Those who think faster and feel



can, pull a
better in the evening are



soft blanket over you, and
often called “night owls” while



nap away!
those who do best in the



A brief nap early in the day
morning are called “early birds.”



can be a
Night owls can survive as



great way to boost your
early birds, but they tend not to



energy and
flourish. If your best



reduce fatigue. Try to
performance is in the evening, try



keep your
to adapt your schedule so



midday zzzz to under 40
you can be awake at those times.



minutes and
[Napping:] A relatively brief nap



lie down as close to
can improve physical



midday as
performance, reduce fatigue, and



possible. (The later it is,
improve mental



the more
performance. Naps can also help



trouble you might have
improve learning and



falling asleep
memory. The length of the nap



at bedtime.)
doesn't seem to matter, as




long as it's kept to less than an




hour and is early in the day.




Too much napping, however, is a




no-no: it will likely throw




off your internal clock and make




your sleeplessness worse




the next night!


R-05
You should probably sit
You should probably sit down for



down for
this. Actually, scratch



this. Actually, scratch
that, you might want to stand up



that, you might
for this news: sitting for



want to stand up for this
long periods is really bad for you.



news: sitting
Most of us do it because



for long periods is really
we have desk jobs, so it makes



bad for you.
sense how we got here. But



Most of us do it because
we need to break the habit and take



we have desk
a stand. Try this: While



jobs, so it makes sense
sitting at work or at home,



how we got
whether you're watching TV,



here. But we need to break
listening to music, reading or



the habit
performing desk work, make a



and take a stand.
point to stand up for 3 to 5 minutes



Try this: While
every horn. You can



sitting at work or at
continue watching, listening, or



home, whether
reading/working while



you're watching TV,
standing, to minimize the



listening to
interruption to your activity.



music, reading or




performing desk




work, make a point to




stand up for 3




to 5 minutes every hour.




You can




continue watching,




listening, or




reading/working while




standing, to




minimize the




interruption to your




activity.



R-06
To calm any stress and
Performing diaphragmatic



anxiety you
breathing has many benefits,



might be feeling,
including reducing anxiety, stress,



connect with your
and cortisol levels (which



breath by
is the hormone we release under



performing diaphragmatic
stress). It also reduces heart



breathing
rate and breathing rate and



(DB) exercises
increases melatonin levels,



throughout the day.
which help us sleep. What's more,



This means breathing
diaphragmatic breathing



deeply so that
has been shown to increase our



when you
ability to pay attention and



inhale, your belly
also help reduce negative thoughts,



expands-rather
which are often the



than your chest-
result of stress and anxiety. Talk



allowing you to breathe
about a powerful defense



more fully. Notice how
mechanism!



you're feeling before the




exercise, and then




check in again




after. The simplest




technique involves




inhaling through




your nose for a count




of 3 seconds, holding




for 4 seconds,




and exhaling for 3 seconds.



R-07
When it comes to exercise,
A recent study showed that



every little
sporadic walking or moderate-



bit helps. And you can get
to-vigorous physical activity of



your little
any duration, including



bits in more easily than
bouts as short as 5 minutes,



you think. For
improves our overall health and



example, set an alarm
helps us live longer. You can do 5



once in the
minutes! And a 30-



morning between 9am and
minute morning walk was found to



12pm and
be as powerful as



once again between
medication when it came to



1pm and 5pm
lowering the blood pressure of



during the workday.
sedentary older adults. Walking



When your alarm
too boring for you?



goes off stand up from
Researchers also found that



your desk and
swapping even half an hour of



go for a brief 3-5 minute
sitting for some type of physical



walk. (If
activity of any intensity



you're able to, you can
can reduce your risk of early



lengthen the
death by 35 percent.



time of your walk or
Even those least inclined to be



recruit a
active and at the greatest risk



“walking buddy” to do it
for developing chronic disease



with you.)
can benefit from performing



[More difficult version:]
short bouts (5-10 minutes) of



Move on the
moderate walking to improve



Job: If you want more
health outcomes.



of a challenge,
The benefits of walking are pretty



try this: During the day,
significant, and you don't



incorporate
have to do as much as you think.



two brief walking
For example, one study



excursions into
sought to find the impact of a 100-



your routine. First, you
day, 10,000-step program



could park
in 1,963 people, measuring signs



farther away from
of depression, anxiety and



your office than
stress, as well as general well-



you normally do and
being. At the end of the 100



take the extra
days, all measures of mental



steps into work. For
health were improved



your second
regardless of how many steps a



excursion, walk to a
person walked over the 100-



co-worker in
day period. Interestingly, the



another building or
disparity between steps was



on a different
pretty great, and all with the same



floor to stay hi, instead of
outcome: some people



calling them.
walked an average of 2,775



[Advanced versions:]
steps, while others walked as



Track Your
many as 112,831 steps. This study



Moves: Track your steps
confirms that you don't



using a
need to walk 10,000 steps a day,



pedometer, accelerometer,
as many people believe, to



smartwatch, or smart
get the mental health benefits of



phone, and set a
walking. ~R-19 A 2019



goal of steps each day.
study of over 16,000 senior



The number of
women also found that those



steps can range from an
who walked just a moderate



average of
amount (an average of just



2775 or higher. You can
under 4,400 steps a day) were 41



also run,
percent less likely to die



cycle, or get your
over the next four years than



heart pumping in
women who walked around



any other way you choose.
2,700 steps a day.




Aerobic exercise is beneficial for




your brain, too-a recent




study found that adults assigned to




a 6-month aerobic




training program significantly




improved their cognition and




executive function.


R-08
Stretching is like the
Stretching can be done almost



dessert portion
anywhere, and it is



of fitness routines.
surprisingly good for you.



For 5 to 7 minutes
Moreover, the benefits aren't



each day, have your
only physical: for example, 30



dessert by
minutes of stretching



performing a simple
exercises can enhance your mood



series of large-
and make you think a



muscle, whole-body
little faster and even improve your



stretches, using
reaction time. One study



traditional stretches
showed that a 12-week yoga



found in yoga,
intervention resulted in



qigong, and tai chi.
increased brain thalamic GABA



These stretches
levels, which improves our



will get your
mood and decreases anxiety levels.



blood flowing into
Yoga stretches also help



places that may have
to regulate our hormones.



been blocked by




tight muscles.



R-09
Engage your core! These
Currently, low back pain (LBP)



are three of
affects more than 80% of



our favorites, which you
people at some point in their life



can-and
and often results in lost



should-do several times
wages, additional medical



a week.
expenses, and a risk of



The first exercise is
developing other medical/health



cat-cow
conditions. In the United



performed on your hands
States alone, total indirect and



and knees
direct medical costs of LBP



with your back straight,
exceed $100 billion every year. A



hands under
number of studies



your shoulders, and knees
confirm that core/trunk



under your
stabilizing/balancing exercises are



hips. Begin by arching
proven very effective for helping



your back up
to treat and prevent LBP.



and hold for 3
Some of the research shows that



seconds, and then let
performing these exercises



your back/abdomen sag
for as little as a week is effective.



to the floor
Additionally, even in healthy



and hold for 3 seconds.
adults, integrating core



Perform 5 sets.
stability training into your exercise



The second exercise
regimen may help to



starts in the same
prevent injury, particularly in the



cat-cow position (hands
lower extremities (think



and knees on
hips, knees, and ankles).



floor). Begin by




extending your




opposite upper and




lower limbs




straight out (for example,




left leg




behind, right arm in




front); maintain




for 30 seconds and




switch sides.




The third exercise is a




spine twist It




begins with kneeling




on a pillow with




your arms extended out to




your sides.




Rotate your trunk,




head and arms to




one direction and hold for




30 seconds




and then rotate to the




other side.




Repeat 2 times.



R-10
Plan on signing up for a
A fascinating study using



fitness class
temptation bundling showed that



(including yoga, tai
when exercise is bundled with



chi, pilates,
tempting audio book novels,



aquatics, or ballroom
it increased college students' gym



dancing), ideally
attendance by 51 percent!



one that you can
The study also showed that for



commit to with some
people with self-control



co-workers, a partner,
challenges, temptation bundling



or friends. It
was especially effective by



can be first thing in
offering a low-cost solution to



the morning, at
two common willpower



lunch, right after work,
problems of under engagement



or in the
(not engaging in a “should”



evening. The important
behavior like exercise, often



things are to
enough) and over engagement



get moving, do something
(indulging in “want” behaviors



you enjoy,
too often).



and do it with others so
Ultimately, having the motivation



you're held
to perform exercise is



accountable. If you
essential to forming a long-term



find it really
habit, and this is driven



challenging to exercise
primarily by the self-determination



in general,
theory, which focuses



incentivize your
on personality factors and the



commitment to the
surrounding environment of



class with what's
each individual. Choose your



called “temptation
exercise companions wisely



bundling”. This
because they will greatly influence



involves linking an
your likelihood of



instant gratification
sticking with the exercise long



“want” activity,
term. Of course, this also



such as watching the
influences your satisfaction and



next episode of
enjoyment of the exercise



your favorite TV show,
itself!



listening to




your favorite




podcast, reading a




chapter from a book




you're loving, or




receiving a massage,




with a “should”




behavior that provides




a long-term




health benefit but




requires energy and




willpower to complete,




such as




exercising. In short, do




the “should”




to get the “want.”




For example, you could




listen to your




favorite album while you




run on the




treadmill, go to




your favorite




restaurant with friends




after your




pilates class, or




listen to your




audiobook on your




way home from




yoga. The bundle




options are endless!



R-11
Try boosting your workout
Resistance/strength training



routine a
improves not only your



little to see what
physical strength and performance



differences you
abilities, but also your



notice. Combine a
cognition and executive function.



resistance exercise,
This is true for people



like lifting weights,
across age groups, including older



using resistance
men and women. ~R-28



bands, or even water
One study showed resistance



exercises, with
training twice a week results



your whole-body
in the most favorable changes to



workout routine 2 to
quality of life and sense of



3 times a week to
coherence (feeling optimistic and



increase your
in control) among men



strength, improve
and women 65 to 75 years old.



your overall
Additional research showed that



wellness, and
resistance training



enhance your thinking
improves body composition



abilities. Does it
(reduced fat mass, increased



make you feel
lean body mass), muscle strength,



stronger, faster,
and physical function in



and happier?
the obese elderly, whether the




individual has changed their




diet or not.




It can also give your mental health




a boost. A meta-analysis




of 33 randomized controlled trials




found that resistance




exercise training was associated




with a significant reduction




in depressive symptoms.


