DYNAMIC INTERACTIVE NETWORK SYSTEM FOR PROVIDING ONLINE SERVICE AND SOCIAL COMMUNITY FOR ENGAGING, LEARNING, AND TRAINING SKILLS FOR MENTAL HEALTH

Information

  • Patent Application
  • 20240137406
  • Publication Number
    20240137406
  • Date Filed
    January 03, 2024
    4 months ago
  • Date Published
    April 25, 2024
    10 days ago
Abstract
A dynamic interactive network system provides an online service and social community for engaging, learning, and training skills for happiness. The system includes a processor and memory storing instructions which when executed by the processor configure the processor to provide the online service. The instructions further configure the processor to provide tracks including activities, provide an initial happiness level and a track to a user based on a self-assessment completed by the user upon signing up, monitor progress of the user based on self-assessments periodically completed by the user, modify the tack based on the self-assessments, suggest followers to the user from the users whose profiles match the profile of the user in terms of demographics, psychographics, and rating of the users on the online service, and generate a happiness graph for the user that correlates the activities and the followers with their impact on happiness level of the user.
Description
INTRODUCTION

An exemplary embodiment comprises systems and methods for providing an on-line service referred to herein for convenience as “Happify.” Happify is a science-based online service and social community for engaging, learning and training the skills of happiness. It may be offered through a variety of devices including PC, tablet and mobile.


In an exemplary embodiment, a Happify service is based on a framework developed by psychologists and researchers in the science of happiness (which includes positive psychology and neuroscience), and assists users in the development of certain happiness skills: e.g., Savor, Thank, Aspire, Give and Empathize (or S,T.A.G.E.™). Each skill may be developed using various activities, ordered in increasing skill level, that gradually unlock as the user progresses in building that skill.


In an exemplary embodiment, users who use Happify may be given a range of activities from the S.T.A.G.E. skills, from reflective blogging and science-based games and quizzes, to real-life tasks they are asked to perform and report back on. Each activity is backed by scientific studies that are directly accessible to the user.


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


In one or more exemplary system and method embodiments: (1) the plurality of attributes are based on human psychological happiness skills; and (2) the processor calculates a match score between at least two of the plurality of sources of data based on the determined attribute levels.





BRIEF DESCRIPTION OF THE DRAWINGS


FIG. 1 depicts an exemplary embodiment comprising a computer system.



FIG. 2 depicts a hierarchy of skills, activities and tasks.



FIGS. 3A and 3B depict sample activities.



FIG. 4 depicts an activity post.



FIGS. 5A-5C depict schematics for starting a track.



FIG. 6 depicts an example of a user's profile and posts.



FIG. 7 depicts an example of personalized suggested activities.



FIG. 8 depicts a schematic of self-assessments.



FIG. 9 depicts users engaging in social interaction.



FIG. 10 depicts matchmaking between users.



FIG. 11 depicts a schematic of the initial steps of the Happify compass.



FIG. 12 depicts the user's first week of activities.



FIG. 13 depicts a schematic of the user's happiness graph.



FIG. 14 depicts the user's happiness compass.



FIG. 15 depicts a schematic of insights obtained using the happiness compass.



FIG. 16 depicts examples of advantageous aspects of the happiness graph.



FIG. 17 depicts an example of a quiz.



FIG. 18 depicts an example of a poll.



FIGS. 19 and 20 depict examples of experience boards.



FIG. 21 depicts an example of a mindfulness game.



FIG. 22 depicts an example of guided savoring.



FIG. 23 depicts an example of a funny caption.



FIG. 24 depicts an example of a relaxation game.



FIG. 25 depicts an example of a smile finder.



FIG. 26 depicts an example of a body talk game.



FIG. 27 depicts an example of a quiz.



FIG. 28 depicts an example of a poll.





DETAILED DESCRIPTION OF CERTAIN EXEMPLARY EMBODIMENTS

Happify is a science-based online service and social community for engaging, learning and training the skills of happiness. Happify activities may be offered to users in several ways. Two examples described below are “Tracks” and “Personal Recommendation and a la Carte.”


Tracks: Tracks contain sets of activities programmed to address a specific life situation or goal (“Cope better with stress; “Enjoy parenting more”, etc.) in, for example, a 4-week time period. Upon signing up, users may complete self-assessments that give them their initial happiness level as well as an initial recommended track. Users may complete approximately one part of a track each week, spanning 4 weeks altogether. When users finish a track part, they may win, for example, a badge that represents their level of activity in that track part.


Personal Recommendation and a la Carte: When not in a track, a user may be offered a personalized daily activity (an unlocked activity from a skill they haven't accessed in the past week). They also may pick activities from a skill menu and choose any unlocked activity of their choice.


As users perform their activities, they may create activity posts that are saved in their personal profile and build up a ‘digital happiness wallet’ they can reflect on. Posts may include the type of activity performed by the user, any text and images the user added, other people involved, if any, as well as the time and location for the post. Posts also may appear on various activity feeds on the service, which allows other users to read, draw inspiration from, and offer encouragement in the form of comments and likes.


Users may also follow activities posted by other users they find interesting if those users allow themselves to be followed or mark their post “public”. Periodically, the service may make suggestions for users to follow other users whose profiles match in terms of demographics and psychographies, as well as level of activity on the site.


Users can keep track of their progress on Happify, thanks to periodic, scientifically-designed self-assessments that present them with their current happiness level compared to past levels.


Over time, Happify computer systems and software may build a ‘Happiness Graph’ for each user, consisting of activities, people, places and things correlated with the impact they had on the user's happiness levels. This information may be used to optimize the user experience and the activities the service suggests.


Happify is a science-based online service and social community for engaging, learning and training the skills of happiness. It is offered through a variety of devices including PC, tablet and mobile.


The service is based on a framework developed by psychologists and researchers in the science of happiness (which includes positive psychology and neuroscience), and consists of 5 essential happiness skills: Savor, Thank, Aspire, Give and Empathize (or S.T.A.G.E.™). Each skill contains various activities, ordered in increasing skill level, that gradually unlock as the user progresses in building that skill.


Users who join Happify are given a range of activities from the S.T.A.G.E. skills, from reflective blogging and science-based games and quizzes, to real-life tasks they are asked to perform and report back on. Each activity is backed by scientific studies that are directly accessible to the user.


Happify activities are offered to users in two ways:

    • Tracks: Tracks contain sets of activities programmed to address a specific life situation or goal (“Cope better with stress; “Enjoy parenting more”, etc) in a 4-week time period. Upon signing up, users complete self-assessments that give them their initial happiness level as well as an initial recommended track. Users complete approximately one part of a track each week, spanning 4 weeks altogether. When users finish a track part, they win a badge that represents their level of activity in that track part.
    • Personal Recommendation and a-la-carte: When not in a track, a user is offered a personalized daily activity (an unlocked activity from a skill they haven't accessed in the past week). They can also pick activities from a skill menu and choose any unlocked activity of their choice.


As users perform their activities, they create activity posts that are saved in their personal profile and build up a ‘digital happiness wallet’ they can reflect on. Posts include the type of activity performed by the user, any text and images the user added, other people involved, if any, as well as the time and location for the post. Posts also appear on various activity feeds on the service, which allows other users to read, draw inspiration from, and offer encouragement in the form of comments and likes.


Users can also follow activities posted by other users they find interesting if those users allow themselves to be followed or mark their post “public”. Periodically, the service makes suggestions for users to follow other users whose profiles match in terms of demographics and psychographics, as well as level of activity on the site.


Users can keep track of their progress on Happify, thanks to periodic, scientifically-designed self-assessments that present them with their current happiness level compared to past levels.


Over time, Happify builds a ‘Happiness Graph’ for each user, consisting of activities, people, places and things correlated with the impact they had on the user's happiness levels. This information is used to optimize the user experience and the activities the service suggests.


Overview





    • 1. Framework: detailed description of the scientific framework, key concepts, features and algorithms for web and mobile product

    • 2. Product Directory: list of activity types offered by the service

    • 3. Web Spec: mocks and specifications of web product

    • 4. Mobile Spec: mocks and specifications of mobile product

    • 5. Science Reference: list of scientific studies being referred to by activities in the service

    • 6. Creating a Happify track—Partners: guide used to inform partners on how to develop a Happify track

    • 7. Follow suggestion: description of the algorithm used to recommend which users may be relevant for a user to follow

    • 8. Activities: List of the key activities per skill by skill level. Does not include activities like games, quizzes and polls

    • 9. Track recommendation survey: user questionnaire used to recommend the right tracks based on user's input. This questionnaire was developed by happiness researchers.

    • 10. Happiness Assessment: user questionnaire used to establish their level of happiness, positive emotion and life satisfaction. This questionnaire was developed by happiness researchers and correlated with standard academy assessments. See Table 3, below, for the Happiness Assessment Questions and Calculations

    • 11. Strengths Assessment: Self-assessment that determines the user's character strength profile

    • 12. Skill Assessments: Set of questionnaires that determine the level of affinity and mastery for various skill categories for each of the STAGE™ skills





Exemplary embodiments comprise computer components and computer-implemented steps that will be apparent to those skilled in the art. For example, calculations and communications can be performed electronically, and results can be displayed using a graphical user interface.


An exemplary such system is depicted in FIG. 1. Computers 100 communicate via network 110 with a server 130. A plurality of sources of data 120-121 relating to, for example, Elappify user information, also communicate via network 110 with a server 130, processor 150, and/or other components operable to calculate and/or transmit, for example, user track and related information. The server 130 may be coupled to one or more storage devices 140, one or more processors 150, and software 160.


Other components and combinations of components may also be used to support processing data or other calculations described herein as will be evident to one of skill in the art. Server 130 may facilitate communication of data from a storage device 140 to and from processor(s) 150, and communications to computers 100. Processor 150 may optionally include or communicate with local or networked storage (not shown) which may be used to store temporary or other information. Software 160 can be installed locally at a computer 100, processor 150 and/or centrally supported for facilitating calculations and applications.


