Full Paper - Open Access.

Idioma principal | Segundo idioma

Addictive digital experiences: the influence of artificial intelligence and more-than-human design

Addictive digital experiences: the influence of artificial intelligence and more-than-human design

Chianella, Riccardo ;

Full Paper:

Due to the novel design paradigm brought about by artificial intelligence (AI), addictive technology is becoming more common and harder to resist. In order to counterbalance the rise of technological addiction, an effort should be made by all the actors involved in the complex world of addictive digital experiences. This paper focuses on the role of designers. It is based on a literature review on addiction to digital experiences based on the evolution of human–machine interactions, highlighting challenges brought by AI within the emerging “more-than-human” perspective. The introduction of a systemic perspective that considers new meeting points between datasets and algorithms can help designers understand how their products can lead to addiction and how addiction is created in the context of “AI factories”. By reinforcing their ethical approach and treating AI as a design material, UX designers can become the bearers of a more responsible mindset and re-humanize addictive technology.

Full Paper:

Due to the novel design paradigm brought about by artificial intelligence (AI), addictive technology is becoming more common and harder to resist. In order to counterbalance the rise of technological addiction, an effort should be made by all the actors involved in the complex world of addictive digital experiences. This paper focuses on the role of designers. It is based on a literature review on addiction to digital experiences based on the evolution of human–machine interactions, highlighting challenges brought by AI within the emerging “more-than-human” perspective. The introduction of a systemic perspective that considers new meeting points between datasets and algorithms can help designers understand how their products can lead to addiction and how addiction is created in the context of “AI factories”. By reinforcing their ethical approach and treating AI as a design material, UX designers can become the bearers of a more responsible mindset and re-humanize addictive technology.

Palavras-chave: technological addiction, user experience design, artificial intelligence, more-than-human,

Palavras-chave: technological addiction, user experience design, artificial intelligence, more-than-human,