R-12
Figure out your ideal
Committing to a comprehensive



fitness routine-
fitness routine has many



you know, the one that
proven physical and psychological



makes you feel
benefits-it gives us a



glowy and awesome
feeling of accomplishment, helps



head-to-toe
us reduce stress, and



afterward-and make a
promotes good sleep. In one study,



commitment
people who did low,



to stick with it. This is
moderate, or high levels of



your jam!
physical activity were assessed



Choosing the most
for changes in mood and levels of



appropriate fitness
brain activation of



routine is a personal
pleasure-seeking receptors. It turns



decision that
out all levels of physical



takes into account
activity increased brain receptors



preferences, goals,
of pleasure and enhanced



feasibility and time. For
mood improvements. In other



example, you
words, regardless of the level



might love how free
of physical activity/exercise you



weights, boxing,
perform, you will likely



and spin class make you
feel happier.



feel. Find the
Additionally, when Yale and



best times of day and
Oxford researchers collected



the most
data on over 1 million individuals,



convenient locations for
they found that people



you to do
who exercised regularly tended to



these favorite activities,
be happier. On average,



and make it
regular exercisers felt bad for 35



part of your daily
days a year, whereas



routine. Period.
nonactive individuals felt bad for



Fitness and performance
53 days, on average.



training are
What's more, they found that the



powerful: they enhance
active group felt just as



your mood
happy as nonactive individuals



and make you feel
who earned about $25,000



stronger, which in
more a year. In other words, one



time will make you
has to earn a lot more to



want to keep doing it.
get the same happiness boost from




regular exercise and




sports. ~R-36 No need to overdo it,




either. The same study




found that when it comes to better




mental well-being, three




to five training sessions per week,




each between 30 to 60




minutes, are ideal. People who




exercised for more than three




hours a day actually had lower




mental health than people




who weren't particularly active.




Regular exercise has also been




shown to be an effective




treatment for depressive




disorders by itself and when




combined with other therapies.




Remember, there's no one




size fits all when it comes to an




ideal exercise routine. What




works for someone else may not




work for you, so take stock




of your capabilities and




preferences as you craft a routine




that's ideal for you.


R-13
Water is essential to life,
If you don't tend to drink much



but do you
water, like less than about a



know what kind of life is
liter a day, doubling your water



waiting for
intake can significantly help



you if you drink more of
improve any feelings of fatigue,



it? Increased
confusion, thirst, or



water intake may lower
sleepiness you might have. One



your risk of
study showed that doing the



depression and anxiety,
opposite-cutting water intake in



and even
half for people who



improves cognitive
already drink enough water-had



function. Keep a
disastrous effects: it



water bottle fdled with you
increased thirst and decreased



wherever
feelings of contentedness,



you go, and drink, drink,
calmness, positivity, and vigor.



drink. In
Don't do that!



general, you should try to
A related study showed that for



drink
every one percentage point



between half an ounce and
increase in daily water intake, the



an ounce
quality of people's diets



of water for each pound
improved drastically. Lowering



you weigh,
your water intake, however,



every day. We know. It's a
down to less than two glasses of



lot. But
water per day, may double



you get used to it quickly,
your risk of depression and



and you can
anxiety. How amazing is it that



make it extra delicious
getting enough water could protect



by adding
you against these



electrolyte tablets, or slices
conditions?



of lemon,




lime, cucumber, or a




handful of berries.



R-14
Make your mornings a
A simple, high-quality source of



significant part
protein for breakfast, like



of your self-care routine
eggs, peanut butter, or yogurt gets



by starting
the day off to an



your day with a nutrient-
energetic start and has been shown



dense meal
to help reduce body fat,



containing a high-quality
make you eat less during the



source of
day, help you to feel less



protein and fiber. For
hungry overall, and may even



example, eat
improve your sleep quality.



foods like a bowl of
Regularly skipping breakfast



oatmeal with a
isn't such a great idea. A



1/2 cup of Greek
recent study among college



yogurt and
students showed that skipping



nuts/seeds sprinkled on
breakfast is associated with being



top, or eggs
less happy. -R-42



with multigrain toast and
Whereas in adults, eating breakfast



a slice of
showed a robust



avocado, or a bowl of acai,
advantage for memory



chia, flax,
(particularly delayed recall),



almond butter and sliced
and for



banana, or
adolescents, tasks requiring



high-protein cereal with
attention, executive function,



whole grains
and memory were enhanced by



and fresh fruit. A protein
eating breakfast (compared



smoothie is
with skipping it).



also a delicious way to




start the day




and is always a hit with




kids and those on the go.




Try to gather the meal




together the




night before so it's




ready and waiting




for you to assemble in




the morning.




Once you get into this




high-protein




morning habit, you may




find yourself




controlling your weight




better, losing




body fat, feeling less




hungry during




the day, and even sleeping




better at night!



R-15
It's amazing how much
The Mediterranean diet is high in



lighter and
fruits, nuts, greens, fish,



better you can feel just
and healthy fats and can reduce



by altering
your risk for depression. No



your diet to accommodate
sea kelp shakes here, just tasty,



fresh foods.
healthy food to enhance



Aim to incorporate into
your mood. A 2016 study also



your diet five
found that increasing your



servings a day of healthy
intake of fruits and vegetables is



veggies and
linked to greater happiness



fruit, and a handful of nuts
and well-being, even after



and seeds.
adjusting for other factors.



If you're not eating any
This way of eating is also great for



of these
the rest of your body. A



things at all, start by
comprehensive meta-analysis of



consuming one
over 2 million people



serving of fruit, greens
showed that eating more fruits and



(veggies), and
vegetables led to reduced



nuts during the day.
risk for cardiovascular disease,



A few simple strategies
cancer, and mortality in



include 1)
general. This study also found that



Making a breakfast
fewer than 5 servings of



protein smoothie
fruit and 8 servings of veggies per



with some berries and
day increases the risk for



scoop of
these conditions.



nut/seed butter. 2)




Including a salad or




some colorful raw or




steamed veggies




at lunch and dinner and




3) Having




fresh-cut veggies with




hummus or




Greek yogurt dip for a




snack. 4)




Keeping nuts/seeds and




dried fruit in




your car or bag so you




can have a




handful when you




need an energy boost.



R-16
Healthy snacking is all
Eating and drinking too much



about choosing
sugar may make you feel



foods and beverages with
physically unwell in the short term



the lowest
and is associated with an



simple sugar content
increased risk of diseases like Type



because our
2 diabetes and



body and mind function
cardiometabolic diseases.



better with
High sugar intake may even lead to



less sugar intake. You're
common mental



in Revive mode, so
disorders, such as depression. In



choosing healthy, protein-
fact, risk for depression is



rich, no-sugar foods and
significantly elevated in men and



drinks are
women who consume



vital to nourishing your
large amounts of sugar; it elevates



body and
to almost 23 percent over



growing your vitality
5 years! This is especially true for



and energy.
postmenopausal women.



Here are a few snack
People who eat the right stuff,



hacks that might
however, like the fiber, fruits,



transform your afternoons:
and veggies experts recommend,



Make a small batch of
have much lower incidents



hard-boiled
of depression. So stick to this way



eggs and take one with
of eating, and you're on



you when you
the right track all around.



go out in the morning,
Our snacking recommendations are



along with
also on point: One



fresh sticks of carrot,
recent study showed that eating



peppers, beans,
high-protein snacks



cucumber, and any other
throughout the day helped to



raw veggie
satisfy hunger in



you love. Pair that
overweight/obese men, which



with some
means it likely reduced their



homemade hummus
chances of overeating at meal



(it's so fast to
times or turning to the wrong



make!) and you have
foods.



yourself a tasty,




healthy snack.




For your protein boosts,




you can do a




few things: Make




homemade trailmix




with nuts/seeds and




dried fruit; buy




some grass-fed jerky,




available in




most grocery stores or




order online;




pick up some organic,




pasture-fed




Greek yogurt (which tends




to be lower




in sugar than other




yogurts) or cottage




cheese and top with berries




and chia or flax seeds.



R-17
One of the hardest
Preparing your meals ahead of



things about
time is a sure way to choose



changing your diet is the
foods wisely for yourself, and it



meal prep.
can also lead to weight loss.



You're not used to cooking
In fact, a study of over 1,000 adults



with those
showed that those who



ingredients yet, and
planned meals ahead of time, such



having to make
as preparing meals the



something diet compliant
night before, had a greater



every night
likelihood of weight loss



gets a little daunting
compared to those who didn't



and tiresome. So
prepare meals. If you think



do yourself a really big
about it, it makes sense. Eating in a



favor and feed
restaurant or grabbing



two birds with one stone.
food on the go usually means high-



Each time you cook a
fat and high-sugar



recipe at night,
options, and you're not in a



make enough for at
position to choose fuel that your



least 2 to 3 meals
body needs most. If you're thinking



so you have leftovers
about what you want to



for lunch the
put in your body before you're



next day or for dinner
even hungry, your choices



the following night.
will make much more sense.



You can also pack your




snacks ahead




of time in “go bags”




the night before




so you don't have to think




too hard when you're




running late. Just




remember to include




fresh veggies,




fruits, nuts, and




proteins in bags or




containers so they're




ready as you




walk out the door.



S-01
Are you savoring an
Studies show that people who



incredible meal,
often appreciate and savor



a hike through the
what they have-their possessions,



woods, or a
traits, relationships or



gorgeous sunset? Whatever
accomplishments-tend to



it is, focus
experience more happiness than



on the details, let
people who don't.



yourself get totally
When mindfulness becomes a



immersed, and use all of
habit, the neural pathways in



your senses
our brains linked to positive



to intensify and
feelings become stronger and



prolong your positive
more active, increasing the chances



experience.
we will continue to feel



Upload a photo so you
happier in the future.



can savor the
And that's just for starters.



memory of it later!
Researchers ~S-2 have also




found that savoring makes us feel




more grateful and




hopeful, which gives us more self-




confidence. And when




we feel better about ourselves,




we're more open to others.




People who savor are also less




likely to experience




depression, stress, guilt,




shame and depression.