For ease of exposition, not every step or element of the present invention is described herein as part of a computer system, but those skilled in the art will recognize that each step or element may have a corresponding computer system or software component. Such computer system and/or software components are therefore enabled by describing their corresponding steps or elements (that is, their functionality), and are within the scope of the present invention.


Moreover, where a computer system is described or claimed as having a processor for performing a particular function, it will be understood by those skilled in the art that such usage should not be interpreted to exclude systems where a single processor, for example, performs some or all of the tasks delegated to the various processors. That is, any combination of, or all of, the processors specified in the description and/or claims could be the same processor. All such combinations are within the scope of the invention.


Alternatively, or in combination, processing and decision-making may be performed by functionally equivalent circuits such as a digital signal processor circuit or an application specific integrated circuit.


Many routine program elements, such as initialization of loops and variables and the use of temporary variables, are not described in detail herein for brevity. Moreover, it will be appreciated by those of ordinary skill in the art that unless otherwise indicated, the particular sequence of steps described is illustrative only and can generally be varied without departing from the scope of the invention. Unless otherwise stated, the processes described herein are unordered—that is, the processes can be performed in any reasonable order.


All steps described herein will and should be understood by those skilled in the art as being capable of implementation by software, where feasible. Moreover, such software will be understood by those skilled in the art to be storable on a non-transitory computer readable medium and implementable by one or more computer processors.



FIG. 2 depicts a hierarchy of skills, activities and tasks. According to an exemplary embodiment, skills comprise the following:












5 core Happiness Skills (In short: S.T.A.G.E. ™)


















Savor
(savoring)



Thank
(gratitude)



Aspire
(optimism, meaning, hope)



Give
(kindness)



Empathize
(empathy)










Framework was developed by leading happiness scientists. The STAGE framework captures the essence of the science of positive psychology (hundreds of studies) and allows for presentation to mainstream consumers in an accessible way.


Each STAGE skill is associated with a characteristic color and iconography to simplify and reinforce its identity.


Skill Levels





    • Users interacting with the system start off at level-1 in all skills. As they complete activities they progress in each skill from level-1 to level-2 etc.

    • New activities, self assessments and other options unlock as the user reaches a higher level.





According to an exemplary embodiment, skills comprise the following:

    • For each skill, Happify offers relevant, science based activities that train the user in an entertaining way
    • As the user levels up in a skill, they unlock new activities (Level 1 to level 5 activities are available in each skill)
    • Each activity provides the user with several alternatives for completing the activity (“Suggested Tasks”) to pick from
    • Users can view an explanation of “why it works”: a short summary of the science behind that activity, complete with footnotes to the actual study this activity is based on.
    • Refer to “Happify Science Reference Studies” for the studies referred to from the activities.



FIGS. 3A and 3B depict sample activities. Table 1 provides a list of exemplary activities:














TABLE 1





Activity

Activity
Activity
Skill Level



ID
Skill
Type
Name
(1-5)
Activity Description







A-01
Aspire
Essay
My
1
Imagine your life years and years in





victorious

the future, assuming all has gone as





self

well as possible. What would it







look like? Write about it in as much







depth as possible. Try and address







every aspect of your life -- personal







and professional.


A-03
Aspire
Essay
What's
1
From which activities in your life





My

do you derive meaning? What is





Why?

unique about those activities that







makes them feel meaningful to you?


A-11
Aspire
Essay
I'm
1
What upcoming events are you





looking

anticipating with joy and optimism





forward

instead of anxiety?





to . . .

Think of a future event, big or







small, that you're really excited







about. Imagine the details,







including the sounds, smells, and







tastes. Spend some time putting







yourself right in the middle of it.


A-04
Aspire
Plan-Do
I think I
2
Set a relatively short-term goal (i.e.





can

one that can be completed in the







span of 1-2 wks). Imagine the







benefits of achieving that goal.







How will you feel? What will happen?


A-05
Aspire
Essay
Find
2
Consider the broader meaning the





meaning

seemingly non-meaningful





in the

activities (hobbies, chores, etc.) you





mundane

engage in day to day - how do







others benefit (directly, through







your actions, or indirectly, through







your improved mood) from you







engaging in them?


A-02
Aspire
Essay
My core
3
Consider yourself at this point in





values

your life. When at your best, what







kind of a person are you? What







positive traits do you associate with







yourself? What positive traits







would you like to work towards







developing?


A-07
Aspire
Essay
Pursue
3
Take the essay you composed in A-





meaning

02 and brainstorm some concrete







ways to change your everyday life







to better pursue the character ideals







you identified as being most







important to you.


A-06
Aspire
Essay
Setbacks
4
Think of a setback or negative





and steps

experience you have had in the past





forward

(at least a year ago). Now, spend







the next ten minutes writing about







that event. What role did that event







have in shaping who you are today?







Did anything good come of it?


A-09
Aspire
Plan-Do
Spend on
4
Spend some money to create a





what

leisure experience that will be





matters

meaningful and rewarding for you







(emphasize experiences, NOT







material goods) -- for example, if







you are passionate about music,







take a music class or go to a concert.


A-08
Aspire
Plan-Do
Create
5
Using what you've learned in





meaning

previous activities, find ways to







create meaning from boring tasks or







everyday activities (ones that aren't







particularly beneficial to anyone







but you). The idea is to take







something you already do and







transform it into something meaningful.


A-10
Aspire
Essay
I have a
5
Set a very long-term goal (i.e. one





goal

that can be completed in the span of







several years). Imagine the benefits







of achieving that goal. How will







you feel? What will happen?


E-01
Empathize
Essay
Give
1
Reflect on what it is like to be you.





myself a

What makes you great? What





break

challenges have you overcome?







What accomplishments have you







achieved? Create a narrative or







“story” of your life thus far,







highlighting the aspects that







showcase your positive traits.


E-03
Empathize
Essay
Whats my
1
Keep a log of the nice things that





positive

you do for the people in your inner





impact?

circle and/or at work. Use this







information to draw some







conclusions about the positive







benefit that you have on those







around you.


E-02
Empathize
Essay
Walking
2
Consider what it would be like to





in their

be someone very different from





shoes

yourself, with whom you have very







little interaction and of whom you







have very little understanding. It







may help to do some informal







research on the web.


E-04
Empathize
Essay
Weird . . .
2
When someone in your inner circle





why'd they

behaves in ways that you do not





do it?

understand, see if you can look at







the context to better understand







their behavior.


E-05
Empathize
Plan-Do
Get to
3
Consider something you can do in





know

your spare time that will allow you





someone

to get to know someone very







different from yourself and do it.


E-06
Empathize
Essay
Empathize
3
Think of what it is like to be





with a

someone with whom you disagree





different

about something somewhat minor.





viewpoint

Why do they feel differently from







you?


E-07
Empathize
Essay
Not cool -
3
When someone in your inner circle





why'd they

behaves in ways that hurts or upsets





do it?

you, see if you can look at the







context to better understand their







behavior.


E-08
Empathize
Essay
Empathize
4
Think of what it is like to be





when you

someone with whom you disagree





disagree

strongly about something of







moderate important. Why do they







feel differently from you?


E-10
Empathize
Plan-Do
Help
4
Consider something you can do in





someone

your spare time that will allow you







to improve the life of someone very







different from yourself and do it.


E-11
Empathize
Essay
How will
4
Imagine what it would be like for





s/he miss

one of your close others if you





me?

disappeared, or had never existed in







the first place. In what ways would







their lives be worse? What would







they miss the most about you?


E-09
Empathize
Essay
That hurt!
5
Reflect on a recent conflict you





What made

have had with someone and see if





them do it?

you can gain some insight into







where they were coming from.







Why were they at odds with you?







What was their perspective?


E-12
Empathize
Essay
Empathize
5
Think of what it is like to be





when you're

someone (real, or hypothetical)





resentful

with whom you vehemently







disagree about something very







important to you - about a political







issue, for example. What challenges







do they face? Why do they feel as







they do? In your mind, try to treat







this person with sympathy,







understanding, and acceptance.


G-01
Give
Plan-Do
Give a
1
Spend a small amount of money on





small gift

someone else - buy them a cup of







coffee, or some cute little kitchy







thing you saw in a store that







reminded you of them, or a book







you think they'd like. Ideally, it







would be something that will spark







some interaction with them (you







can discuss the book, or chat while







drinking the coffee).


G-03
Give
Plan-Do
Make
1
What one nice thing did you do (or





someone

are you planning to do) for





smile

someone else today?







Whether it's running an errand for a







busy friend, baking cookies for a







neighbor or mentoring a child,







record it here.


G-05
Give
Plan-Do
Spend
2
Select a skill that is valuable to you





time on a

or to someone you love, and invest





valuable

an hour in developing it (for





activity

example, becoming better at







playing an instrument, or learning







to build coop for the chickens your







spouse wants to buy, or practicing







French so that you can go on that







family vacation to France).


G-06
Give
Plan-Do
Spend $$
3
Select an activity that costs money,





on a

but is relatively inexpensive, and do





shared

that activity with someone in your





experience

inner circle on your dime.







Alternatively, you can spend a







small-moderate amount of money







helping someone else. It can be







someone you know, or a stranger -







but be sure to stick around to see







the other person benefit.


G-09
Give
Plan-Do
Spend
3
Plan an excursion or activity with





time with

one or more members of your inner





someone

circle (friends, family, etc). It







doesn't need to be expensive, but in







your planning, emphasize new







experiences and activities that will







involve a lot of interaction with







each other.


G-02
Give
Do
One day,
4
Deliberately do five kind acts for





5 nice

someone else today. They can be





things

big (helping a person cram for a







midterm or prepare for a







presentation at work) or small







(putting coins in someone's nearly-







expired meter or telling a stranger







on the street that you like their







dress). They can be planned or







spontaneous, though since you must







get five done in a single day, it







helps to plan. They do not need to







be for the same person, and they







can be for people you know, or for







strangers, or for some of both. Keep







a log of the kind acts you do,







including any kind acts you do in







excess of the required five


G-07
Give
Do
Celebrate
4
Spend the week on the lookout for a





someone's

victory, small or large, that one of





good

your friends or coworkers





news

experiences. Help them savor that







victory using active-constructive







responding: 1) ask lots of questions,







2) find a way to become genuinely







excited about it, 3) help the person







see implications of their victory that







make it even better than they had







realized, 4) prolong the positive







emotion associated with the news







by celebrating and telling other







people about it.


