Ethical Persuasive Technology as a Cultural Force
Integrating the components of persuasive technology and technological mediation provide an effective framework for designers to create ethically responsible artifacts. This study will clarify the opportunities for valuable insight gained through understanding how digital environments influence society and culture.
Thesis Outline
Introduction
Lead in explanation/ my stance
Thesis (statement of purpose)
Place the work in context of the field/ current processes
Why this is important
Technological Mediation of Contemporary Life
Role of technological artifacts (Tripathi 2010)
1990s – Public/private & work/leisure boundaries blur (Fallman 2011)
2000s – early to mid – Westerners using technology only for work ceases
Formed interpretations & influence (Crilly et al. 2008)
Form & functionality
Perceived values & cultural association
Phenomenon of technological mediation (Berdichewsky 1999)
Persuasive technology & moral responsibility (Verbeek 2010)
Concept of technological mediation (Tripathi 2010)
Technological devices shape culture (Kaplan 2009)
Alter human activity patterns, influence lifestyles
Reliance to survive, prosper, coexist in society
Move toward a knowledge-intensive society (Lash 2002)
Knowledge, not material production, is the key
Alters how people work and play together
Issues Produced by Non-Neutrality of Technology
Defined: Use of particular technology mediates and transforms the nature of the experience (Ihde 1990)
Because: Laden with human, cultural and social values
To use, technologies need interpretation & embracement by users
Influential role in shaping future values and ethics
Currently neglected issues in the design field (Borgmann 2006)
Presence of artifacts (used or unused) alter behaviors
Type of human-artifact interactions: embodiment, hermeneutical, alterity
Correlation between ‘useful’ and ‘good’ is invalidated: what is useful is not always good (Fallman 2011)
Limitation of current processes (Crilly et al.)
Currently study usability and the user’s experiences
Limited to observable behaviors, with the artifact
‘User experience’ vs. overall experience – blurs (Fallman 2010)
Designer’s Role in Human-Computer Interaction
HCI’s Third Wave (Bødker 2006)
HCI Cultural shift to mobile computing (Farman 2012)
Positions users to engage with artifacts
Integrates technology design with cultural analysis, philosophy, values
Emphasis on designer’s role over user-focus (Bødker 2006)
Experiential guide for artifact development
Influence & emotion “insight into the meaning of things” (Aristotle)
“The medium is the message” symbiotic relationship of perception (McLuhan 1964)
Social implications of the medium (technology)
Changes society’s values, norms, way of doing things
Designer ethics defined (Verbeek 2009)
Ambient intelligence & persuasive technology
Social impact
Freedom & morality
Responsibility – designer vs. user
Phenomenology of Human Embodiment
Mobile Interface Theory (Farman 2012)
Embodied space and locative media
Changing the way we produce lived, embodied spaces
Everyday users come to embody their devices in significant ways (Idhe 1990)
People become dependent on artifacts, technology becomes invisible
Example typing email: bodily, conceptual, and perceptual habits (Rosenberger 2009a)
‘‘Technology is defined by a pattern or paradigm we have agreed to follow in dealing with reality’’ (Borgmann 2006)
Promise of modern technology
Lives improved through embodiment
Enriching user experience
Embodiment denotes a form of participative status
“Given that our experiences of the world are our own, how can we achieve, between different individuals, a common experience of the world, and a shared framework for meaning?” (Shultz and Dourish 2001)
Persuasive Technology, an Ethical Framework
Applying moral reflection (Berdichewsky and Neuenschwander)
Interaction of persuader, persuasive technology, and persuaded person
View from contemporary philosophy of technology
Role of mediation theory
Technology persuasion as part of the phenomenon of technological mediation (Latour 1994)
Organize relationship between users and their environment
Role in shaping both human perceptions and actions
Moral/ethical aspect of persuasive technology
Phenomenon of technological mediation (Ihde)
Hermeneutic: (order of process) Perception >> interpretation >>
Pragmatic: (process continued) >> action >> principles
Designer responsibility – interaction with 3 elements below (Ihde and Selinger 2003)
Designer: delegates (implicit or explicit delegations)
User: appropriates (interpretation, interaction, behavior)
Technology: emerges
Moral/ethical analysis (assessing persuasive technologies)
Intended persuasions of the technology (is it justified?)
Methods of persuasion used (and morally acceptable mediation?)
Morally justified outcomes?
Designing is ‘ethics by other means’ (Verbeek 2006)
Perform a moral assessment of the nature, method, and consequences of the persuasions and mediations they are designing into a technology
Trust, Reliability, and the Distribution of Responsibility
Conclusion
Short summary
Questions that still remain
Moving forward…
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Photo credit: communicationissuccess.blogspot.com
Tags: ethics, methodology, persuasion, thesis, user experience