S-02
Block out 10 minutes,
A 2018 study published in the



lie down
journal Psychosomatic



somewhere comfortable,
Medicine found that body scan



and spend a
mediation decreases stress



minute focusing on
and increases levels of



your breathing.
mindfulness. In addition, several



Now, imagine you're
studies have shown that when



taking a scan of
practiced regularly,



your whole body, starting
meditation has the potential to



with your
help lower high blood



feet and moving
pressure and lessen chronic pain,



past your torso on up
anxiety and depression. It



to your head.
can also alter the regions of the



Just “feel” each body part
brain associated with



as you scan
memory, self-awareness and



over it, then allow it to
compassion.



fade and move
In a study conducted at the



on. Dismiss any thoughts
Massachusetts General Hospital,



that stray
participants attended weekly 2.5-



from your focus.
hour group meetings in




which they practiced mindfulness




meditation. At the end of




the 8 weeks, the meditators felt




more capable of acting with




awareness, observing the world




around them and remaining




nonjudgmental. So how exactly




does meditation reduce




anxiety? In a 2013 study,




scientists at Wake Forest




identified the brain functions




involved in the process. While




meditating, participants showed




greater brain activity in the




ventromedial prefrontal cortex,




the area that controls




worrying. And when activity




increased in the anterior




cingulate cortex (the part of the




brain that controls thinking




and emotions), anxiety levels also




decreased. The best part,




at least for beginner meditators?




You don't have to sit for 30




minutes to reap the benefits:




According to the lead author of




the study, Fadel Zeidan, Ph.D,




“just a few minutes of




mindfulness meditation can help




reduce normal everyday




anxiety.”


S-03
Come up with something
In a study about savoring



you can
strategies, researchers found that a



enjoy doing with
savoring strategy called



someone else, and
capitalization, or sharing, enhances



savor your experience,
our life satisfaction and increases



then discuss it
our everyday happiness,



afterwards. It
over and above the impact of the



could be a shared meal,
positive event itself.



a walk through a beautiful
They say the best things in life are



park, or a piece of good
meant to be shared, and



news you have received.
recent research proves this to be



Be in the moment, enjoy
true! Yale researchers



the present
recently found that when people



and be mindful of
pay attention to the same



everyone's joy.
pleasant thing, whether it's a song,



Add a photo too!
a dessert, or a scenic




view, the experience is much more




pleasurable. In other




words, we get more joy out of




experiences when they're




shared than we do alone.


S-04
Today, revisit a good
Dr. Fred Bryant (who coined the



memory from
term “savoring”) says that



your past and take
savoring can be “time-shifted,”



the time to savor it.
meaning it can be enjoyed



Reminisce about a
in the past, present and future.



happy childhood
Some like to savor the past



event, a great vacation,
through reminiscing, others savor



a joyful family
the future through the



event, a personal victory,
anticipation of things to come, and



a rewarding
others enjoy just being in



accomplishment.
the present.



Use your senses to
Through his research, Dr. Bryant



put yourself there.
has also confirmed that



Think about how it
savoring is beneficial to our health



looks, smells,
and happiness. People



tastes. How do you
who regularly and frequently savor



feel? Report back
are happier, less



and describe your savoring
depressed, more optimistic and



experience. Add
more satisfied with life in



a photo too!
general.




Each form of savoring has its own




benefits. People who




savor the present are less prone




to depression, have less




stress, guilt, and shame. Those




who savor the future




(anticipation) are more optimistic.




And people who savor




the past (reminiscing) are best able




to buffer stress. In fact, a




2017 study conducted at Rutgers




University found that




recalling positive memories could




combat acute stress at a




physical level. Brain scans




showed that it was associated




with increased activity in




prefrontal brain regions associated




with emotion regulation and




cognitive control-the same




regions suppressed by acute stress-




as well as in the regions




associated with “reward”




processing.


S-05
When faced with a
Breathe a sigh of relief:



difficult decision
Psychologist and author Robert



or an upcoming challenge,
Leahy, Ph.D., of Weill Cornell



we often
Medical School, found that



overthink or over-
85% of the stuff we worry about



complicate the
have positive or neutral



situation to the
outcomes. And even when our



point where we end up
worries do become a reality,



doing nothing.
about 80% of us say we handled



So next time you start
the outcome better than we



looping your
thought we would.



negative tapes, create
Research by Matt Killingsworth



a plan to distract
suggests that a wandering



yourself or re-focus
mind is an unhappy mind-people



yourself on the
are less happy when their



task at hand. It can
minds are wandering and



range from
distracted than when they're not-



reciting a mantra to
especially if they're thinking about



scheduling a
something unpleasant or



block of “worry
even neutral. (Thinking about a



time” each day, to
pleasant topic other than



wearing a rubber band on
their current activity had no effect



your wrist
on happiness one way or



that you snap every
the other.) Mind-wandering also



time you catch
occurs with higher



yourself getting lost
frequency on tasks that don't



in worries-
demand our full attention.



anything that will
These activities are derived from



help you to “reset”
Mindfulness-Based Stress



your brain and derail
Reduction exercises, which range



overthinking.
from mindfulness




meditation to being mindful during




stressful situations.




When practiced regularly, they can




improve coping with




distress and disability in our day to




day, as well as under




more extraordinary conditions of




serious stress. How? They




help us focus on what's happening




in the present moment,




rather than what happened in the




past, or what might happen




in the future. These activities also




allow us to recognize




(and distance ourselves from) a




distorted thought such as




“Everything's going to go wrong.”




Recognize it as simply




that-a thought-and then let it go.


S-06
Sit with your spine
Studies show that meditation can



upright but not
lower high blood pressure



stiff, keeping your torso
and lessen chronic pain, anxiety



centered and
and depression. Brain



balanced. Feel your body
imaging studies show that



from the inside. Pay
meditation actually alters regions



attention to your
of the brain associated with



breathing. The past is over
memory, self-awareness and



and the
compassion.



future isn't here
Beginner? No problem!



yet. Just settle into
Researchers at the University of



the present, the only
Wisconsin-Madison found that



moment where
even beginners were able to



we're truly living.
increase activity in the brain region



Beginning meditators:
associated with positive



Don't worry
thoughts, although experienced



when your attention
meditators showed a greater



wanders. Start
level of activity.



with 5 or 10 minutes. And
In a study at Massachusetts



keep in
General Hospital, participants



mind: This is something
attended weekly 2.5-hour group



you can do
meetings in which they



whenever you have a few
practiced mindfulness meditation.



minutes of free time.
At the end of the 8




weeks, the meditators felt more




capable of acting with




awareness, observing the world




around them and remaining




nonjudgmental. So how exactly




does meditation reduce




anxiety? In a 2013 study, scientists




at Wake Forest




identified the brain functions




involved in the process. While




meditating, participants showed




greater brain activity in the




ventromedial prefrontal cortex,




the area that controls




worrying. And when activity




increased in the anterior




cingulate cortex (the part of the




brain that controls thinking




and emotions), anxiety levels also




decreased. The best part,




at least for beginner meditators?




You don't have to sit for 30




minutes to reap the benefits:




According to the lead author of




the study, Fadel Zeidan, Ph.D,




“just a few minutes of




mindfulness meditation can help




reduce normal everyday anxiety.”


S-07
Choose a low-energy
Being mindful requires you to be



physical routine,
aware of physical



such as yoga or gentle
sensations, perceptions, thoughts



stretching, that
and imagery. Numerous



takes about 20 minutes to
studies have shown that



complete.
mindfulness meditation, especially



Ideally, it should be
when practiced regularly, can



something you
improve general coping with



don't need to think about
stresses from everyday life, as



too much. As you go
well as under more



through each pose or
extraordinary conditions.



stretch, pay close
According to studies, meditation



attention to the
can also lower high blood



effect it has on
pressure and lessen chronic pain,



your body. Hold the
anxiety and depression. It



stretch, focusing your
alters regions of the brain



attention on every place
associated with memory, self-



where you feel something
awareness and compassion. So



in your body, one
how exactly does meditation



place at a time. What's the
reduce anxiety? In a 2013 study,



sensation like? Repeat this
scientists at Wake Forest



for each pose.
identified the brain functions




involved in the process. While




meditating, participants showed




greater brain activity in the




ventromedial prefrontal cortex,




the area that controls




worrying. And when activity




increased in the anterior




cingulate cortex (the part of the




brain that controls thinking




and emotions), anxiety levels also




decreased. The best part,




at least for beginner meditators?




The benefits happen




quickly: According to the lead




author of the study, Fadel




Zeidan, Ph.D, “just a few minutes




of mindfulness




meditation can help reduce normal




everyday anxiety.”


S-08
Deliberately arrange a day
According to researchers Dr. Fred



of leisure.
Bryant and Joseph



Fill your day with
Veroff, savoring involves noticing



different types of
and appreciating the



activities to savor-food,
positive things all around us.



music, a
Savoring is the positive



beautiful walk,
counterpart to coping. It's about



or a visit to a
much more than mere



museum-and savor
pleasure-it also involves



each activity
mindfulness and “conscious



using techniques
attention to the



you've learned in
experience of pleasure.”



previous levels, from
Researchers found that savoring



mindfulness to
makes us feel more grateful



capitalization to
and hopeful, which gives us more



paying attention to
self-confidence. And



the details.
when we feel better about




ourselves, we're more open to




others. People who savor are also




less likely to experience




stress, guilt, shame and depression.




In one study, researchers found




that a savoring strategy




called “capitalization,” or sharing




positive news with others,




enhances our life satisfaction and




increases our daily




happiness, over and above the




impact of the positive event




itself.




When mindfulness becomes a




habit, the neural pathways in




our brains linked to positive




feelings become stronger and




more active, increasing the chances




we will continue to feel




happier in the future. Now that




you've built up your




savoring skills, we think you're




ready to put your




mindfulness and capitalization




habits to work in an all-day




experience. Yes, it will be more




intense, and your savoring




moments will be more varied-but




you're ready for it!


S-09
Each day this week,
One effective way to combat



write down at least one
negative thoughts resulting



unpleasant thing that
from an unpleasant experience is to



happened to you, and
consciously challenge



think about why
them by coming up with



you think it happened.
alternative explanations for what



Come up with
caused the event, an idea taken



one explanation
from cognitive therapy.



you're fairly
Martin Seligman also coined the



confident about,
phrase “learned optimism”



plus a few others.
in his book of the same name,



Once you have a list
which states that people can



of at least 3
view negative experiences as



possibilities (the
unlucky situations that are not



bigger, the better),
personal in nature,



read through each of
and aren't permanent.



them. Which
In a study by researchers at the



seems most plausible
University of Pennsylvania,



to you? Which
college students at risk for



seems least plausible?
depression were randomized into



What evidence
an 8-week workshop group and a



do you have in favor of
control group. Those in



and against
the workshop group used



each possibility? When
cognitive-behavioral techniques to



this is done,
learn how to improve their



go back to your original
explanatory style, which



explanation.
included identifying automatic



How sure do you feel
negative thoughts and



about it now?
underlying beliefs, as well as




replacing negative thoughts




with more constructive




interpretations, which reduced




depressive and anxiety symptoms,




and improved well-being.