G-08
Give
Essay
Forgive an
4
Identify something that one or more





annoyance

close others in your life do that you







often find yourself upset about. See







if you can become more forgiving







about that particular behavior -







more understanding about why







people do it, and more patient with







people when they do it.


G-10
Give
Essay
Forgive an
5
Identify something that someone





offense

else did that you hold a grudge







about. Do a forgiveness exercise to







see if you can let go of the grudge.


G-11
Give
Plan-Do
Volunteer
5
Identify a cause that you care about







and volunteer your time to







furthering it in some tangible way.


G-12
Give
Plan-Do
Donate
5
Make a substantial charitable





$$ for a

contribution. Do something that





cause

will allow you to directly witness







the other person benefitting from







your kind act.


S-01
Savor
Plan-Do
Savor the
1
Consider a typical weekday.





small stuff

Review your morning routine, your







daily activities, and your evening







rituals, and consider how much







time you spend noticing and







enjoying the pleasures of the day,







both small and large. Every day for







the next week, be sure to savor at







least two experiences (for example,







your morning coffee, or the sun on







your face as you walk to your car).







Spend at least 2-3 minutes savoring







each experience using the following







techniques: 1. Sharing With Others:







You can seek out others to share the







experience and tell others how







much you value the moment. This







is probably the single best way to







savor pleasure. 2. Memory-







Building: Take mental photographs







or even a physical souvenir of the







event and reminisce about it later







with others. 3. Self-Congratulation:







Do not be afraid of pride. Tell







yourself how impressed others are







and remember how long you've







waited for this to happen. 4.







Sharpening Perceptions: Focus on







certain elements and block out







others. 5. Absorption: Let yourself







get totally immersed and try not to







think, just sense.


S-02
Savor
Do
Body scan
1
Dedicate a chunk of time





meditation

(anywhere between 10 minutes and







an hour) to lie down, in silence, and







systematically pay attention to each







part of your body. Start by just







focusing on your breathing for a







minute or so. Then, starting with







your feet, work your way through







your calves, thighs, pelvis,







stomach, back, chest, arms, hands,







neck, face, and head, noticing any







sensations in each place, and







imagining that your breath is







focused on that point. You can be







more specific if you have more







time - for example, you can stop at







your ankles and knees on the way







up your leg, and you can go







through your low, mid, and upper







back. There are various YouTube







videos to guide you through a body







scan, which you might use to get started.


S-03
Savor
Plan-Do
Savor
2
Using the skills you learned in





together

Savoring Level 1, find an







experience to savor that you can do







together with other people. For







example, you might go to a music







performance, savor it while it is







happening (you may need to walk







them through the savoring







techniques), and then discuss it







afterwards. You could also savor a







shared meal, a walk through a







beautiful park, or a piece of good







news you have received (go out and







celebrate).


S-04
Savor
Essay
Savor a
2
Think back on a positive event or





memory

experience you have had in your







life and reminisce about it. Walk







through that experience in your







mind in as much detail as possible,







using the savoring skills you







learned in Level 1 to re-experience







every aspect of the memory,







including your emotional reactions







at the time and the emotional







reactions you are having now as







you imagine it.


S-05
Savor
Do
Avoid
3
Create a plan to distract yourself or





overthinking

re-focus yourself on the task at







hand whenever your mind starts to







wander into over-analyzing your







experiences. It can be anything







from a mantra (“what is happening







right now?”) to a game you play, a







poem you recite to yourself, or a







rubber band you wear on your wrist







and snap every time you catch







yourself getting lost in worries.







Anything that will help you to







“reset” your brain and derail







overthinking.


S-06
Savor
Do
Basic
3
Sit still, in a comfortable position,





meditation

and just breathe. Pay attention to







your breathing - to the rise and fall







of your chest, or to the air tickling







your upper lip as it comes out of







your nose, or to any other sensation







you experience as a result of







breathing. See if you can keep your







attention on your breathing, even as







thoughts or feelings arise that







distract you. You are very likely to







experience thoughts such as “This







isn't working,” or “I am not doing it







right.” You may also have thoughts







about other things you feel you







should be doing. Acknowledge the







thoughts and return to your







breathing. Set a timer so that you







do not need to check your clock -







start with 5 minutes every day, and







work your way up to 30.


S-07
Savor
Plan-
Moving
3
Choose a low-energy physical




Do
meditation

routine, such as yoga or gentle







stretching, that takes about 20







minutes to complete. Ideally, it







should be something you do not







have to think about too much. As







you go through each pose or







stretch, pay close attention to the







effect it has on your body. Hold the







stretch, focusing your attention on







every place where you feel







something in your body, one place







at a time. What is the sensation







like? Repeat this for each pose.


S-08
Savor
Plan-Do
All-day
4
Deliberately arrange a day of





savoring

leisure. Fill your day with different







types of activities to savor - food,







or music, or a beautiful walk, or a







visit to a museum - and savor each







of them in turn using the techniques







you have learned in previous levels.


S-09
Savor
Essay
Reframe
4
Each day, write down at least one





negative

unpleasant thing that happened to





thoughts

you. Spend some time exploring







why you think it happened. Once







you come up with an explanation







that you are fairly confident about,







see if you can come up with other







explanations. What are all of the







possible reasons why what







happened happened? Once you







have a list of at least 3 possibilities







(the bigger the better), read through







each of them. Which seems most







plausible to you? Which seems







least plausible? What evidence do







you have in favor of and against







each possibility? When this is done,







go back to your original







explanation. How sure do you feel







about it now?


S-10
Savor
Plan-Do
Walking
4
Choose a place to spend about 30





meditation

minutes walking. Ideally, it should







be a place with many things to







notice - scenery, activity, or both (a







park is a great choice). Walk







around, slowly at first, with your







eyes looking down at the ground.







Notice all of the tactile sensations







associated with walking: the feeling







of your feet on the ground, the







temperature of the air as it stirs







from your motion, the way your







body feels at each stage of each







step, and so on. Continue to do this







until you are able to walk at a







normal pace while still paying







attention to everything sensory that







is happening to you. Once you have







achieved this, begin paying







attention to the sounds around you.







Try not to think too much about







what is happening; just notice.







When you are able to continue







attending to both your tactile and







auditory sensations, begin looking







around you, taking in the sights,







noticing any activity around you. If,







at any point, you lose track of your







tactile sensations, go back to







looking at the ground until you are







focused again, then build back up to







noticing everything around you.


S-11
Savor
Plan-Do
Organize a
5
Decide on something to savor with





savoring

a large group of people -- a church





event

group, or all of your coworkers, for







example. Examples might include a







community wine tasting or a class







trip to a garden. Instruct the group







on how to savor the experience







using what you have used from







practicing Social Savoring.


S-12
Savor
Essay/Do
Living in
5
Catch yourself when you are in the





the moment

midst of an unpleasant experience.







It can be an emotional state (being







stressed) or an activity (like waiting







in line, being at a frustrating







meeting, having an unpleasant







conversation, etc). Notice







everything you can about what is







happening to you internally: your







physical sensations, your thoughts,







your feelings. Do your best not to







evaluate your experience (whether







it is ok to feel what you are feeling,







whether you are thinking rationally,







etc). Just experience it. Afterwards,







see what you can write down about







what happened to you. Look at each







aspect of the experience (physical,







thought, and emotional) and see if







you can see some ways that your







physical sensations, thoughts, and







feelings interacted with each other.


T-04
Thank
Essay
Thx Thx
1
Each night before bed, write down





Thx

three things that happened THAT







DAY that you are grateful for in 2-







3 sentences. Also complete a rating







of how good the day was, and of







how difficult it was to come up







with three good things. Track how







those two ratings change over time.


T-09
Thank
Essay
Today's
1
Think of something, great or small,





grateful

that you feel grateful for and





moment

describe it in a few words.


T-01
Thank
Essay
Weekly
2
Once a week, write down a list of





Gratitude

everything in your life for which





check-in

you are grateful. Keep a record of







your entries so that you can review







them periodically. Look for themes







in the types of things you often say







you are grateful.


T-02
Thank
Plan-Do
A week's
2
Pick someone in your social “inner





worth of

circle” and keep a gratitude log.





thanks

Write down everything they do that





(about a

you are grateful for for a fixed





person)

period of time (we recommend a







month), then, at the end of that







period, review the log. Are there







any patterns in what this person







tends to do that you are grateful







for? What generalizations can you







draw about who this person is and







what they mean to you?


T-03
Thank
Plan-Do
Deliver a
3
Show your gratitude log to the





week's

person you wrote it about, in effect





worth of

giving them a “gratitude report.”





thanks

You can make this a regular







practice, reporting in periodically.


T-05
Thank
Essay
What am
3
Each time you do something that





I proud

makes you proud of yourself, write





of?

it down for an entire month. At the







end of each month, review the log.







What types of activities do you







seem to value and take pride in?


T-06
Thank
Do
Thank
4
Pick some individual to whom you





you note

are grateful, but who you have







never properly thanked. Your







gratitude could be for a particular







time when they assisted you, or it







could be very general (or both). It







can be someone you see all the







time, or someone you haven't seen







in a while; it can be someone with







whom you have an ongoing







relationship, or someone who you







do not know very well, or someone







with whom you have a strained







relationship. As long as you are







very grateful to that person, they







are a good candidate for this







activity. Now, write a letter







detailing your gratitude to that







person - at least one page, but







longer, if possible. Reflect, in as







much detail as possible, on why







you feel gratitude towards them.


T-08
Thank
Plan-Do
I'm
4
Discuss something or someone for





thankful,

which/whom you are very grateful





let's talk!

with someone else who shares that







gratitude. It may help if you have







written a gratitude letter about the







target of the discussion, and can







share it with the other person to







spark the discussion.


T-07
Thank
Do/Plan-Do
Deliver a
5
Deliver the gratitude letter you





thank you

wrote in level 3 to the person for





note

whom it was intended.