DOI: 10.5151/ead2021-125

Referências bibliográficas
  • [1] "(2021, July 21). How TikTok's Algorithm Figures Out Your Deepest Desires. The Wall Street Journal. Retrieved from: https://www.wsj.com/video/series/inside-tiktoks-highly-secretive-algorithm/investigation-how-tiktok-algorithm-figures-out-your-deepest-desires/6C0C2040-FF25-4827-8528-2BD6612E3796
  • [2] Alter, A. (2018). Irresistible: The rise of addictive technology and the business of keeping us hooked. New York: Penguin Press.
  • [3] American Psychiatric Association. (2013) Diagnostic and Statistical Manual of Mental Disorders (5th ed.), Washington, DC: American Psychiatric Publishing.
  • [4] Andreassen, C. S., & Pallesen, S. (2014). Social network site addiction-an overview. Current pharmaceutical design, 20(25), 4053-4061.
  • [5] Andreassen, C. S., Torsheim, T., Brunborg, G. S., & Pallesen, S. (2012). Development of a Facebook addiction scale. Psychological reports, 110(2), 501-517.
  • [6] Berthon, P., Pitt, L., & Campbell, C. (2019). Addictive de-vices: A public policy analysis of sources and solutions to digital addiction. Journal of Public Policy & Marketing, 38(4), 451-468.
  • [7] Bhargava, V., & Velasquez, M. (2021). Ethics of the Attention Economy: The Problem of Social Media Addiction. Business Ethics Quarterly, 31(3), 321-359.
  • [8] Bösch, C., Erb, B., Kargl, F., Kopp, H., & Pfattheicher, S. (2016). Tales from the dark side: Privacy dark strategies and privacy dark patterns. Proceedings on Privacy Enhancing Technologies, 2016(4), 237-254.
  • [9] Borenstein, J., & Howard, A. (2021). Emerging challenges in AI and the need for AI ethics education. AI and Ethics, 1(1), 61-65.
  • [10] Brignull, H., Miquel, M., Rosenberg, J., & Offer, J. (2015). Dark Patterns-User Interfaces Designed to Trick People. http://darkpatterns.org/
  • [11] Cash, H., D Rae, C., H Steel, A., & Winkler, A. (2012). Internet addiction: A brief summary of research and practice. Current psychiatry reviews, 8(4), 292-298.
  • [12] Chen, C., & Leung, L. (2016). Are you addicted to Candy Crush Saga? An exploratory study linking psychological factors to mobile social game addiction. Telematics and Informatics, 33(4), 1155-1166.
  • [13] Chianella, R., Mandolfo, M., Lolatto, R., & Pillan, M. (2021, July). Designing for Self-awareness: Evidence-Based Explorations of Multimodal Stress-Tracking Wearables. In International Conference on Human-Computer Interaction (pp. 357-371). Springer, Cham.
  • [14] Cila, N., Giaccardi, E., Tynan-O’Mahony, F., Speed, C., & Caldwell, M. (2015, January). Thing-Centered Narratives: A study of object personas. In Proceedings of the 3rd Seminar International Research Network for Design Anthropology.
  • [15] Coulton, P., & Lindley, J. G. (2019). More-than human centred design: Considering other things. The Design Journal, 22(4), 463-481.
  • [16] Davenport, T. H., & Beck, J. C. (2001). The attention economy. Ubiquity, 2001(May), 1-es.
  • [17] Dieter, M. (2015). Dark patterns: Interface design, augmentation and crisis. In Postdigital aesthetics (pp. 163-178). Palgrave Macmillan, London.
  • [18] Dove, G., Halskov, K., Forlizzi, J., & Zimmerman, J. (2017, May). UX design innovation: Challenges for working with machine learning as a design material. In Proceedings of the 2017 chi conference on human factors in computing systems, 278-288.
  • [19] Dossey, L. (2014). FOMO, digital dementia, and our dangerous experiment. Explore: The Journal of Science and Healing, 10(2), 69-73.
  • [20] Duhigg, C. (2012). The power of habit: Why we do what we do in life and business. Random House.
  • [21] Evans, D. C. (2017). Bottlenecks: aligning UX design with user psychology. Apress.
  • [22] Eyal, N. (2014). Hooked: How to build habit-forming products. Penguin.
  • [23] Forlano, L. (2017). Posthumanism and design. She Ji: The Journal of Design, Economics, and Innovation, 3(1), 16-29.
  • [24] Forlizzi, J. (2018). Moving beyond user-centered design. interactions, 25(5), 22-23.
  • [25] Fourcade, M., & Johns, F. (2020). Loops, ladders and links: the recursivity of social and machine learning. Theory and Society, 49(5), 803-832.
  • [26] Frauenberger, C. (2019). Entanglement HCI the next wave?. ACM Transactions on Computer-Human Interaction (TOCHI), 27(1), 1-27.
  • [27] Giaccardi, E., & Redström, J. (2020). Technology and more-than-human design. Design Issues, 36(4), 33-44.
  • [28] Giannakos, M. N., Chorianopoulos, K., Giotopoulos, K., & Vlamos, P. (2013). Using Facebook out of habit. Behaviour & Information Technology, 32(6), 594-602.
  • [29] Graham, P. (2010). The Acceleration of Addictiveness. Retrieved 15 May, 2021 from http://www.paulgraham.com/addiction.html
  • [30] Gray, C. M., Kou, Y., Battles, B., Hoggatt, J., & Toombs, A. L. (2018). The dark (patterns) side of UX design. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 1-14.
  • [31] Griffiths, M. (1996). Gambling on the Internet: A brief note. Journal of Gambling Studies, 12(4), 471-473.
  • [32] Griffiths, M. (2005). A ‘components’ model of addiction within a biopsychosocial framework. Journal of Substance use, 10(4), 191-197.
  • [33] Harris, T. (2017). How a Handful of Tech Companies Control Billions of Minds Every Day. TED Talks. Retrieved 15 May, 2021 from https://www.ted.com/talks/tristan_harris_how_a_handful_of_tech_companies_control_billions_of_minds_every_day?language=en
  • [34] Hebron, P. (2016). Machine learning for designers. O’Reilly.
  • [35] Homewood, S., Hedemyr, M., Fagerberg Ranten, M., & Kozel, S. (2021, May). Tracing Conceptions of the Body in HCI: From User to More-Than-Human. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-12).