S-10
Take a 30-minute walk
Being mindful requires you to be



in a park-or
aware of physical



anywhere with interesting
sensations, perceptions, thoughts



scenery and
and imagery. Numerous



activity. Walk slowly at
studies have shown that



first, with
mindfulness meditation, especially



eyes on the ground.
when practiced regularly, can



Notice the tactile
improve general coping with



sensations of walking: the
stresses from everyday life, as well



feeling of
as under more



your feet, the temperature,
extraordinary conditions.



the way your body feels.
According to studies, meditation



Once you can walk at a
can also lower high blood



normal pace
pressure and lessen chronic pain,



while paying attention to
anxiety and depression. It



sensory
alters regions of the brain



experiences, start
associated with memory, self-



noticing sounds-
awareness and compassion.



but try not to
The added benefit of doing a



think too much!
walking meditation outside



Once you can attend to
(especially in green spaces) is that



tactile and
spending time in nature



auditory sensations,
reduces stress and helps people



start looking
feel energetic and more



around and noticing
alive, according to scientists at the



any activity around you.
University of Rochester.




A recent study using mobile EEG




devices to monitor




participants' emotions during a




walk also found that people




were more likely to experience




meditative-like brain waves,




and exhibit less frustration if they




were walking in a green




space, compared to a bustling




shopping street or a busy




business area.


S-11
Decide on something to
Now that you've savored small



savor with a
moments, you're ready to



large group of people-a
savor longer experiences and



community
events with others. In a study



or neighborhood group, or
about savoring strategies,



all of your
researchers found that



coworkers, for example.
capitalization, or sharing,



Perhaps you
enhances our well-being and



can organize a group wine
increases our everyday happiness,



tasting or a
over and above the



class trip to a garden.
impact of the positive event



Instruct the
itself. So your savoring event



group on how to savor
may only last for a few hours, but



the experience
its mood-boosting effects



using what you've
could last for days.



learned from
The research also suggests that



practicing your social
sharing positive experiences



savoring skills-take
may allow individuals to



photos, note all the tiny
perceive themselves positively in



details, and discuss what
the eyes of others, hence



you value about the event
boosting self-esteem and



and your time together.
facilitating positive appraisals of




one's life. Plus, scientists




know that people enjoy things




more when they do it with




others, and that spending quality




time with friends is a




highly effective mood-booster.


S-12
Catch yourself when
Robert Epstein, PhD, says that we



you're in the
have the power to stop



middle of an unpleasant
stress before it even starts.



experience. It
There's only a tenuous



can be an emotional
relationship between stressors (the



state (being
things that cause us to



stressed) or an activity
feel anxiety) and stress, or our



(being at a
response to them. In other



frustrating meeting).
words, we can proactively build up



Notice everything that's
our resilience against



happening to
anxiety. And one effective way to



you internally: your
do that is by practicing



physical
mindfulness.



sensations, thoughts,
Being mindful requires you to be



feelings. Don't
aware of physical



evaluate (for example,
sensations, perceptions, thoughts



wondering
and imagery-even when



whether you're thinking
your brain would rather be



rationally),
worrying about the unpleasant



just experience it.
situation itself. (And yes, it's much



Afterwards, write
harder to practice living



about what happened to
in the moment when you're



you. Look at
stressed or angry than it is when



each aspect of the
you're feeling at peace with the



experience and see
world!) This exercise is



if you can connect how
derived from Mindfulness-Based



your physical
Stress Reduction



sensations, thoughts, and
techniques. Numerous studies



feelings
show that mindfulness



interacted with each other.
practice, especially when done




regularly, can improve




general coping with stresses from




everyday life, as well as




under more extraordinary




conditions.


S-13
Want to feel happier and
Research shows that the practice



more connected with
of loving-kindness



the world? (Who
meditation shifts people's day-to-



wouldn't?) Take 10
day emotions to be more



minutes to try a
positive, and in so doing, it also



simple exercise called
increases their overall



loving-kindness
health and wellbeing.



meditation, which
Barbara Fredrickson, Ph.D., Kenan



can help you do
Distinguished Professor



just that. Sitting quietly
of Psychology and Nemoscience at



and comfortably,
the University of North



breathe naturally and
Carolina at Chapel Hill has been



pay attention to
investigating the various



your breath.
benefits of positive emotions for



Spend a few minutes
25 years and has explored



thinking loving,
the specific impact of loving-



compassionate
kindness mediation for more



thoughts about
than a decade.



yourself. (Think
Experiments by Fredrickson and



something like:
her team show that people



“May I be happy.”)
who practice loving-kindness



Then focus your loving
meditation show more self-



thoughts on to
acceptance and enjoy more



someone who is
positive connections with



close to you, like
friends, family, and co-workers.



your children. (“May
They also become more



she be happy.”)
mindful, find more purpose in life,



Next, transfer your
and are better able to



thoughts to all
savor the good. They even report



people. (“May they
fewer illness symptoms



be happy.”) If
and show improved cardiac



your mind wanders,
function.



don't feel bad




about it-it's




natural!-just gently




bring your thoughts




back to the exercise.



T-01
Write down everything
Dr. Robert Emmons of the



that's
University of California-Davis



happened in the past week
has been at the forefront of



that you
research into gratitude



are grateful for-from
interventions. His research shows



friends to
that people who kept



experiences to personal
gratitude journals on a weekly



accomplishments.
basis exercised more




regularly, reported fewer physical




symptoms, felt better




about their lives, and were more




optimistic about the




upcoming week compared to those




who recorded hassles or




neutral life events.




He also found another benefit




when it comes to attaining




goals: Participants who kept




gratitude lists were more likely




to have made progress toward




important personal goals




(academic, interpersonal and




health-based) over a two-




month period compared to




subjects in the other




experimental conditions.


T-02
Keep a gratitude
One theory as to why gratitude



journal about
could be linked with



someone close to you.
improved well-being is that



Write down
grateful people have stronger



everything they do that
coping strategies than people who



you're grateful
aren't grateful.



for, then review it at the
In one study, gratitude was shown



end of the
to relate to three broad



week. Are there any
categories of coping. First, grateful



patterns in what
people are more likely



this person tends
to seek out support from their



to do that you're
social networks when the



grateful for? What
need arises. Second, grateful



generalizations can
people face life's challenges



you draw about who this
head-on. They're able to put their



person is and
problems in perspective,



what they mean to you?
plan solutions and learn from the




experience. And third,




grateful people are less likely to




run from or deny their




problems exist. These results may




explain why grateful




people are also less stressed.




Keeping a gratitude log can also




fortify your existing




relationships by producing feelings




of greater




connectedness. When you value




someone, you tend to treat




them better, which makes them




feel good and treat you




better. In several studies,




researchers have found that people




who are grateful towards particular




individuals in their lives




experience closer and “higher-




quality” relationships with




them, even if their gratitude is




never directly expressed.


T-03
If you created gratitude
In one study, participants were



log about
asked to write letter of



someone close to you
gratitude to someone they wished



during previous
to thank before reading



activity, show it to the
the letter aloud to the recipient.



person you
After the experiment, they



wrote about. You can
reported immediate increases in



email it, go
happiness and decreases in



through your list on the
depressive symptoms, giving them



phone, or
short-term boost in well-being.



better yet-find an
In variant on the above



opportunity to read
experiment, scientists recommend



your list out loud,
keeping gratitude log for fixed



in person.
period of time (for example,



If you haven't started
one month) about person in your



log, begin by
life for whom you're



choosing someone in your
thankful. This exercise lets the



inner circle
giver experience the



and writing down
powerful happiness effects of



everything they do
delivering the gratitude



that you're grateful for
report, but keeps the exercise



over one-week
fresh, since it can be



period. Afterwards,
replicated with different



review what
recipients each time.



you've written and




look for any




patterns. What




generalizations can




you draw about who this




person is and




what they mean to




you? Finally,




deliver your log to the




person you




wrote about.




If you enjoyed this




exercise, you can




make this regular




practice, delivering




your “gratitude report”




periodically to




different people




in your life.



T-04
Jot down three things that
In study conducted by Drs. Martin



happened
Seligman, Tracy Steen



today or yesterday that
and Christopher Peterson, group of



made you feel
people was asked to



grateful.
practice this gratitude exercise



It could be something
every day for one week.



someone did for
Even though the exercise lasted



you, something
just one week, at the one-



you did for yourself,
month follow-up, participants were



or just the simple fact that
happier and less



the sun was
depressed than they had been at



shining. Add photo, too!
baseline, and they stayed




that way at the three- and six-




month follow-ups.




This practice primes our mind for




gratitude, and helps




overcome the brain's natural




“negativity bias,” phenomenon




by which we are wired to give




more weight to negative




rather than positive experiences or




other kinds of information.


T-05
Maybe you quit smoking
Studies show that affirming our



or joined
sense of personal worth can



gym. Maybe you
improve our ability to cope with



controlled your
stress. Affirmations get us



anger when you
to focus on higher values, rather



were provoked.
than immediate impulses,



Maybe you
and that boosts our ability to act in



made someone laugh right
our best interests.



when he/she needed
In fact, even brief, daily



it most.
affirmations can have long-term



This isn't the time for
benefits if they break our cycle of



humility. What
negative rumination. So



abilities come easily to
take few minutes and think of



you? Which of
some things that are great



your talents do others
about you!



admire? Ask
Studies show that affirming our



close friend, family
sense of personal worth can



member or trusted
improve our ability to cope with



co-worker which of your
stress. Affirmations get us



skills they
to focus on higher values, rather



find exceptional.
than immediate impulses,



Take some time to indulge
and that boosts our ability to act in



in being
our best interests.



grateful for who you
In fact, even brief, daily



are, whenever!
affirmations can have long-term




benefits if they break our cycle of




negative rumination. So




take few minutes and think of




some things that are great




about you!


T-06
Think of someone in your
Numerous studies show that



life whom
gratitude is one of the strongest



you've never properly
predictors of positive mental



thanked. Your
health. People who are grateful



gratitude could be for
are more satisfied with their



particular
relationships with friends and



instance when they
family. They're happier, less



helped you, or it
depressed and less stressed.



could be very general-or
They feel more in control of their



both. It can
lives, have higher self-



be someone you
esteem and cope better with stress.



see all the time, or
In one study, ~-participants were



someone you haven't seen
asked to write letter of



in while.
gratitude to someone they wished



Now, write letter
to thank before reading



detailing your
the letter aloud to the recipient.



gratitude to that
After the experiment, they



person. It should be at
reported immediate increases in



least one page, ideally
happiness and decreases in



longer. Reflect,
depressive symptoms. And



with great detail,
research by Sonja Lyubomirsky,



on why you feel
Rene Dickerhoof, and Julia Boehm



thankful towards them.
has shown that you can




get substantial boosts in happiness




from writing gratitude




note even if you don't deliver




your letter.