FIG. 4 depicts an activity post. Every activity a user completes creates a post that is added to the user's profile. Users can mark their posts private (only visible to them) or viewable to other people (people who follow them and people doing the track in group mode with them—see slide 10 for tracks). Users can like and comment on posts to encourage each other and discuss their contents.


The framework offers different types of science-based activities to users. The following provides a sample list, with the complete list provided in the product directory:


Reflective Micro Blogging





    • The user is asked to reflect on a topic and write down their thoughts (e.g. what they are grateful for, what they look forward to, taking another person's perspective etc.)





Plan-Do





    • The user is asked to perform an activity in real life and write about his/her experience (e.g. do a savoring exercise)





Quizzes





    • Multiple choice questions and answers around the relevant track domain and the science of happiness





Polls





    • Polling the user's opinion about a related topic and showing them the community's vote breakdown





Games





    • Mini games training the user on a specific happiness skill






FIGS. 5A-5C depict schematics for starting a track. Tracks are sets of activities that are programmed together to address specific life situations or concerns that users have. Each track is composed of 4 parts. The number of activities and their level of difficulty increases as the user progresses from part 1 to parts 2, 3, and 4.


Track Rules





    • Users have approximately one week to complete a track part and thus earn badges (regular/honors badge, depending on the number of activities they completed.

    • Users are allowed to extend beyond a week and still the regular badge.

    • If a user reaches the regular badge threshold they are allowed to ‘win’ it and move to the next part, or continue for the honors badge. This allows them to skip the remaining activities and win the regular badge if they prefer.

    • Track activities can be ‘time-locked’, ‘queue-locked’, or available. At start, 2 activities are available for the user to perform, and one is ‘queue-locked’—which means that if the user performs an available activity, it will make the ‘queue-locked’ activity become available.

    • Each day, 3 time-locked activities become ‘queue-locked’, and queue-locked activities become available up to a limit of 4 available activities. This 4 limit is intended to avoid showing the user too many available activities when they next login.





Social Interaction

Users can view the shared posts of other people who are doing the track and like/comment on them or follow the authors of those posts.


Premium and Expert Tracks

Happify offers special tracks created by experts and thought leaders in the field of emotional well-being and happiness science as Premium Tracks.


The following provides a sample list of tracks:


Career and Money





    • Appreciate what I have (currently available)

    • Reduce on-the-job stress

    • Get energized about my job

    • Stay upbeat while out of work

    • Balance work and home life

    • Control my spending habits





Family and Kids





    • Enjoy parenting more (currently available)

    • Better cope with new parenthood

    • Better adjust to becoming an empty nester

    • Forgive and forget feud (with a family member)

    • Better cope with the stresses related to my aging parents





Leisure and Friends





    • Be more socially connected (currently available)

    • Talkers and listeners (currently available)

    • Explore the Art in Happiness (currently available)

    • Find more “me” time

    • Be a better friend





Love and intimacy





    • Feel more loved by my partner (currently available)

    • Feel and be more devoted to my spouse

    • Fight less and love more in my relationship

    • Find Mr. Right—or Mr. Right Now

    • Get over a broken heart

    • Feel hopeful to start dating after divorce





Mind and Body





    • Cope better with stress (currently available)

    • Nurture my Body and Soul (currently available)

    • Come to terms with getting older

    • Feel healthier

    • Be more optimistic about my potential

    • Find more purpose and meaning in my life






FIG. 6 depicts an example of a user's profile and posts. The profile and posts include the following:

    • User's “Digital Happiness” wallet
    • Search posts by skill, track, location and topic
    • Track progress by Skill level
    • View and manage follower/following



FIG. 7 depicts an example of personalized suggested activities. The personalized suggested activities include the following:

    • When not in a track, users are offered a personalized daily activity
    • User's can also pick any activity directly from the skills menu
    • New activities unlock as the user achieves higher skill levels



FIG. 8 depicts a schematic of self-assessments. A component of Happify is continuous progress tracking, as well as gaining insight into the user's happiness profile. The self assessments include the following:


My Happiness Score





    • Taken initially and every 2 weeks, scientifically valid test correlated with standard well-being tests.





Track Recommendation Survey





    • Find out which track is right for the user

    • Refer to Table 2, below, for the Question Table and Calculation rules.












TABLE 3





Happify Happiness Assessment







Questions















#
Question
Option 1
Option 2
Option 3
Option 4
Option 5
Option 6
Option 7





q1
In the past month,
Never
Rarely
Occasionally
Frequently
Very often





how often have

(once or
(about
(more than
(almost



you felt joyous,

twice a
once per
once per
every day)



exuberant, inspired,

month)
week)
week)



or awestruck?


q2
In the past month,
Never
Rarely
Occasionally
Frequently
Very often





how often have

(once or
(about
(more than
(almost



you felt serene,

twice a
once per
once per
every day)



grateful, or

month)
week)
week)



relaxed?


q3
In the past month,
Never
Rarely
Occasionally
Frequently
Very often





how often have

(once or
(about
(more than
(almost



you felt sad,

twice a
once per
once per
every day)



guilty, or lonely?

month)
week)
week)


q4
In the past month,
Never
Rarely
Occasionally
Frequently
Very often





how often have

(once or
(about
(more than
(almost



you felt angry,

twice a
once per
once per
every day)



anxious, or

month)
week)
week)



afraid?


q5
How satisfied do
Very
Somewhat
A little
Neutral
A little
Somewhat
Very



you feel with the
dissatisfied
dissatisfied
dissatisfied

satisfied
satisfied
satisfied



relationships in



your life?


q6
How satisfied do
Very
Somewhat
A little
Neutral
A little
Somewhat
Verv



you feel with
dissatisfied
dissatisfied
dissatisfied

satisfied
satisfied
satisfied



your work life?


q7
How satisfied do
Very
Somewhat
A little
Neutral
A little
Somewhat
Very



you feel with
dissatisfied
dissatisfied
dissatisfied

satisfied
satisfied
satisfied



your leisure time?


q8
How satisfied do
Very
Somewhat
A little
Neutral
A little
Somewhat
Very



you feel with
dissatisfied
dissatisfied
dissatisfied

satisfied
satisfied
satisfied



yourself as a



person?


q9
How satisfied do
Verv
Somewhat
A little
Neutral
A little
Somewhat
Very



you feel with the
dissatisfied
dissatisfied
dissatisfied

satisfied
satisfied
satisfied



conditions of



your life?










Calculation


Positive emotion score


PES = (q1 + q2 + (6 − q3) + (6 − q4) − 4)/16 * 100


Life Satisfaction


LSS = (q5 + q6 + q7 + q8 + q9 − 5)/30 * 100


Happiness Score Number


HS = (PES + LSS)/2










Happiness Score Title













HS <= 14
14 < HS <= 29
29 < HS <= 43
43 < HS <= 57
57 < HS <= 71
71 < HS <= 86
86 < HS





Very
Moderately
Mildly
Neutral
Mildly
Moderately
Very


unhappy
unhappy
unhappy

happy
happy
happy









Skill Assessments





    • Helps the user discover which aspects of that skill they're best at, and which they may be interested in further training. Measures affinity and proficiency and is unlocked when the user reaches a certain level in a skill.





Happify Skill Assessments: Method
Assessment

Each skill assessment is composed of an ‘affinity’ and a ‘mastery’ assessment for a group of skill categories. The skill ‘Give’, for example, includes skill categories ‘Forgiveness’, ‘material things’ and ‘immaterial things’.


The user answers a set of questions for affinity and mastery in each of the skill categories by specifying a number between 1 and 7.


Scoring
Affinity

The user's skill affinity profile is presented as a list of skill categories in decreasing order of average score as answered by the user. Higher average score in a skill category corresponds with a higher level of affinity with that category.


Mastery

The user's skill mastery profile is presented as a list of skill categories in decreasing order of average score as answered by the user. Higher average score in a skill category corresponds with a higher level of affinity with that category.


Recommendation

In addition to the ordered lists, the system flags categories that have these score combinations:


Keep It Up

High Affinity/High Mastery—These categories are both preferred by, and mastered by the user. The user may benefit from increasing awareness and using this skill category.


Try It Out

High Affinity/Low Mastery—These categories are liked by the users but not yet mastered by them. The user may benefit from engaging in and building their skill level in this category.


Savor Assessment
Step 1: Affinity

What types of savoring experiences do you like?


Please rate the extent to which each of the following is true for you (1=not at all true, 7=very true)


Food





    • 1. I really enjoy it when I take the time to savor food

    • 2. I would consider myself a “foodie”

    • 3. I get eery excited when I have the opportunity to eat great food





Beauty





    • 4. I find listening to music and/or viewing art to be very enjoyable

    • 5. Watching artists (i.e. actors and musicians) perform fills me with awe

    • 6. I am able to lose myself in art





Sensory





    • 7. I love to be in places that are beautiful

    • 8. When I'm outside, I notice the temperature, wind, and other weather conditions and appreciate their impact on me

    • 9. Beautiful scenery fills me with a sense of wonder





Social





    • 10. When I am spending time with someone, I often stop and realize how valuable that experience is

    • 11. I am happiest when I am interacting with someone else

    • 12. When I relive some of my most precious moments, they involve other people





Novelty





    • 13. I get excited when I have the opportunity to do something new

    • 14. I appreciate activities the most when I am trying them for the first time

    • 15. It is so much easier to notice every aspect of an experience when it's a new experience





Step 2: Mastery





    • Rate, on a scale of 1-7 (1=not at all, 7=completely), the extent to which you are able to appreciate—with deliberate effort, in the moment or in retrospect—the complexities of:





Food





    • 1. Your favoiite dessert

    • 2. Your favorite special-occasion dish

    • 3. A dish that you eat very often

    • 4. An unusual-tasting dish

    • 5. A dessert that you have never had before, and like

    • 6. A dessert that you have never had before, and do not particularly like

    • 7. A dish that contains flavors you don't like

    • 8. Wine or beer

    • 9. Scotch or other hard liquor





Beauty





    • 10. A piece of art by an unseasoned but talented artist

    • 11. A. piece of beautiful art

    • 12. A piece of music from a genre that you love

    • 13. A piece of music from a genre that you are unfamiliar with

    • 14. A piece of music from a genre that you dislike

    • 15. A familiar scenic view—out of your office window, house, on your daily commute, etc.