  • [36] Kubey, R., & Csikszentmihalyi, M. (2004). Television addiction is no mere metaphor. Scientific American, 286(2), 74-80.
  • [37] Kuss, D. J., & Lopez-Fernandez, O. (2016). Internet addiction and problematic Internet use: A systematic review of clinical research. World journal of psychiatry, 6(1), 143.
  • [38] Lazzarato, M. (2014). Signs and Machines: Capitalism and the Production of Subjectivity, trans. JD Jordan. New York: Semiotext(e).
  • [39] Latour, B. (2005). Reassembling the social: An introduction to actor-network-theory. Oxford university press.
  • [40] Loi, D., Lodato, T., Wolf, C. T., Arar, R., & Blomberg, J. (2018, August). PD manifesto for AI futures. In Proceedings of the 15th Participatory Design Conference: Short Papers, Situated Actions, Workshops and Tutorial-Volume 2 (pp. 1-4).
  • [41] Luguri, J., & Strahilevitz, L. J. (2021). Shining a light on dark patterns. Journal of Legal Analysis, 13(1), 43-109.
  • [42] Maeda, J. (2019). How to speak machine: computational thinking for the rest of us. Penguin.
  • [43] Maeda, J., Xu, J, Gilboa, A., Kabba, F, Sayarath, J. (2017). Design in Tech Report 2017. Retrieved 15 May, 2021, from https://designintech.report/wp-content/uploads/2017/03/dit-2017-1-0-7-compressed.pdf
  • [44] Marks, I. (1990). Behavioural (non‐chemical) addictions. British journal of addiction, 85(11), 1389-1394.
  • [45] Neyman, C. J. (2017). A survey of addictive software design. San Luis Obispo, CA: Digital Commons@Cal Poly.
  • [46] Nodder, C. (2013). Evil by design: Interaction design to lead us into temptation. John Wiley & Sons.
  • [47] Okeke, F., Sobolev, M., Dell, N., & Estrin, D. (2018, September). Good vibrations: can a digital nudge reduce digital overload?. In Proceedings of the 20th international conference on human-computer interaction with mobile devices and services (pp. 1-12).
  • [48] Peele, S., Brodsky, A., & Arnold, M. (1992). Truth about addiction and recovery. Simon and Schuster.
  • [49] Pilling, F., & Coulton, P. (2019). Forget the Singularity, its mundane artificial intelligence that should be our immediate concern. The Design Journal, 22(sup1), 1135-1146.
  • [50] Przybylski, A. K., Murayama, K., DeHaan, C. R., & Gladwell, V. (2013). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in human behavior, 29(4), 1841-1848.
  • [51] Purohit, A. K., Barclay, L., & Holzer, A. (2020, April). Designing for digital detox: Making social media less addictive with digital nudges. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-9).
  • [52] Rittel, H. W., & Webber, M. M. (1973). Dilemmas in a general theory of planning. Policy Sciences, 4(2), 155-169.
  • [53] Schurig, A., & Thomas, C. G. (2017). Designing the Next Generation of Connected Devices in the Era of Artificial Intelligence. The Design Journal, 20(sup1), S3801-S3810.
  • [54] Schüll, N. D. (2012). Addiction by design. Princeton University Press.
  • [55] Searle, J. R. (1980). Minds, brains, and programs. Behavioral and brain sciences, 3(3), 417-424.
  • [56] Shaffer, H. J., Hall, M. N., & Bilt, J. V. (2000). “Computer addiction”: a critical consideration. American Journal of Orthopsychiatry, 70(2), 162-168.
  • [57] Tiersen, F. J., & Calvo, R. A. (2021, July). Holdable Devices: Supporting Mindfulness, Psychological Autonomy and Self-Regulation During Smartphone Use. In International Conference on Human-Computer Interaction (pp. 476-495). Springer, Cham.
  • [58] Verganti, R., Vendraminelli, L., & Iansiti, M. (2020). Innovation and design in the age of artificial intelligence. Journal of Product Innovation Management, 37(3), 212-227.
  • [59] Wendel, S. (2020). Designing for behavior change: Applying psychology and behavioral economics. O'Reilly Media.
  • [60] Winfield, A. F., Michael, K., Pitt, J., & Evers, V. (2019). Machine ethics: The design and governance of ethical AI and autonomous systems [scanning the issue]. Proceedings of the IEEE, 107(3), 509-517.
  • [61] Yang, Q., Scuito, A., Zimmerman, J., Forlizzi, J., & Steinfeld, A. (2018). Investigating how experienced UX designers effectively work with machine learning. In Proceedings of the 2018 Designing Interactive Systems Conference, 585-596.
  • [62] Yang, Q., Zimmerman, J., Steinfeld, A., & Tomasic, A. (2016). Planning adaptive mobile experiences when wireframing. In Proceedings of the 2016 ACM Conference on Designing Interactive Systems, 565-576.
  • [63] Yung, K., Eickhoff, E., Davis, D. L., Klam, W. P., & Doan, A. P. (2015). Internet Addiction Disorder and Problematic Use of Google Glass in Patient Treated at a Residential Substance Abuse Treatment Program. Addictive Behaviors, 41, 58–60
  • [64] Zhang, X., Wu, Y., & Liu, S. (2019). Exploring short-form video application addiction: Socio-technical and attachment perspectives. Telematics and Informatics, 42, 101243.
  • [65] Zhao, Z. (2021). Analysis on the “Douyin (Tiktok) Mania” Phenomenon Based on Recommendation Algorithms. In E3S Web of Conferences (Vol. 235, p. 03029). EDP Sciences.
  • [66] Zuboff, S. (2019). The age of surveillance capitalism. The fight for a human future at the new frontier of power. New York: Public Affairs.
  • [67] "
Como citar:

Chianella, Riccardo; "Addictive digital experiences: the influence of artificial intelligence and more-than-human design", p. 414-425 . In: 14th International Conference of the European Academy of Design, Safe Harbours for Design Research. São Paulo: Blucher, 2021.
ISSN 2318-6968, DOI 10.5151/ead2021-125

últimos 30 dias | último ano | desde a publicação


downloads


visualizações


indexações