T-07
If you wrote gratitude
Numerous studies show that



letter to
gratitude is one of the strongest



someone you're grateful
predictors of positive mental



to during an
health. People who are grateful



earlier activity, deliver
are more satisfied with their



it to them-
relationships with friends and



ideally in person, but
family. They're happier, less



you could read it
depressed and less stressed.



to them over the phone or
They feel more in control of their



send an
lives, have higher self-



email if the recipient is
esteem and cope better with stress.



halfway across
In one study, participants were



the globe.
asked to write letter of



(Haven't written gratitude
gratitude to someone they wished



letter yet?
to thank before reading



First think of someone in
the letter aloud to the recipient.



your life
After the experiment, they



you've never properly
reported immediate increases in



thanked, then
happiness and decreases in



express your
depressive symptoms.



gratitude in note.)




If you can, capture the




note-or the




moment itself!-in photo.



T-08
Think of something or
Numerous studies show that



someone in
gratitude is one of the strongest



your life for whom you're
predictors of positive mental



grateful.
health. People who are grateful



Discuss your feelings with
are more satisfied with their



someone
relationships with friends and



else who shares that same
family. They're happier, less



gratitude. It
depressed and less stressed.



may help if you have
They feel more in control of their



written gratitude
lives, have higher self-



letter about the
esteem and cope better with stress.



target of the
This exercise is variant of several



discussion, so you can
interventions that involve



share it with
either keeping gratitude log or



the other person
writing gratitude letter. Both



to spark the discussion.
Sonja Lyubormirsky and Martin




Seligman have conducted




studies with participants asked to




write letter of gratitude to




someone they wished to thank




(and in some cases,




delivering it to that person). In




both cases, they reported




immediate increases in happiness




and decreases in




depressive symptoms. Scientists




also know that people




enjoy things more when they




do it with other people, and




that spending quality time with




others is highly effective




mood-booster. What could be




more powerful than bonding




with friend over your




shared gratitude?


T-09
Think of something, great
Numerous studies show that



or small,
gratitude is one of the strongest



that you feel grateful for
predictors of positive mental



and describe
health. People who are grateful



it in few words.
are more satisfied with their



Add photo too!
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 that




anything's wrong, or blame




themselves. That's probably




why grateful people also sleep




better!




In 2005 study, 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, those




who reflected on three positive




events experienced more




happiness.









Specific to Migraine Digital Therapeutic

The first intervention in the migraine digital therapeutic provides information about symptoms and side effects, MDD and/or GAD symptoms, and how those symptoms are related to the treatment the patient needs and will complete. The therapeutic modality label for this type of intervention is psychoeducation. Later in treatment, an intervention that provides information about how specific therapeutic activities (mindfulness, for example) help GAD and/or MDD may be included. It also falls under psychoeducation.


When personalization of the treatment for key interest areas or disease-specific therapy is sought, it is important that the therapeutic modality remains the same. One cognitive intervention may be replaced with another cognitive intervention, but replacing cognitive intervention with psychoeducation intervention would be avoided. The complete order of therapeutic modalities is referred to as the indication treatment sequence. It is the order of all interventions over the multi-week treatment that is an important consideration in designing any digital therapeutic for maximum efficacy and adherence levels. Following sequence also impacts the treatment's safety and efficacy, these factors have been considered in designing the multi-week treatment.


In treatment relevant to MDD and/or GAD, targeting and preventing worry behaviors such as frequent telephone calls to loved ones, refusal to read obituaries, or cleaning one's house daily in case someone drops by, may be monitored. The therapy helps the patient focus on the specific behavior that is relevant to that patient. Flexibility is also essential in therapy when patient does not enjoy or cannot complete specific intervention. For example, progressive muscle relaxation is standard intervention in many MDD and/or GAD treatments. Briefly, the patient tenses then relax muscles throughout their body to achieve more relaxed physiological state. However, some patients experience paradoxical “relaxation-induced anxiety” that predicts poor outcomes. For patients who experience such anxiety, it is appropriate to find an alternative method for providing relaxation.


It is imperative to personalize CBT-based treatments for people suffering from chronic medical conditions like migraine. While the active ingredients are the same for people living with vs. without these conditions, some language, examples, and recommendations can provoke negative reactions in people with chronic medical conditions. People who require the use of walker or wheelchair, for example, might not appreciate walking meditation. People who have recently had an organ transplant may be unable to travel far from their medical support team, so examples involving travel might need to be reworked. These kinds of changes do not fundamentally alter the treatment but provide more supportive treatment experience. It is intended to use migraine digital therapeutic to provide personalized treatment to specific populations in which MDD and/or GAD is prevalent, such as people diagnosed with migraine.


In migraine sufferers and especially persons suffering chronic migraine, untreated anxiety and depression can contribute to poor control over the condition and exacerbate physical symptoms. Treating anxiety and depression in people living with migraine may or may not directly impact their physical health, but by reducing negative emotions and unhelpful behavioral patterns, patients can manage their conditions more effectively. Management of the condition also includes management of any side effects resulting from medications the patient is taking to treat their condition. For example, a CGRP receptor antagonist may have intestinal side-effects that can be addressed and specifically managed with particular activities and tracks.


CBT and related behavioral therapies can reduce anxiety and depression in people with chronic medical conditions. However, some personalization is required to ensure the treatment resonates with the patients. Such personalization is not consistently achievable in traditional, face to face therapy. Economics, logistics, training and organization are merely the most readily apparent reasons for this. Given the number of different factors involved per different chronic condition, it is simply not possible to match properly trained therapists with each patient suffering chronic condition. Clinicians with advanced training in CBT and other important therapies would need to complete supplemental training in the specific population to ensure they are fully prepared to provide such treatment at optimum levels. It is simply not possible for given clinician to have training across even significant percentage of all chronic conditions, symptomologies, side effect profiles and other potential therapeutic areas. A digital therapeutic is, in contrast, ideally suited to provide therapy directed to essentially any number of conditions, symptoms, side effects, etc.; therapy not only highly personalized to an individual patient but also personalized to one or more conditions impacting the mental health of the individual patient. The above-mentioned optimum level of treatment based upon proper training, ready access to all tools updated to the time of treatment, integration of all available research/trials, selecting appropriate protocols, etc., is not possible for even the best human therapist. For digital therapeutic, however, such personalized treatment is possibility. The ability to scale digital therapeutics is even more important for those living with chronic medical conditions than those who are not.


The present migraine digital therapeutic provides standardized series of interventions. The product may offer personalized experience based on the patient's key area-of-interest (AOI) as an overlay on the standardized activity series. Some examples of AOIs are family, career, and physical wellness. The patient can choose an AOI or complete the treatment without AOI personalization. The different options may have the same indication treatment sequence or modified one. The therapeutic modality of each intervention will be the same for each of the treatment options or may be different. For identical therapeutic modalities it is expected that the efficacy of each option is likely to be identical.


Table 3 below shows an example of three activities from the migraine digital therapeutic. Based on the Indication Treatment Sequence created for the product, the first three interventions may be selected from the following therapeutic modalities: Mindfulness, Cognitive, Acceptance. The Career option's specific interventions are focus on your breath for minutes, reframe negative thought—career focus, and identify fact that is hard for you to accept—career focus. The family option's specific interventions are Focus on your breath for minutes, reframe negative thought—family focus, radical acceptance—family focus. The same principle applies across the full migraine digital therapeutic indication treatment sequence.












TABLE 3








Therapeutic


Intervention
Area of Interest: Career
Area of Interest: Family
Modality








Focus on your breath for
Focus on your breath for minutes
MINDFULNESS



minutes





Choose negative thought
Choose negative thought related to your family.
COGNITIVE



related to your career. Put
Put the thought on trial. Imagine you are




the thought on trial. Imagine
lawyer. What is the evidence for and against




you are lawyer. What is the
this thought?




evidence for and against this





thought?





Identify something about
Think of something about one member of your
ACCEPTANCE



your job that you wish were
family that really drives you crazy. Now take




different. Describe how it is
deep breath and focus on letting go of your




right now in detail. Try to
efforts to change this. Work toward accepting at




identify what makes it hard
deep level that this person is not going to




for you to accept that this is
change this part of who they are. Think about




true about your job.
how your own actions can change if you give





up the idea that this person will change.









Personalizing treatment for people living with chronic medical conditions like migraine can fill significant gap in mental health treatment as well as in the treatment of concomitant migraine symptoms or treatment side effects. As stated previously, these treatments are effective but require additional knowledge and training in order to be delivered efficiently, properly and competently. It is unrealistic to expect busy practitioners to gain needed expertise in each subgroup of people living with chronic medical conditions. Therefore, it is particularly valuable to have digital therapeutic that can be personalized and delivered efficiently at scale to everyone who needs it.


The methods for personalizing migraine digital therapeutic for people living with chronic medical conditions are similar to the methods for adapting it to an area of interest. Changes may be made to ensure the interventions are appropriate and impactful for given subpopulation, changes to the indication treatment sequence may be assessed but may be unnecessary. The interventions included in versions of migraine digital therapeutic that have been personalized for people living with chronic medical conditions will have interventions that reflect the same modalities that may be provided in the same or different order as in the standard version.


Table 4 below shows the three options for personalization for an intervention. The need to change interventions are expected to be highly variable depending upon the condition, symptoms, side effects and related concerns that will be fact dependent from condition to condition. Some minimal changes are shown in examples below. These include modifications to wording, such as different example to illustrate an idea, or physical exercise modification to allow for common physical limitation. A small number of interventions may need to be replaced with different intervention from the same therapeutic modality. Example below illustrates how one intervention from the “mindfulness” modality is exchanged for another. By adding these subtle personalization elements, more supportive treatment may be developed that will encourage people with specific chronic conditions to engage with the treatment more than they would without such personalization.


Table 4 shows interventions that may appear in standard MDD and/or GAD treatment compared to migraine-oriented model. The wording has been modified to make it appropriate for someone with migraine. Intervention is identical for the two treatment models. Intervention has very small change, but is nearly identical between the two treatment models. Intervention is an entirely different activity for the standard MDD and/or GAD treatment model vs the migraine-oriented MDD and/or GAD treatment model, but it comes from the same therapeutic or behavioral modality.












TABLE 4








Therapeutic


Example
No chronic condition
Chronic condition: Migraine
Modality







(no change)
Keep daily diary of your worry content,
Keep daily diary of your worry
DAILY



anxiety level, and whether it’s current
content, anxiety level, and whether
MONITORING



or potential problem.
it’s current or potential problem.