    • 16. A scenic view that you are seeing for the first time

    • 17. The sight of beautiful architecture

    • 18. A bustling city or other crowded area that's full of activity





Sensory





    • 19. Sitting in a hot tub

    • 20. Receiving a massage

    • 21. Feeling a mild breeze blowing on your face

    • 22. Feeling a bittersweet emotion

    • 23. The feeling of being excited

    • 24. The feeling of being sad

    • 25. Having a foot ache or back ache after a long day of activity

    • 26. Taking a shower

    • 27. Feeling content





Social





    • 28. Hugging or cuddling with someone

    • 29. Sharing a fun experience with someone you care about

    • 30. Sharing a meaningful experience with someone you care about

    • 31. Meeting someone new

    • 32. Having a conversation in which you connect deeply with someone else

    • 33. Having a mild disagreement with someone you care about

    • 34. Sharing a difficult experience with someone you care about

    • 35. Having a conversation with someone you don't have much in common with

    • 36. Sharing an everyday task (cooking, running errands, etc.) with someone you care about





Novelty





    • 37. Trying a new sport

    • 38. Visiting a city you've never been to before

    • 39. Trying a new hobby for the first time

    • 40. Eating a new food for the first time

    • 41. Listening to a new piece of music for the first time

    • 42. Going to a party full of new people, with whom you may or may not connect

    • 43. Watching a movie for the first time

    • 44. Your first day working in a new job, or living in a new town

    • 45. Doing something that is meaningful to you, but not particularly pleasant





Thank Assessment
Step 1: Affinity





    • Please rate the extent to which the following statements are true for you (1=not at all true, 7=very true)





Expressing to Others





    • 1. I am most happy when I know that the other people in my life feel appreciated.

    • 2. I am thrilled when I have the opportunity to show someone I know how thankful I am for him/her.

    • 3. I never assume that anyone I know is aware of the gratitude I feel for them; I make sure to express it.





Feeling about Others





    • 4. When I step back and think about it, the people in my life give me a lot to be thankful for.

    • 5. So many people have contributed to my being where I am today.

    • 6. I cannot imagine life without my friends, family, and/or coworkers.





Feeling about Circumstances





    • 7. I am lucky to have had many great opportunities in my life.

    • 8. I feel fortunate to have all of my basic needs met (e.g. a place to live, food and clean water).

    • 9. Rather than dwell on what I do not have, I instead focus on the good things that I DO have.





Step 2: Mastery
Expressing to Others

In the last week, how frequently did you engage in each of the following behaviors (1=not at all, 7=as frequently as humanly possible):

    • 1. Complimenting your partner on his/her appearance (if applicable)
    • 2. Expressing your gratitude to someone you know for something he/she did recently
    • 3. Telling your partner, child, or friend about one of his/her quirks that you find endearing
    • 4. Sending a thank-you email or note
    • 5. Verbally thanking someone on the spot in a meaningful way (beyond saying “thanks” when someone opens the door for you)


Feeling to Others

While most people are grateful for other people in their lives, they may not actually FEEL, that gratitude on a daily basis. In the last week, did you feel grateful for the following, and if so, how often (1=very rarely, 7=all the time)

    • 6. The emotional support you receive from others in your life
    • 7. Your partner, child, or friend's sense of humor
    • 8. One of your loved ones' quirks
    • 9. The love you feel from someone else in your life
    • 10. The help you receive from others at work or at home


Feeling about Circumstances

While most people are grateful for other people in their lives, they may not actually FEEL that gratitude on a daily basis, In the last week, did you feel grateful for the following, and if so, how often (1=very rarely, 7=all the time)

    • 11. The ways in which you have been lucky in life
    • 12. The opportunities that have been given to you by others
    • 13. The successes in your life for which you have had to work very hard
    • 14. The ways in which your life has improved over time
    • 15. The ways in which others are less fortunate than you are


Aspire Assessment
Step 1: Affinity

Please rate the extent to which the following statements are true for (1=not at all true, 7=very true)


Finding Meaning

Involving things that are happening or that have already happened:

    • 1. I have an easier time doing everyday tasks if I have an important reason for doing those tasks.
    • 2. When I look back on the life I lived so far, I am comforted by the idea that I have done things that are important.
    • 3. I find it helpful to look at the positive things that have come out of my most negative experiences.


Creating Meaning

Involving new behavior:

    • 4. When I have had the opportunity to do something new that sounds meaningful to me, I have found it very rewarding.
    • 5. I would prefer do something meaningful over something pleasant.
    • 6. I would feel better investing my money in something important to others rather than something that is likely to benefit me directly.


Goals





    • 7. I feel best about myself when I am living a life in accordance with what I value.

    • 8. I am uneasy without a future goal that I can work towards.

    • 9. I aspire to become the best version of myself.





Step 2: Mastery
Finding Meaning

In the past, how successful have you been at finding meaning in each of the following (1=not successful, 7=very successful):

    • 1. Household chores like dishwashing, sweeping, or doing laundry
    • 2. Doing something together with friends or family
    • 3. Having a major success, like getting a promotion
    • 4. Experiencing a loss lost job, someone passes away)


Creating Meaning

How frequently do you engage in the following behaviors (1=never, 7=very frequently)

    • 5. Donate money to a good cause.
    • 6. Choose to spend your spare time on activities that are meaningful rather than activities that are pleasant.
    • 7. Find new ways to do something meaningful with your time.
    • 8. Work to promote something you deeply believe in.


Goals

How frequently do you engage in the following behaviors (1=never, 7=very frequently)

    • 9. Make day to day decisions that are consistent with your long-term goals.
    • 10. Choose to spend your time in ways that will help you improve yourself.
    • 11. Keep the “big picture” of your long-term goals in mind when living your everyday life.
    • 12. Approach any significant activity with some time of goal for yourself.


Give Assessment
Step 1: Affinity

Please rate the extent to which the following statements are true for you (1=not at all true, 7=very true)


Forgiveness





    • 1.I find it to be a big relief when I am able to let go of a grudge.

    • 2. I think of forgiveness as a gift that I can give to someone else.

    • 3. I do better if I can avoid getting hung up on things people say or do that I do not like.





Material Things





    • 4. I find giving gifts to other people very rewarding.

    • 5. I would rather give my money away to someone I care about than to spend it on myself.

    • 6. I can think of no better use for money than to have a great experience with the people I care about.





Immaterial Things





    • 7. I feel most content after I have done something nice for someone else.

    • 8. I feel most connected to someone when I have had the chance to do something to help them.

    • 9. I like to be the person people go to first in order to share their good news.





Step 2: Master

In general, how often do you do each of the following when you have the opportunity (1=not at all, 7=very frequently)


Forgiveness





    • 1. Quickly getting over it when I have a disagreement with my significant other, child, or friend

    • 2 Let it go when someone says something that unintentionally hurts me

    • 3. Recovering from a significant conflict with someone else





Material Things





    • 4. Bringing a cup of coffee or other treat to a friendlcoworker for no reason

    • 5. Buy wonderful but expensive gifts on birthdays or holidays

    • 6. Choose to spend money on others instead of yourself





Immaterial Things





    • 7. Go out of your way to help a friend celebrate good news

    • 8. Spent time helping a friend, colleague, or child with something (e.g. homework, a project)

    • 9. Say something to a friend, colleague, or child with the goal of lighting up their day





Empathize Assessment
Step 1: Affinity

Please rate the extent to which the following statements are true for you (1=not at all true, 7=very true)


With Self





    • 1. I find it helpful to “turn off” my inner critic and accept myself as I am.

    • 2. I find it useful to take my extenuating circumstances into consideration before passing judgment on myself.

    • 3. Remembering the positive impact I have on other peoples' lives helps me to feel good about myself.





With Known Other





    • 4. It is much easier for me to interact with someone who is behaving badly if I can understand where they are coming from.

    • 5. I feel more connected to people I care about when I think of “the whole picture” of their lives.

    • 6. I am more secure in my relationships when I have a clear understanding of how the other person benefits from my presence in their life.





With Unknown Other





    • 7. I want to understand the viewpoints of people who are very different from me.

    • 8. Even if another person does something I strongly disagree with, I think there is benefit in knowing their motivation.

    • 9. I believe that in order to judge a person, I need to put myself in their position.





Step 2: Mastery
With Self

In general, how difficult is it for you to do each of the following (1=not difficult at all, 7=extremely difficult):

    • 1. Remember the ways in which you have a positive impact on the world around you
    • 2. Forgive yourself for making a minor mistake (locking yourself out of your car, forgetting a meeting)
    • 3. Forgive yourself for making a significant mistake (missing an important deadline, forgetting a child's sports game or concert, forgetting a close friend or family member's birthday)
    • 4. Forgive yourself for making a grievous mistake (making a job-related error that gets you fired, crashing your car with other people in it)


With Known Other

In general, how difficult is it for you to do each of the following (1=not difficult at all, 7=extremely difficult):

    • 5. Be understanding when your friend, significant other, or child gets stressed out and snaps at you
    • 6. Be a good listener to a friend, significant other, or child who is distressed about something
    • 7. Understand why the others in your life care about you—what impact you have on them
    • 8. Help someone else understand where your friend, significant other, or child is coming from


With Unknown Other

In general, how difficult is it for you to do each of the following (1=not difficult at all, 7=extremely difficult):

    • 9. Have an extended conversation with someone whose views you do not understand
    • 10. Feel sympathy for someone else's perspective when you strongly disagree with it
    • 11. Imagine the factors that impact someone whose life is very different from yours
    • 12. Help someone else understand a perspective that is very different from their own


Activity Mood





    • As part of reporting an activity, 1-click mood picker





Strength Test





    • Finding out one's top character strengths

    • Happify Strengths Assessment: Method





Assessment

The assessment is composed of five subscales with 6 items each, each with user rating on a scale of 1 to 7.