(minimal
Worry is part of life for everyone, but
Worry is part of life for everyone,
PSYCHO-


change)
for people with GAD it can get out of
but for people with GAD it can get
EDUCATION



control. The physiological arousal that
out of control. The physiological




comes with excessive worry can make
arousal that comes with excessive




it hard to concentrate, interfere with
worry can make it hard to




your sleep, and make you irritable.
concentrate, interfere with your





sleep, and make you irritable. For





people with migraine, these





problems can make it harder to





follow your treatment plan and stay





healthy.



(different
One good way to manage worry is to
One healthy way to manage worry
MINDFULNESS


intervention,
refocus your attention from worry
is to engage in something



but same
about the future to vigorous activity,
enjoyable instead. This will help



therapeutic
such as running or jumping jacks.
get you out of your negative



modality)
Choose level that is difficult for you,
thought spiral and focused on the




but that you are confident you can
present. Choose something you




complete. If you have heart rate
enjoy, like cooking, playing




monitor, see if you can get your heart
musical instrument, or doing




rate up to somewhere between 85 and
crossword puzzle. Try to throw




145 bpm for about minutes. Slowly
yourself into it completely and take




cool down and see how you feel.
break from worry.









Modifying a generally useful and potentially FDA cleared product for a specific patient population has several benefits. There are often small changes that need to be made to ensure that the more specific population's developed skill sets resonate within the app.


An example of small changes for migraine is that people with migraines, especially toward more severe end of spectrum, might worry about the onset of their next migraine. While many worrying thoughts are unlikely to come true, the question of when a migraine will occur in a person with chronic migraine is both valid and reasonable. The therapeutic product could address this and encourage the patient to focus instead on considering how they will cope when the migraine arrives.


It is very useful to include additional information helpful to people with migraine, such information may be integrated with various portions of the app. For example, some conditions are treated with reasonable number of medication types or have particular symptoms. Further, side-effects of medication types are also a known issue that may be planned for in the app. Migraine is typically dealt with using one or more of about 6-8 medications or other treatments of variable efficacy, patient to patient. The efficacy of these medications also varies from symptom to symptom. The chatbot integrated with the app, e.g., Anna, might therefore ask about these medications, symptoms and side-effects and reference them in future dialogues.


Another potentially useful feature is to connect patients suffering the same condition to each other through our product's community features. Such feature may even drill down to particular symptoms and side-effects impacting a group of patients and connect them with reference thereto. These different groups might require different guidelines for discussions. For example, people with migraine who are recovering from surgery might want a community where details of triggers, aura, etc. are discussed or, potentially, not discussed. Similarly, a community discussing the efficacy of treatments might be interesting to a patient prior to deciding on whether to try that particular treatment.


A migraine digital therapeutic app may be used in the home as prescription device, under the management of licensed healthcare provider, for the treatment of migraine. The migraine app presented here has been developed under design controls developed as part of the Program's Quality System.


The development of the migraine digital therapeutic app has operated under applicable FDA regulations, FDA Guidance and consensus standards for software as medical device. This includes conformance with the following: 21 CFR 820.30 Design Controls, Guidance for the Content of Premarket Submissions for Software Contained in Medical Devices, Content of Premarket Submissions for Management of Cybersecurity in Medical Devices, Software as Medical Device (SaMD): Clinical Evaluation, ISO 14971, and IEC 62304. Also, each release of the device undergoes software testing in accordance with FDA's Guidance, “General Principles of Software Validation” to further ensure that the software performs as intended.


Key design and development elements of a quality system include configuration management plan, software requirements specification, software development plan, software verification & validation plan, software risk analysis, and software defect tracking. Functional verification testing ensure the software performs per specification prior to clinical validation. Development through the design control and risk management processes provide the results and data necessary to demonstrate safety, effectiveness and overall quality of the migraine digital therapeutic app. Iterative bench testing and bug fixes are captured and documented by the developers. More formal verification and validation testing will be conducted subsequent to release. Verification and validation tests provide traceability back to design documents and the IEC 62304 requirements. In addition to software testing, the developer conducts reliability testing and human factors testing. Usability and risk of user error (intended and unintended miscue) may be studied though human factors engineering studies. Bugs and defects identified at this stage are captured using a tracking system. During the validation stage fixes would be approved in formal change order (CO) protocols.


Migraine

Migraine is a complex, common neurological condition characterized by severe, episodic attacks of headache and associated features such as nausea, vomiting, sensitivity to light, sound or movement. In some patients, the headache is preceded or accompanied by an aura. The headache pain may be severe and sometimes occurs on one side of the brain. This is called unilateral migraine. Migraine in about 15% of patients is “side-locked” in that they only get migraine headache on one side. In North America and Western Europe, the overall prevalence of migraine patients is 11% of the general population, i.e., 6% in males and 15-18% in females. The median frequency of migraine attack in an individual is one or two per month, though the deviation from this mean is substantial. There is a strong genetic component to migraine.


Chronic migraine is when a migraine occurs 15 or more days per month. Symptoms in chronic migraine often change frequently as may the severity of the pain. Primarily due to the high frequency of chronic migraine, it has a particularly debilitating impact on the patient's quality of life and has the potential to be a primary feature of the patient's life. Sufferers of chronic migraine have high incidence of depression, anxiety, employment issues and lower socioeconomic status than the general public. Chronic migraine affects about 2% of the general population.


A migraine is much more than a bad headache. Migraine attacks are often disruptive to daily life. The throbbing pain is often debilitating and its debilitating impact typically lasts several hours but may last days. Onset of a migraine attack may be associated with triggers that include movement, light, sound and many others. A migraine may involve one or more symptoms like neurological pain, tiredness, nausea, visual disturbances, numbness and tingling, irritability, difficulty speaking, temporary loss of vision and many more. Migraine is a common neurological disease having a most prevalent symptom of a throbbing, pulsing headache on one side of head. Migraine symptoms typically worsen with physical activity, lights, sounds or smells.


An aura is a group of sensory, motor and speech symptoms that usually act like warning signals that a migraine headache is approaching. Sometimes misconstrued as a seizure or stroke, aura typically happens before the headache pain, but can sometimes appear during or even after the migraine episode. An aura can last from 10 to 60 minutes and occur in about 15% to 20% of people who experience migraines.


Aura symptoms include seeing bright flashing dots, sparkles, or lights, blind spots in vision, numb or tingling skin, speech changes, ringing in ears (tinnitus), temporary vision loss, seeing wavy or jagged lines, changes in smell or taste, and a “funny” feeling.


There are several types of migraines and the same type may go by different names. Migraine with aura is also referred to as a complicated migraine, occurring in about 15% to 20% of people with migraine headaches. Migraine without aura is also referred to as common migraine. This type of migraine headache strikes without the warning, though the symptoms are the same, other than lack of aura symptoms. Migraine without head pain is referred to as silent migraine or acephalgic migraine and includes the aura symptom but not the headache that typically follows. Hemiplegic migraine involves temporary paralysis (hemiplegia) or neurological or sensory changes on one side of the body. Onset of hemiplegic migraine headache may be associated with temporary numbness, extreme weakness on one side of the body, a tingling sensation, a loss of sensation and dizziness or vision changes. Sometimes it includes headache and sometimes it does not. Retinal migraine is sometime referred to as ocular migraine and has symptoms including temporary, partial or complete loss of vision in one eye, along with a dull ache behind that eye that may spread. Vision loss may last a minute or as long as months.


Migraine with brainstem aura is migraine accompanied by vertigo, slurred speech, double vision or loss of balance, which symptoms occur before the headache. The headache pain may affect the back of the head. Migraine with brainstem aura symptoms usually occur suddenly and can be associated with the inability to speak properly, ringing in the ears and vomiting. Status migrainosus is a rare and severe type of migraine that can last longer than 72 hours. The headache pain and nausea can be extremely bad. Certain medications, or medication withdrawal, can cause this type of migraine.


The four stages of typical migraine are, in chronological order, the prodrome (premonitory), aura, headache and postdrome. About 30% of people experience symptoms before their headache starts. Prodrome may last a few hours or a few days and is sometimes referred to as the “preheadache” or “premonitory” phase. The aura phase can last as long as 60 minutes or as little as five. Most people do not experience an aura, and some have both the aura and the headache at the same time. Headache lasts about 4 hours to 72 hours. Although sometimes mild, the headache pain is typically intense, starting on one side of the head and spreading to the other side. Postdrome follows the headache and lasts for a day or two. It has been called a migraine “hangover” and 80% of those who have migraines experience it.


The cause(s) of migraine remain little understood. Changes is the brainstem and the interaction of the brainstem with the trigeminal nerve, a major pain pathway, may be involved. Imbalances in brain chemicals, e.g., serotonin, may also be a factor. Serotonin helps regulate pain in the nervous system and its role has been a focus of migraine research. Other neurotransmitters have been receiving attention with regard to migraine research, including calcitonin gene related peptide (CGRP), discussed further hereinbelow.


The primary risk factors for migraine include genetics, gender, stress level and smoking. About 80% of people who get migraine headaches have a first-degree relative with the disease. Migraine headaches are two to three times more prevalent in women than in men, this is especially true for women between the ages of 15 and 55. These two facts, among others, contribute to the strong evidence that female hormones influence risk factors.


Hormonal changes, stress and smoking exist on the border between causes/risk factors for migraine and migraine triggers. Fluctuations in estrogen seem to trigger migraines, as do higher stress levels, smoking, caffeine, sensory stimuli such as strong lights, loud sounds and strong smells, changes in sleep patterns, physical exertion, weather changes, medications, some foods and food additives.


One outcome from the lack of understanding of causation in migraine is difficulty in treating the disease. The first option regarding migraine is prevention. That is, reducing the frequency and/or severity of migraine episodes. Success has been achieved in this regard connected with a number of the triggers mentioned previously. Reduction in stress, smoking, exposure to strong light, etc., are all actions taken by migraine patients to reduce and/or limit the severity of migraines. The efficacy of addressing the triggers of migraine has a very high level of variability among patients. Perhaps more importantly, the length of time such trigger avoidance is effective also has a high level of variability from patient to patient. That is, elimination of some triggers will have zero efficacy for some patients and long-term efficacy for others, with the majority falling somewhere in between.


Drugs for migraine headaches can relieve the pain and other symptoms of migraine and/or may help prevent future migraine episodes. Abortive treatments are those that seek to reduce or eliminate a migraine once it starts or once the patient feels that a migraine is approaching. Abortive medications are particularly useful in persons with prevalent nausea/vomiting symptoms. Preventive treatments seek to lessen the frequency and severity of migraine attacks and are typically taken on a set schedule, e.g., daily or weekly. Prevention is considered if migraines occur frequently, i.e., more than once per week, or if migraine symptoms are severe. Abortive treatments include triptans and ditans, which specifically target serotonin. Such drugs include almotriptan, eletriptan, frovatriptan, naratriptan, rizatriptan, sumatriptan and zolmitriptan.


Over the counter pain medications and combination pain medications have been used for migraine essentially since their introduction. The most used drugs include those containing ibuprofen, aspirin, acetaminophen, caffeine, isometheptene and dichloralphenazone. Drugs containing mixtures of these compounds are popular, including Excedrin® Migraine which contains aspirin, acetaminophen and caffeine. Ergot alkaloids, including dihydroergotamine and ergotamine, are used to treat migraine often in combination with caffeine and other compounds.


Antagonists to calcitonin gene related peptides (CGRP), discussed further hereinbelow, are also used as abortive treatments for migraine. Abortive treatments for migraine related nausea include chlorpromazine (Thorazine®), droperidol, metoclopramide and prochlorperazine. Drugs for headache pain but not specific to migraine include analgesics, narcotics and barbiturates though these drugs are less ideal due to potential to be habit forming.


Some abortive treatments, especially when used by chronic migraine patients, can lead to worsening of chronic migraine. Overuse of such treatments often results in a secondary headache called a medication overuse headache. Further, such treatments often have well known cardiovascular and gastrointestinal side-effects, e.g., chronic use of nonsteroidal anti-inflammatory drugs (NSAIDs) increases risk of peptic ulcer, renal failure, stroke and myocardial infarction.


Preventative treatment medications are more likely to be administered as the frequency or severity of migraine symptoms increase. Some high blood pressure medications have been prescribed as preventative treatments, including beta-blockers such as propanolol, timolol and metoprolol as well as calcium channel blockers such as verapamil. Antidepressant medications such as amitriptylin and nortriptyoline have been utilized. Antiseizure medications like gabapentin, topiramate and valproic acid have been prescribed. Again, calcitonin gene related peptides are discussed further hereinbelow and have also been prescribed as preventative treatment therapeutics for migraine. Injectable botulinum toxin (Botox®) prevents the release of the neurotransmitter acetylcholine from axons near the neuromuscular junction, causing a type of paralysis and is an FDA approved treatment for chronic migraine headache.


Several medical devices are also available for treatment of migraine headache. Some of these devices are based on the premise that migraine causation or symptoms of migraine are related to neuronal activity in the brain and that modulation of this neuronal activity will have an effect on migraine and/or its symptoms. Cefaly® is a small headband device that sends electrical pulses through the forehead to stimulate a nerve linked with migraines. Cefaly® is an electronic transcutaneous nerve stimulation (“e-TNS”) device available over the counter and is approved by the FDA for migraine treatment and prevention. Single Pulse transcranial magnetic stimulators (“sTMS”) are based on the theory that aura in migraine results from a wave of unusual electrical activity called cortical spreading depression. A device that emits relatively strong pulse(s) of magnetic energy may disrupt this wave and thus prevent the onset of aura. One sTMS device is the eNeura sTMS Mini® which is a small device held to the back of the head by the user which emits a short magnetic pulse. Spring TMS® is similar to eNeura sTMS Mini®. Both of these TMS devices are FDA approved. A noninvasive vagus nerve stimulator (nVS) is a hand-held portable device placed over the vagus nerve in the neck that releases a mild electrical stimulation to relieve pain. It appears that several nVS devices have been approved by the FDA for use in treating migraine.


Many migraine patients are encouraged to keep a migraine journal that may assist the patient and their healthcare provider with the diagnosis and the identification of triggers. A highly detailed and frequently updated journal may be a useful tool but the ability of a patient to keep such a journal, even for a short span of time, is highly variable. Things tracked in such a journal include date and time of when the migraine/prodrome started, whether symptoms preceded the head pain, time periods of the four stages, levels of pain, unilateral/bilateral spread, other symptoms accompanying headache, etc. Patterns can be a very helpful tool, including anticipation of what will happen in the future. Diary entries as to how many hours of sleep per night, stress level, weather, food/water/alcohol intake, medications taken, etc., are all helpful things in such a diary, permitting insight into triggers and other migraine factors. Similarly, medications or other treatments attempted for a given migraine and their efficacy is very useful data to track. A number of smartphone apps have sought to take the place of things like a migraine journal with mixed success.


CGRP Drugs in Migraine

The calcitonin superfamily of peptides includes at least five known members: calcitonin, amylin, adrenomedullin, and two calcitonin gene-related peptides (“CGRP”), CGRP1 (also known as ctCGRP, or CGRP) and CGRP2 (also known as (3CGRP).


CGRP and physiological changes linked thereto have been shown to be present in migraine. CGRP is a 37 amino acid vasoactive neuropeptide expressed in both the central and peripheral nervous systems and has been shown to be a potent vasodilator in the periphery, where CGRP-containing neurons are closely associated with blood vessels. CGRP-mediated vasodilatation is associated with neurogenic inflammation, as part of a cascade of events that results in extravasation, i.e., leakage, of plasma and vasodilation of the microvasculature.


Amylin (“Amy”) has specific binding sites in the central nervous system (“CNS”) and is thought to regulate gastric emptying and have a role in carbohydrate metabolism. Adrenomedullin is a potent vasodilator and has specific receptors on astrocytes and its messenger RNA is upregulated in CNS tissues that are subject to ischemia.


Calcitonin is involved in the control of bone metabolism and is also active in the CNS. The biological activities of CGRP include the regulation of neuromuscular junctions, of antigen presentation within the immune system, of vascular tone and of sensory neurotransmission. Three calcitonin receptor stimulating peptides (CRSPs) have also been identified in a number of mammalian species; the CRSPs may form a new subfamily in the CGRP family.


Further to CGRP in particular, the peptide chain of 37 amino acids is produced primarily in peripheral and central neurons. Although technically a hormone, many attributes and functions of CGRP1 are similar to those of a neurotransmitter. In the spinal cord, the function and expression of CGRP1 differs relative to its location of synthesis. Besides its vasoactive functions, CGRP1 can function in transmission of nociception, may contribute to regeneration of nervous tissue, may be linked to pain transmission, is thought to play a role in cardiovascular homeostasis, acts as a chronotype in the heart by increasing heart rate, is known to modulate the autonomic nervous system, has moderate effects on calcium homeostasis and plays a role in ingestion.


The receptor for CGRP1 has more than one part. One part of the receptor is a G protein-coupled receptor known as the calcitonin receptor-like receptor (“CRLR”). The other part is also a transmembrane protein, this one is called a receptor activity-modifying protein (“RAMP”). When RAMP1 interacts with CRLR a CGRP receptor results whereas when a RAMP3 interacts with CRLR a dual CGRP and adrenomedullin receptor results. This results from the RAMP family of polypeptides acting as receptor modulators that determine the ligand specificity of receptors for the calcitonin peptide family members. Unless associated with a RAMP, CRLR is not known to bind any endogenous ligand.


CGRP is a potent vasodilator that has been implicated in the pathology of a number of vasomotor symptoms, such as all forms of vascular headache, including migraines (with or without aura) and cluster headache. Migraine pathophysiology involves the activation of the trigeminal ganglia, where CGRP is localized, and CGRP levels significantly increase during a migraine attack. This in turn, promotes cranial blood vessel dilation and neurogenic inflammation and sensitization. Further, the serum levels of CGRP in the external jugular vein are elevated in patients during migraine headache. Intravenous administration of human ci-CGRP induced headache and migraine in patients suffering from migraine without aura, supporting the view that CGRP has a causative role in migraine.


Possible CGRP involvement in migraine has been the basis for the development and testing of a number of compounds having some impact on CGRP. Triptans are a family of drugs used as abortive migraine medications; about a half-dozen triptans have been approved by the U.S. FDA. The agonist effects of triptans on serotonin receptors in blood vessels and nerve endings result in the inhibition of CGRP. Several proposed compounds, e.g., BIBN4096BS, antagonize the CGRP receptor, thus inhibiting CGRP. A potent small-molecule CGRP antagonist, telcagepant (MK-0974), has been shown to relieve moderate-to-severe migraine attacks, including migraine pain and migraine-associated symptoms.


Erenumab-aooe (AIMOVIG®) is a monoclonal antibody that binds with high affinity to the CGRP receptor, antagonizing the receptor's function. Erenumab-aooe was first in class of monoclonal antibody therapies for migraine when allowed by the FDA in May 2018.


Fremanezumab (AJOVY®) and galcanezumab (EMGALITY®) are both monoclonal antibody based drugs that also antagonizes the CGRP receptor and were approved by the FDA subsequent to erenumab-aooe.


Erenumab-aooe (“erenumab”) is a human immunoglobulin G2 (IgG2) monoclonal antibody that has high affinity binding to CGRP receptor. Erenumab-aooe is produced using recombinant DNA technology in Chinese hamster ovary cells. It is composed of 2 heavy chains, each containing 456 amino acids, and 2 light chains each containing 216 amino acids. Erenumab-aooe is supplied as a sterile, preservative-free, solution for subcutaneous injection. Each 1 mL prefilled single-dose injector, whether autoinjector or glass syringe, contains 70 mg erenumab-aooe, 1.5 mg acetate, 0.10 mg polysorbate 80 and 73 mg sucrose. Recommended dosage is 70 mg once monthly with some patients benefitting from a dosage of 140 mg once monthly.


In a randomized, multi-center, 3-month, placebo-controlled, double-blind study evaluating erenumab as a preventive treatment of chronic migraine, 667 patients with a history of chronic migraine with or without aura were randomized such that 191 received 70 mg erenumab, 190 received 140 mg erenumab and 286 received placebo by subcutaneous injections once monthly for 3 months. Patients were allowed to use acute headache treatments including migraine-specific medications, i.e., triptans, ergotamine derivatives) and NSAIDs during the study. The mean migraine frequency at baseline was approximately 18 migraine days per month and was similar across treatment groups. At both the 70 mg and 140 mg monthly dosages, the change from baseline in migraine days per month was −6.6 days. Further, 39.9% of the 70 mg dosage group and 41.2% of the 140 mg dosage group cut their monthly migraine days by at least one-half.


Blocking intestinal calcitonin gene-related peptide (CGRP) with a CGRP antagonist such as erenumab, a medicine used for migraine prevention, may lead to constipation, which can be severe in some patients. This side effect is the result of the gastrointestinal (digestive) tract containing CGRP proteins. Some studies suggest that CGRP may play an important role in maintaining the movement of the bowels. Most people who develop constipation with erenumab do so after the first injection, but it may also occur later. In the clinical studies involving erenumab, constipation was one of the most common adverse reactions reported, occurring in about 3 out of 100 patients. Higher monthly dosing of erenumab correlates with higher incidence of constipation.