Classification

Users would be classified based on which of the two subscales are highest for them:

    • 1. Emotional-Interpersonal
    • 2. Emotional-Intellectual
    • 3. Emotional-Restrained
    • 4. Emotional-Future Oriented
    • 5. Intellectual-Interpersonal
    • 6. intellectual-Restrained
    • 7. Intellectual -Future Oriented
    • 8. Interpersonal-Restrained
    • 9. Interpersonal-Future Oriented
    • 10. Future Oriented-Restrained


Questions

For each of the statements below, please choose the degree to which it describes what you are like, from 1 (“very much unlike me”) to 7 (“very much like me”):


Interpersonal





    • 1. I tend to be most focused on other people and the ways in which I am connected to other people.

    • 2. I get more gratification from treating someone else with kindness than I do from being treated kindly.

    • 3. I prefer to make decisions collaboratively with others rather than independently.

    • 4. If I can do a project or activity in a group, I prefer that over working alone.

    • 5. It is important to me that others in my life feel heard and respected.

    • 6. Harmony with the other people in my life is very important to me, so I work hard to resolve disagreements or misunderstandings as quickly and effectively as possible.





Emotional





    • 7. At a social event or dinner party, I always manage to make other people laugh.

    • 8. I am skilled at perceiving what people want, expect, and need.

    • 9. I am able to overcome fear to persist in doing something intimidating.

    • 10. When I am presented with two options, I am usually able to choose the most sensible one over the one that is most fun/exciting.

    • 11. I am often able to help mediate conflicts or misunderstandings between other people.

    • 12. I thrive in tasks that require creativity.





Intellectual





    • 13. 1 like to spend my spare time reading about new and interesting things.

    • 14. Nothing is more moving to me than a place with beautiful scenery.

    • 15. I feel a deep connection to art and/or music and/or literature.

    • 16. If I meet someone who works in a field I know nothing about. I am very eager to learn more about it by talking to them.

    • 17. My favorite hobbies are those that involve learning a new skill.

    • 18. I can enjoy doing nearly anything as long as it's a new experience.





Restraint





    • 19. 1 will be honest with someone even if they won't like what I have to say.

    • 20. I value being authentic above being pleasant or agreeable.

    • 21. I usually persist until I meet my goals, regardless of how difficult things get.

    • 22. When people describe a situation to me, I am generally able to offer a new perspective they have not thought of.

    • 23. I am often able to explore a problem from many different points of view.

    • 24. When a challenge occurs, I find a way around the challenge rather than giving up.





Future Orientation





    • 25. More so than the average person, people call me “positive” or “upbeat.”

    • 26. Whatever happens, I am able to see a positive way that things can work out.

    • 27. I am often thinking about and planning for the future.

    • 28. I am skilled at improving my own mood when I feel down.

    • 29. I feel strongly connected to something larger than myself.

    • 30. I believe that what I do now has a meaningful impact on someone or something in the future.





Track Customization





    • Modify track behavior based on self-assessments and past behavior






FIG. 9 depicts users engaging in social interaction. Users can share their posts, then comment on and like others' posts. Users can follow other users and users can invite other users to Happily.



FIG. 10 depicts matchmaking between users. New users are encouraged to follow others who are similar to them. Match is composed of Demographic, Psychological and Happify Reputation score (see ‘happify follower matching’ doc).



FIG. 11 depicts a schematic of the initial steps of the Happify compass. The user finds out what her Happiness Score is. The user picks a personalized track and is given fun activities to do her first week.



FIG. 12 depicts the user's first week of activities.



FIG. 13 depicts a schematic of the user's happiness graph.



FIG. 14 depicts the user's happiness compass.



FIG. 15 depicts a schematic of insights obtained using the happiness compass. The following provides some examples of information obtained using the happiness compass, which are a rich array of implicit user input sensors:


Presence





    • Location

    • Calendar





Social





    • Level of interaction

    • Meaningful relationships

    • Preferred locations





Spending





    • Purchase preferences

    • Spending levels





Communications





    • Natural language processing

    • Pattern analysis

    • Facebook, Twitter, email

    • Happify posts





Self Reporting





    • Preferred Activities

    • Scientifically backed self tests





Biometrics





    • Exercise

    • Sleep patterns

    • Nutrition

    • Voice analysis

    • Facial expressions

    • Heartbeat






FIG. 16 depicts examples of advantageous aspects of the happiness graph.


Some benefits of the embodiments described herein are:


Clarity





    • 5 skills, level progression





Integrated Self Assessments





    • Provides self-insights

    • Recommends tracks & activities





Progress Measurement





    • Periodic happiness measurements allow the user to monitor their progress





Guided Experience





    • 4 week track experience optimizes habit formation

    • Enables continued focus on a specific topic (e.g. parenting, stress)





Flexible





    • Track stnicture allows the user to pick the activities and tasks they prefer from a wider selection of options





Personalized





    • COMPASS activity recommendations are based on past user behavior and preference





Integrated Social Experience





    • Users share and follow, like and comment on other users' posts





Increasingly Challenging





    • As they progress, tracks require increased number of activities and higher level of challenge





Entertaining





    • Variety of activity types

    • Track content





Extendible in Several Dimensions





    • Content: new tracks and track content (tasks, quizzes, polls etc)

    • Activity types: adding new games and activity types (see product directory)

    • Framework: adding new skills





Multi Screen





    • web,mobile accessibility





The following attributes are unique to Flappify compared to other digital well-being services:


Science-to-Action Framework





    • Translation of the science of happiness into 5 skills, named activities per skill and actionable tasks per activity





Sustained Guidance





    • Other feedback mechanisms either track external user activity with visually-limited feedback, or allow users to grow visual environments by interacting with them directly (and not use them to provide feedback on external activities)





Contextual Social Interaction





    • Users socialize around contextual activity posts prescribed to others





Activity Variety





    • “One stop show” happiness service with real-life, reflective and gaming activities





Measure-Act-Measure Loop





    • Allowing users to track their progress as they go





1. All Skills
Reflective Micro-Blogging

User is asked to reflect on an aspect of their life an write a few sentences about it. For example—what they are grateful for, what is the true meaning of their job or in what ways they make the life of their spouse better.


Plan-Do Activities

User is given an activity to do in real life and write a few sentences about how it felt to do it. This could be giving a small gift to someone, savoring their favorite food or spending an hour doing something meaningfill to them.


Quizzes


FIG. 17 depicts an example of a quiz.


Polls


FIG. 18 depicts an example of a poll.


Inner Circle

Allow the user to build a list of their closest people who affect their happiness the most, then direct the users to do certain activities with the Inner Circle—like sharing posts and experience boards (see below) etc.


Happiness Check-In

Quick report of user's mood from mobile or web, show stats/people nearby on map


Happify Compass

Recommends activities for users based on the Happiness Graph (=happiness ‘GPS’)


Experience Boards


FIGS. 19 and 20 depict examples of experience boards.


2. Savor
Mindfulness Game


FIG. 21 depicts an example of a mindfulness game.


Movie Moments—Guided Savoring


FIG. 22 depicts an example of guided savoring.


Music Moments

Identify and share the music that makes you happy. User picks a decade they love, scan through top music by year/genre and build their happy music wallet.


Funny Caption: Savor/Humor, Aspire/Meaning


FIG. 23 depicts an example of a funny caption.


Relaxation Game (Savoring—Mindfulness)


FIG. 24 depicts an example of a relaxation game.


Introduction to mindfulness/meditation: user picks a beautiful video scene they like, and just relaxes for 2 to 5 minutes


3. Thank
Don't Break the Thank Chain!

User sends a quick gratitude note to a friend, tasking them to continue the chain of thanks. Present leaderboards with longest chains and map view.


4. Aspire
Positive Popper (Optimism)

Balloons containing positive/negative emotions launch into the game board, user needs to only click the ones with positive emotions


5. Give
Send an E-Gift

Allow users to give a small gift to a friend directly from the site


Donate

Allow users to make a donation directly from the site


6. Empathize
Smile Finder


FIG. 25 depicts an example of a smile finder.



FIG. 26 depicts an example of a body talk game. The user click on the emotion that matches the photo. See photo of a person displaying an emotion, click on the right emotion from a list of four emotions.


Step 1: Track Name and Introduction
What is a Track?

A Happify track consists of sets of activities programmed together to address a specific life issue or goal.


A track name is actionable and concise (5 words max). A track description (140 words max) introduces the user to the track and explains what the user will achieve by completing the track.


The partner may write an intro OR provide key messaging points for Happify staff to write the introduction to the track.

    • Examples of existing tracks: Cope Better with Stress; Enjoy Parenting More; Strengthen My Friendships; Appreciate What I Have


Tracks fall under one of 5 life domains:

    • Career & Money
    • Family & Kids
    • Leisure & Fun
    • Love & Intimacy
    • Mind & Body


Track Parts and Activities

Each track consists of 4 parts—each of which takes approximately one week for users to complete. (If they run out of time, they have the option to extend their time by another week.)


Each Part of a track contains a balanced mix of “reporter” activities and “light” activities (see explanation below). The reporter activities gradually increase in difficulty as users progress through each of the 4 Parts.


“Light Activities” include:

    • Games (currently, Hidden Object “mindfulness” game)
    • Quizzes (4 multiple-choice or true/false questions about a happiness topic)
    • Activity Quizzes (Users read a science paragraph about a Happify activity and are quizzed with multiple-choice questions at the end)
    • Polls


“Reporter activities” fall into two categories:

    • “Essay” or “Do” activity (Reflective microblogging): Asks user to reflect on a subject and make a log entry
    • “Plan-Do” activity: Requires user to plan and perform an action in the real world, then come back and report on how it went


S.T.A.G.E.: The 5 Happiness Skills

Happify's psychologists have created 55 science-based activities to help users build 5 essential happiness skills (Happify's “S.T.A.G.E.” framework):

    • 1. Savor—Noticing the good stuff around you and taking time to prolong and intensify your enjoyment of the moment. It can involve the past (reminiscing) the present (mindfulness) or the future (positive anticipation)
    • 2. Thank—Practicing gratitude; identifying and appreciating the things we have and the people in our lives
    • 3. Aspire—Feeling hopeful, having a sense of purpose and meaning in our lives, being optimistic.
    • 4. Give—Performing acts of kindness; being generous and forgiving
    • 5. Empathize—Imagining and understanding the emotions, behaviors, or ideas of others; having compassion


BELOW: Example of 11 activities that teach the skill of Giving. (Refer to Happify Activity spreadsheet for detailed list of all 55 activity descriptions)


*What Can't be Added to a Happify Track

New skills beyond S.T.A.G.E. skills cannot be added to a Happify track. In rare cases, a new activity may be added to an existing Happify skill ONLY if the creator can provide substantial scientific research on the intervention's effectiveness.















ID
Skill
Name of Activity
Skill Level







G-01
Give
Give a small gift
1


G-03
Give
Make someone smile
1


G-04
Give
Act of kindness (3 in one day)
1


G-05
Give
Spend time on a valuable activity
2


G-06
Give
Spend money on a shared experience
3


G-09
Give
Spend time with someone
3


G-02
Give
One day, 5 nice things
4


G-07
Give
Celebrate someone's good news
4


G-08
Give
Forgive an annoyance
4


G-10
Give
Forgive an offense
5


G-11
Give
Volunteer
5


G-12
Give
Donate money for a cause
5









Step 2: Create a Track Outline

The key to programming a track is to select activities that will build happiness skills in the context of a specific life domain or goal.


The track creator can choose from the 55 activities (see Happify Activity spreadsheet for names, descriptions, skill levels) when programming a track.


Key Points





    • What are the underlying “emotional issues” (ex: low self-esteem, loneliness, lack of motivation) that are most likely linked to the “problems” underlying the issue that the Track targets?

    • Which S.T.A.G.E. skills and their activities are most effective in helping users overcome these issues?

    • The 7-day sequence of every track Part should have a narrative purpose and feel like it has a beginning, middle, and an end that gives the user a sense of accomplishment.
      • First days of a track Part: These activities jump-start a key positive emotion the user will need for subsequent activities or asks the user to try something new, intriguing, fun, or funny—which rattles the user out of her funk and gets her in a good mood for what's next.
      • Middle of a track Part: These activities build on (or complement) previous ones. Here's where we may introduce an activity that requires some extra thought or action. By Day 4 or 5, user feels a little more committed or motivated and willing to take on slightly more demanding activities.
      • End of a track Part: On the last day of a track Part, users want something that's fun, easy or inspiring—avoid unfamiliar/demanding tasks. The user anticipates a feeling of accomplishment but is intrigued enough to commit to the next Part of their track.

    • Goal: Create an appealing balance between activities that can be completed immediately by writing after a few minutes of reflection VS. activities that require action (and in some cases, pre-planning) before reporting on how it went.





In general, easier (level 1 and 2) activities are programmed towards the beginning of a track (Parts 1 and 2) and as a user progresses to the later Parts of a track, the activities become more difficult (level 4 and 5 activities), but this isn't required.


Users are awarded badges based on how many activities they complete in each Part of a track. (see chart below for explanations)

    • The Happify team can design special badges for each Part of a track.


The basic structure of every Part of every Happify track is as follows: (Note that Games and activity quizzes already exist on Happify)












Track Name: Appreciate What I Have











Task 1
Task 2
Task 3















Part 1














General recommendation: Reporter





activities from Skill Levels 1 and 2


6 total activities: Users must


complete 4 to get a badge, 5 for a


blue-ribbon badge











reporter
(T-04) Thx Thx Thx
Not that
Love
You




into you
what
Decide




(anymore!)
you
How





have


quiz
Glory of Gratitude





game
The Street





reporter
(G-03) Make Someone
For
Spur
You



Smile
someone
of the
Decide




close to
moment
How




you


poll
You Just Won the






Lottery


reporter
(S-01) Savor the Small
Savor
Savor
You



Stuff
home
your
Decide




sweet
neighbor-
How




home
hood


Part 2










General recommendation: Reporter





activities from Skill Levels 2 and 3


7 total activities: Users must


complete 5 to get a badge, 6 for a


blue-ribbon badge











reporter
(A-03) What's my
Find
Find
The big



why?
meaning
meaning
picture




at home
at work


activity quiz
Power of meditation





reporter
(S-03) Savor Together
Start
Cel-E-
You




spreadin'
brate
Decide




the news
good
How





times


game
The Beach





reporter
(E-01) Give myself a
Take
Reverse
Be your



break
another's
the
biggest




point of
golden
fan




view
rule


poll
Happiness and sleep





reporter
(T-04) Thx Thx Thx
Angelina is
Pretend
You




jealous
shop
Decide




of . . .

How


Part 3










General recommendation: Reporter





activities from Skill Levels 3 and 4


9 total activities: Users must


complete 6 to get a badge, 8 for a


blue-ribbon badge











reporter
(T-04) Thx Thx Thx
Thanks for
Thanks
You




your time
for the
Decide





laughs
How


quiz
A little money goes a






long way


reporter
(G-01) Give a Small
For a friend
For
You



Gift
or
some-
Decide




coworker
one you
How





love


poll
Your down time





reporter
(S-02) Body Scan
Body scan

You



Meditation
meditation

Decide






How


game
The folly





reporter
(E-03) What's My
All in the
That's
You



Positive Impact?
family
what
Decide





friends
How





are for


activity quiz
Savor the moment





reporter
(T-04) Thx Thx Thx
About

You




yourself

Decide






How


Part 4










General recommendation: Reporter





activities from Skill Levels 4 and 5


9 total activities: Users must


complete 6 to get a badge, 8 for a


blue-ribbon badge











reporter
(T-02) A week's
Love the
Love
You



worth of thanks
things you
the
Decide




say
things
How





you do


activity quiz
Avoid overthinking





reporter
(G-06) Spend Money
Familiar in
New
You



on a Shared
a new way
and
Decide



Experience

unfamiliar
How


game
Snow walk





reporter
(T-02) A Week's
Thanks for
It could
You



Worth of Thanks
not
be
Decide




happening
worse!
How


poll
Top thanks





reporter
(T-05) What Am I
From your
From
You



Proud Of?
past
your
Decide





future
How


quiz
Spend Time with






Someone


reporter
(T-02) A Week's
The best in
What
You



Worth of Thanks
you
if?
Decide






How









How Strict Are These Guidelines?





    • The mix of activities doesn't have to adhere strictly to the framework above. However, we recommend incorporating a mix of approximately 50% “reporter” activities and 50% “light” activities in each track Part to avoid overwhelming the user.

    • It's okay for an activity to appear more than once in a track if it's a crucial activity for the track theme and there are new/different suggested tasks for each use.

    • Number of activities per track Part is flexible.





Step 3: Come Up with 263 Suggested Tasks for Each Activity

Once the “reporter” activities are determined for each track Part, come up with 2-3 suggested tasks for each activity. These tasks retain the essence and the science of the proven intervention activity, but make sense within the theme of the track. They're fun, yet give clear and concise directions. A user will pick ONE of these tasks to complete in order to get credit for the activity.


When a user selects this activity, s/he can choose one of the 2 suggested tasks or a 3rd “You Decide How” option (which already exists in the Happify system).


Partner may come up with general idea for the suggested task, and Happify's writers can flesh these out into 80-word instructions (OR, partner may wish to write all tasks in instruction form)


Each suggested task is accompanied by a “Why it Works” section, which includes science references and explains why the activity is useful and how it relates to happiness.

    • Why it Works” already exists for each activity on Happify, but in certain cases, the track creator may want to add new science references that relate specifically to the theme of the suggested task. (For example, an empathy activity may reference a few studies about empathy and its effects, but in the context of a Parenting track, the Why it Works for a suggested task may reference a study about parents empathizing with kids.)


Sample Activity and Suggested Tasks





    • Track: Feel More Loved by My Partner

    • Activity Name: Today's Grateful Moment [Skill: Thank]





Suggested Task #1
Name: The Little Stuff Counts

Think of the reason you first fell in love with your partner or spouse a trait or characteristic he/she still holds today.


It could be his sense of humor, her kind generosity, or maybe his sex appeal. Jot down some thoughts and spend a minute appreciating those same traits today.


Suggested Task #2
Name: Thanks, Partner!

Think of one good thing that happened today involving your partner or spouse.


Write it down here and add a few details about how it made you feel and the role you played, if any, in the positive experience.


You Decide How: (Already Exists on Happify)

Think of something, great or small, that you feel grateful for and describe it in a few words. Add a photo, too!


Why it Works

Numerous studies show that gratitude is one of the strongest predictors of positive mental health. People who are grateful are more satisfied with their relationships with friends and family. They're happier, less depressed and less stressed. They feel more in control of their lives, have higher self-esteem and cope better with stress.


When the going gets tough, grateful people learn from the experience. They don't avoid the problem, deny there is a problem or blame themselves for the problem. That's probably why grateful people also sleep better!


In a 2005 study[T-2], some participants were asked to transcribe, every night for one week, three positive events that happened during their day, as well as the causes of these events. Compared to participants in the control group, participants who reflected on three positive events experienced more happiness.


Users only need to complete ONE of the task options in order o get credit for a given activity.


Step 4: Determine Quiz Topics and/or Write Quizzes

Each track typically has 3 multiple-choice quizzes, but this can be more or less if desired. FIG. 27 depicts an example of a quiz.

    • Quizzes can have two answer choices (usually True/False) or 4 answer choices
    • Quiz questions may be based on studies or factoids relating to the track theme, or they can be based on one specific S.T.A.G.E. skill learned in that particular track Part. (Ex: A quiz about gratitude)
      • Track creator may provide suggested topics for Happify staff to write multiple-choice quizzes (providing relevant studies from which to draw) questions if desired) OR creator can write complete quizzes with a 1-2 sentence intro, questions, answer choices, and a few sentences explaining the correct answer, citing references (many already exist on happify.com/research) whenever possible.
      • Word counts:
        • Quiz name: 2-4 words
        • Quiz intro: 50 words max
        • Quiz question: 20 words max
        • Quiz choice: 10 words max
        • Quiz answer: 50 words max


Step 5: Suggest Poll Topics

Each track typically contains 4 polls, one for each Part of the track. Again, track creator may suggest topics OR write the entire poll. FIG. 28 depicts an example of a poll.