In some people, the constipation with erenumab is severe enough that constipation related complications result. Hospitalization or surgery may be needed in some cases. Thus, making patients aware of the issue, monitoring patients for constipation and dealing with the issue in a timely and effective manner are all important when constipation arises as a side effect


Additional Embodiments

The foregoing disclosure of a digital therapeutic app for the treatment of migraine is not intended to be limiting.


A component of the invention lies in acquiring ongoing and real time input data from the user and performing analysis to respond more empathetically and more emotionally and more in context. However, the extent of the analytic capability by the AI is not limited to simply detecting the “tone” or identifying certain “topics.” For example, the artificially intelligent computing system can analyze input data to ascertain whether the user is answering the question truthfully, whether the user is only providing a partial answer to an inquiry, whether the user is engaged with enthusiasm or lack of enthusiasm, the extent to which the user is interested in the activity being performed, and whether the user prefers certain types of activities over other types of activities. In addition, when the user's response is analyzed, the computing system may detect not only topics, but also entities, and what the user's sentiment is toward these entities. Any of these analyses may be performed in addition to, or in conjunction with, the above-described analyses to develop a conversation that is emotionally specific.


In accordance with the present invention, the techniques as disclosed herein for the computing system to utilize AI in demonstrating empathy and providing more in context response goes far beyond merely automating what may occur in a typical current-day therapy session. One most notable advantage of the present computing system is its capability of providing a “super human” therapy or coaching session. A human therapist/coach bases his or her treatment based on familiarity with X number of patients. In contrast, the computing system of the present invention implements mirroring and other data-driven methods based on data collected from millions of users. For example, the computing system of the present invention knows how people tend to respond to a certain question much better than any single human therapist. Moreover, the computing system in accordance with the present invention can choose from a very large number of prompts, or generate new prompts from using natural language generation tools, some of which may include scientific facts, quotes, etc. in a way that significantly exceeds the capacity of a single human therapist. For example, if a user is into Indonesian movies from the 1950s, the computing system can find and/or generate a prompt weaving that into the conversation. No human therapist can personally relate to all topics that interest millions of people.


In accordance with the present invention, the English language is not intended to limit application or scope of any of the foregoing aspects of the present invention. For example, the classifier may be trained in multiple languages and one or more of the known techniques employed may work equally in different languages. In some embodiments, the artificial intelligence of the computing system may also learn cultural uniqueness in regards to tone, or in regards to conveyance of empathy in general, and adapt accordingly.


As herein used, a computer readable storage medium is not to be construed as being transitory signals per se, such as radio waves or other freely propagating electromagnetic waves, electromagnetic waves propagating through a waveguide or other transmission media, or electrical signals transmitted through a wire. The computer readable storage medium may be, but is not limited to, e.g., a magnetic storage device, an electronic storage device, an optical storage device, a semiconductor storage device, an electromagnetic storage device, or any suitable combination of the foregoing, and can be a tangible device that can retain and store instructions for use by an instruction execution device. The following is a list of more specific examples of the computer readable storage medium, but is not exhaustive: punch-cards, raised structures in a groove, or other mechanically encoded device having instructions recorded thereon, an erasable programmable read-only memory, a static random access memory, a portable compact disc read-only memory, a digital versatile disk, a portable computer diskette, a hard disk, a random access memory, a read-only memory, a memory stick, a floppy disk, and any suitable combination of the foregoing.


The operations of the present invention may be carried out by program instructions which may be machine instructions, machine dependent instructions, microcode, assembler instructions, instruction-set-architecture instructions, firmware instructions, state-setting data, or either source code or object code written in any combination of one or more programming languages, including an object oriented programming language such as, but not limited to, C++, Python, Java, and other conventional procedural programming languages. The program instructions, while having the capability of being executed entirely on the computer of the user, may also be executed partly on the computer of the user, partly on a remote computer and partly on the computer of the user, entirely on the remote computer or server, or as a stand-alone software package. In the “entirely on the remote computer or server” scenario, the remote computer may be connected to the user's computer through any type of network, including a wide area network or a local area network, or the connection may be made to an external computer. In some embodiments, electronic circuitry including, e.g., field-programmable gate arrays, programmable logic circuitry, or programmable logic arrays may execute the program instructions by utilizing state information of the program instructions to personalize the electronic circuitry, in order to perform aspects of the present invention.


These program instructions may be stored in a computer readable storage medium that can direct a computer, a programmable data processing apparatus, and/or other devices to function in a particular manner, such that the computer readable storage medium having instructions stored therein comprises an article of manufacture including instructions which implement aspects of the function/act specified in the flowchart and/or block diagram block or blocks. These program instructions may also be provided to a processor of a general-purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks.


The computer readable program instructions may also be loaded onto a computer, other programming apparatus, or other device to produce a computer implemented process, such that the instructions which execute on the computer, other programmable apparatus, or other device implement the functions/acts specified in the flowchart and/or block diagram block or blocks.


Aspects of the present invention are described herein with reference to block and/or other diagrams and/or flowchart illustrations of methods, apparatus, and computer program products according to the present invention's embodiments. It will be understood that each block of the block and/or other diagrams and/or flowchart illustrations, and combinations of blocks in the block and/or other diagrams and/or flowchart illustrations, can be implemented by program instructions that are readable by a computer.


The block and/or other diagrams and/or flowchart illustrations in the Figures are illustrative of the functionality, architecture, and operation of possible implementations of systems, methods, and computer program products according to the present invention's various embodiments. In this regard, each block in the block and/or other diagrams and/or flowchart illustrations may represent a module, segment, or portion of instructions, which comprises one or more executable instructions for implementing the specified logical function(s). In some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently or sometimes in reverse order, depending upon the functionality involved. It will also be noted that each block of the block and/or other diagram and/or flowchart illustration, and combinations of blocks in the block and/or other diagram and/or flowchart illustration, can be implemented by special purpose hardware-based systems that perform the specified functions or acts or carry out combinations of special purpose hardware and computer instructions.


In view of the foregoing disclosure, an inventive computing system and technique for interacting with users have been described. In accordance with the disclosure provided herein, a computing system engages with users in a novel manner, for the purpose of improving levels of happiness, or more broadly, to alleviate or reduce symptoms of mental health conditions such as depression and anxiety, such interaction entailing simulation of human emotion and/or human cognitive skills by the computing system, to beneficially result in a high level of engagement by the users and better efficacy of the overall interaction, leading to higher increases in the behavior and/or the psychological well-being of the users. In further accordance with the disclosure provided herein, the computing system receives and analyzes on-going supply of user data for the purposes of identifying topics and tone of the user's communication and responding with a mirroring or an appropriate tone that most empathetically advances an interactive session with the user. Finally, in accordance with the disclosures provided herein, the computing system proactively recognizes the user's adherence or enthusiasm toward a given program and recommends alternative options that have been determined to better suit the user's current physical and/or psychological states.


The present disclosure concerns implementing a prescription or non-prescription digital therapeutic configured to treat major depressive disorder (MDD), general anxiety disorder (GAD) and related mental health challenges. In particular, the disclosure concerns MDD, GAD, lower level depressive/anxiety disorders and related mental health conditions that occur in the context of patients suffering from migraine. Such conditions may be comorbidities of migraine, related to migraine symptoms or related to side-effects from migraine treatment(s). The digital therapeutic may include cognitive behavioral therapy (CBT) or other cognitive therapy as well as behavioral activation. Administration of CBT may serve to correct distorted cognitions that can cause patients to have a negative view of themselves, the world, their current and future context.


The digital therapeutic may include a number of interfaces of various types to help a user understand automatic thoughts, common situations and symptoms related to negative aspects of their mental health. The user may also check their thoughts against a set of common cognitive distortions or “thinking traps” and identify alternative cognitions that may prove helpful. The user may be exposed to ‘known’ automatic and alternative thoughts collected from a sample of people, sometimes a large sample of people, with similar circumstances to the user.

Claims
  • 1. An apparatus configured to increase the efficacy of a computer-implemented migraine treatment plan and adherence to said treatment plan, the apparatus comprising: at least one processor, at least one display, at least one memory comprising computer-executable instructions which, when executed by the at least one processor, cause the apparatus to: generate, via the at least one processor, an interactive session comprising a plurality of tracks, each of the plurality of tracks comprising one or more activities;store, via the at least one memory, a baseline user metric and a variable user metric, wherein the variable user metric is updateable based on progress of the plurality of tracks;generate, via the at least one processor, an assessment configured to receive a initial set of user information;determine, via the at least one processor, the baseline user metric according to the assessment and the initial set of user information;set, via the at least one processor, a need set according to at least the baseline user metric and the variable user metric, the need set comprising a selection of one or more of the plurality of tracks, wherein the selection of one or more of the plurality of tracks is configured to increase the variable user metric.
  • 2. The apparatus of claim 1, wherein the plurality of tracks comprise an interactive dialogue module, wherein, when engaged in the interactive dialogue module, the apparatus is configured to receive a user input.
  • 3. The apparatus of claim 2, wherein the interactive dialogue module comprises a three-tier architecture comprising a master file, a plurality of skeleton files, and a plurality of skin sets, wherein each of the plurality of skin sets is nested within one of the plurality of skeleton files and the plurality of skeleton files are nested within the master file.
  • 4. The apparatus of claim 3, each of the plurality of activities comprising one or more tasks, wherein the plurality of tracks correspond to the master file,wherein the plurality of activities correspond to the plurality of skeleton files, andwherein the one or more tasks correspond to plurality of skin sets.
  • 5. The apparatus of claim 4, the interactive dialogue module comprising a dialogue interface, the computer-executable instructions which, when executed by the at least one device processor, further cause the apparatus to: identify, via the at least one processor, a selected skeleton file and a selected skin set according to an instant task, wherein the instant task is the one of the one or more tasks engaged on the apparatus;generate, via the at least one processor, a message according to at least the selected skeleton file; anddisplay, via the apparatus, the message.
  • 6. The apparatus of claim 4, wherein each of the one or more tasks and each of the plurality of activities comprise one of a plurality of difficulty levels, wherein each of the one or more tasks and each of the plurality of activities are unlocked according to a corresponding difficulty level relative to the variable user metric.
  • 7. The apparatus of claim 4, the computer-executable instructions which, when executed by the at least one device processor, further cause the apparatus to: associate, via the at least one processor, one of a plurality of badges to a user profile, wherein each of the plurality of badges correspond to completion of a given task, activity, or track.
Provisional Applications (1)
Number Date Country
63254623 Oct 2021 US