Each poll question has up to 4 possible answer choices, plus a 2-3 sentence summary citing any interesting research around that particular poll topic.


Recap





    • 1) Work with Happify staff to determine track topic and goals/description of the track.

    • 2) Create a track outline: What activities will be used? What mix of reporter activities and light activities will be used in each Part of the track?

    • 3) Come up with 2-3 suggested tasks for each reporter activity. Include additional research or write-up for “Why It Works” with related science references if appropriate. (Happify staff can write full instructions for the suggested tasks, or you can!)

    • 4) Quizzes: Creator may provide topics for Happify staff to write into quizzes OR write quiz questions and answers him/herself

    • 5) Polls: Creator may provide topics for Happify staff to write OR write quiz questions and answers him/herself





Happify Follower Matching

When a user signs up, they autofollow existing users according to the following method:


Step 1: Create a List of Candidates





    • All Users who's reputation level is above a certain threshold AND

    • have approved that their profile would appear for follow suggestion





Step 2: Calculate Fit Levels
















Criteria
High Fit for . . .
Formula













Demo Fit

Average of below





Age
age close to
1 - ABS(Age - UserAge)/UserAge



user's


Location
close to user
same city: 1, same state: 0.75,




same country: 0.5










Psych Fit

Average of below





Happiness Score
high result
(100 - HS)/100


Track
close to user
1 if all 3 recommended tracks


Recommendation

are same and in same order


results

0 if there is no match










Reputation Fit







Reputation
high
1 - 1/Reputation



reputation









Step 3: Calculate Match Score





    • Match Score=⅓*Demo-Fit+⅓*Psych-Fit+⅓*Reputation-Fit





Step 4: Pick Auto Followers





    • Same gender: pick 4 people at random from the top 20 matches of the user's same gender.

    • Opposite gender: pick 2 users at random from the top 10 matches of the other gender





While certain exemplary aspects and embodiments have been described herein, many alternatives, modifications, and variations will be apparent to those skilled in the art. Accordingly, exemplary aspects and embodiments set forth herein are intended to be illustrative, not limiting. Various modifications may be made without departing from the spirit and scope of the disclosure.

Claims
  • 1. A system for providing an online service and social community for engaging, learning, and training skills for happiness, the system comprising: a processor; andmemory storing instructions which when executed by the processor configure the processor to: provide the online service via a network to a plurality of computing devices used by users to interact with the online service via the network;provide a plurality of tracks, wherein each track includes a set of activities, and wherein: the activities are programmed to address a specific goal,the activities are arranged in subsets such that the number and difficulty level of activities increase as the users progress through the subsets,the activities are gradually made available to the users based on progress made by the users in building their skills, andthe activities include links to studies about the activities directly accessible by the users;provide an initial happiness score and a track from the plurality of tracks to a user based on: a self-assessment completed by the user upon signing up for the online service;receive from the user, after completing each of the activities from the track, a post including the completed activity and data added by the user to the post, wherein the post is marked by the user as private or publishable to other users following the track to offer comments;store the posts in a profile of the user to allow the user to subsequently search the posts based on skills and tracks for reflection;monitor progress of the user based on self-assessments periodically completed by the user, wherein each self-assessment includes: a happiness score (“HS”) determined based on a set of rules, the set of rules including:
  • 2. The system of claim 1 wherein the instructions further configure the processor to determine the happiness score using the set of rules by: presenting a plurality of questions to the user;receiving answers to the questions from the user;generating a positive emotions score based on a first combination of a first plurality of the answers;generating a life satisfaction score based on a second combination of a second plurality of the answers;and generating the happiness score based on the positive emotion score and the life satisfaction score.
  • 3. The system of claim 2 wherein the instructions further configure the processor to select the first plurality of the answers that are different than the second plurality of the answers.
  • 4. The system of claim 2 wherein the instructions further configure the processor to generate the happiness score based on an average of the positive emotions score and the life satisfaction score.
  • 5. The system of claim 1 wherein the instructions further configure the processor to elect the recommended track using the set of rules by: presenting a plurality of questions to the user, wherein for each question, a first weight is assigned to each track;receiving answers to the questions from the user, wherein an answer for each question is selected from a plurality of choices, and wherein each choice is assigned a second weight;generating a score for each track by taking products of the second weights of the choices selected by the user in the answers to the questions and the first weights assigned to the track for the questions, and by adding the products; andselecting the track with the highest score as the recommended track.
  • 6. The system of claim 1 wherein the instructions further configure the processor to suggest the followers using the set of rules by: generating a list of candidates that have ratings on the online service above a threshold and that have approved that their profiles to appear on the online service for follow suggestions;generating fit levels for the candidates, wherein the fit levels include a demographic fit level, a psychological fit level, and a rating of each candidate on the online service;generating a match score for each candidate based on the fit levels; andsuggesting the followers by selecting some of the candidates based on their match scores and gender.
  • 7. The system of claim 6 wherein the instructions further configure the processor to: generate the demographic fit level of a candidate based on a relationship of age and location of the candidate relative to the user; andgenerate the psychological fit level of a candidate based on a relationship of a happiness score and track recommendations for the candidate relative to the user.
  • 8. The system of claim 6 wherein the instructions further configure the processor to generate the match score for a candidate by adding one third of each of the demographic fit level, the psychological fit level, and the rating of the candidate.
  • 9. The system of claim 1 wherein each of the skills includes skill categories, and the instructions further configure the processor to: present to the user a set of questions for assessing affinity and mastery of the user in each of the skill categories;receive answers from the user to the set of questions;generate, based on the answers, an assessment for the user for each of the skills, wherein the assessment includes an affinity assessment and a mastery assessment for each of the skill categories;generate an affinity profile of the user for each of the skills, wherein the affinity profile includes a list of the skill categories in decreasing order of average score of the answers, and wherein higher average score in a skill category indicates higher affinity for that skill category; andgenerate a mastery profile of the user for each of the skills, wherein the mastery profile includes a list of the skill categories in decreasing order of average score of the answers, and wherein higher average score in a skill category indicates higher mastery for that skill category.
  • 10. The system of claim 9 wherein the instructions further configure the processor to: identify and indicate to the user some of the skill categories in which the user has high affinity and high mastery, wherein the user benefits from increasing awareness and using the identified categories; andidentify and indicate to the user some of the skill categories in which the user has high affinity and low mastery, wherein the user benefits from engaging in and building skill level in the identified categories.
  • 11. The system of claim 1 wherein the instructions further configure the processor to: present to the user questions for assessing strength of the user in a plurality of character traits including emotional, intellectual, interpersonal, restraint, and future orientation;receive answers from the user to the questions; andindicate dominant character trait or traits of the user based on the answers.
  • 12. The system of claim 1 wherein the instructions further configure the processor to generate the tracks including the activities for a plurality of life domains including career and money, family and children, leisure and fun, love and intimacy, and mind and body.
  • 13. The system of claim 1 wherein the instructions further configure the processor to: receive, from the user, a completed subset of activities of a track in a limited time period and provide rewards to the users based on the number of activities completed in the limited time period, wherein a reward for a subset represents a level of activity of the user in the subset;receive from the user a request to extend the limited time period and yet provide the rewards; andreceive from the user a request to skip some of the activities in one subset and move to a next subset and yet provide some of the rewards.
  • 14. The system of claim 1 wherein the instructions further configure the processor to: provide each subset including an initial portion, a middle portion, and an end portion;provide the initial portion including activities to motivate the user;provide the middle portion including activities to build on or complement the initial portion; andprovide the end portion including activities to lead the user to a next subset of the track.
  • 15. The system of claim 1 wherein the instructions further configure the processor to: provide each activity in a track including tasks that are consistent with a theme of the track;provide with each task a scientific reference and an explanation of usefulness and relationship of the task to the happiness of the user;receive, from the user, a selection of one of the tasks; andprovide the user a credit for the activity in response to the user completing the selected task.
  • 16. The system of claim 1 wherein the activities include one or more of: reflecting on a topic and writing about the topic in a blog;performing a real life activity and writing about the experience of performing the real life activity;answering multiple choice questions;polling an opinion of the user about a topic and showing the user a breakdown of votes of other users; andtraining the user on a skill by playing a game.
  • 17. The system of claim 1 wherein the instructions further configure the processor to provide to the user several alternatives to complete each activity by providing suggested tasks for the user to select from.
  • 18. The system of claim 1 wherein the number of activities per subset of a track is configurable.
  • 19. The system of claim 1 wherein the activities include: a first type of activities including games, quizzes, activity quizzes, and opinion polls; anda second type of activities including writing a blog by reflecting on a topic, and planning and performing an activity in real world and providing a report thereon.
  • 20. The system of claim 1 wherein the instructions further configure the processor to: offer the user a personalized daily activity when the user is not in a track; orreceive, from the user, a selection of an available activity from a skill menu.
CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. non-provisional patent application Ser. No. 16/600,903, filed Oct. 14, 2019, entitled “Dynamic Interactive Network System For Providing Online Service And Social Community For Engaging, Learning, And Training Skills For Mental Health”, which is a continuation of U.S. non-provisional patent application Ser. No. 14/284,229, filed May 21, 2014, entitled “Systems And Methods For Providing On-Line Services”, which claims priority under 35 U.S.C. 119(e) to U.S. Provisional Patent Application No. 61/825,742, filed May 21, 2013, entitled “Systems And Methods For Providing On-Line Services.” The entire contents the above-referenced applications are incorporated herein by reference.

Provisional Applications (1)
Number Date Country
61825742 May 2013 US
Continuations (4)
Number Date Country
Parent 18092311 Dec 2022 US
Child 18403322 US
Parent 17494407 Oct 2021 US
Child 18092311 US
Parent 16600903 Oct 2019 US
Child 17494407 US
Parent 14284229 May 2014 US
Child 16600903 US