Positive computing
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Positive computing is a technological design perspective that embraces psychological well-being and ethical practice, aiming at building a digital environment to support happier and healthier users. Positive computing develops approaches that integrate insights from psychology, education, neuroscience, and HCI with technological development.[1] The purpose of positive computing is to bridge the technology and mental health worlds.[2] Indeed, there are computer and mental health workshops that are aimed to bring people from both communities together.[3]
Everyone who uses technology is impacted by the way the tool is defined; most technologies may have small effects but they apply to huge populations.[4][2]
Background
Well-being in psychology
Technology researchers focused for years—and continue to this day—primarily on technical aspects, ignoring the ethical impact and ethical considerations.[5] However, researchers from other fields such as psychology and philosophy studied these matters extensively and provided a wealth of methodologies to assess users' well-being, with thousands of quality-of-life assessment methods and validating studies.[6][7]
Positive computing draws many ideas from positive psychology, a domain of psychology that focuses on societal well-being and improving quality of life.
Well-being in technology and technology research
The recognition of the impact of technology and inventions on people's life[4] has moved technology professionals to re-think the technology tools we use and to seek a realignment of companies' goals to the social good. Exemplary of this disposition is the famous Google's motto "don't be evil".[8]
Technologies can be loosely classified into four groups according to their influence on the psychological aspects:[2]
- Technologies that are not positive computing oriented: technologies in this category do not take into account the psychological well-being of the user nor their influence on society and ethical values.
- Technologies that hinder wellbeing integration: they present compromises and obstacles to the well-being of the users, obstacles that in a positive computing perspective are seen as errors. These technologies should undergo a process of redesign. For example, social network platforms may need to be redesigned to reduce negative behaviors and prevent conflict.
- Technologies that provide active integration with positive computing principles: technologies in this group are designed to actively support components of well-being. Examples might be a word processor redesigned to support flow or a social media website designed to promote empathy.
- Technology dedicated to positive computing: purposeful, dedicated to wellbeing. Examples: promote empathy, increase mindfulness.
What is positive
In Calvo's and Peter's seminal book on positive computing [9] they list the followings as positive aspect to which we should aim when designing technologies: positive emotions, motivation, engagement, flow, self-awareness, self-compassion, mindfulness, empathy, compassion, and altruism. An encompassing term for general human welfare and happiness is eudamonia which is extensively studied in positive psychology[10] and which is inquired along different dimensions such as self-discovery, the sense of purpose and meaning in life, the involvement in activities, the investment in the pursuit of excellence, the self-perception of one's own potentials.[11]
Autonomy, Competence, Relatedness
There are three basic psychological needs according to Self-determination theory (SDT): autonomy, competence, and relatedness which can be briefly described as the feeling of psychological liberty and self-motivation, the feeling of having control and mastery, and the feeling of connection to others.
Solutions
Design to address the basic psychological needs
The three previously mentioned basic psychological needs are measurable and well-defined, characteristics that make them excellent as design targets.[12]
To support autonomy, the design process needs to aim at: providing control over multiple options, providing meaningful rationales behind choices, enabling the customization of the experience, and avoiding controlling language.[13][12]
Competence is also well-studied for game design and the three main design factors supporting it are the appropriateness of the level of presented challenges, the presence of positive feedback, and the opportunities to learn and master the tasks at hand.[13][14][12]
Relatedness-supportive environments need to be designed to provide meaningful and responsive interactions with others, respect human emotions, avoid disrupting social relationships, provide opportunities for social connections.[15][12]
Responsible Design Process
http://www.positivecomputing.org/p/process.html https://ieeexplore.ieee.org/document/9001063
Designing for Motivation, Engagement and Wellbeing in Digital Experience
https://www.frontiersin.org/articles/10.3389/fpsyg.2018.00797/full
EAD
EAD pillars
Universal human values, political self/determination data agency, technical dependability
EAD general principles
Human rights, well/being, Data Agency, Effectiveness, Transparency, Accountability, Awareness of Misuse, Competence
Embedding Values
From: https://standards.ieee.org/content/dam/ieee-standards/standards/web/documents/other/ead_brochure.pdf - identify - implement - evaluate
-> value based design ... (not to be confused with Value-driven design)
Relation with Superintelligence / intelligence explosion
Quote by Malo Bourgon "As AI systems become more useful and capabilities increase, unintended behaviour and accidents will pose correspondingly greater risks. It’s essential that the AI community adopt some best practices from computer security, where systems and their safety/security measures are subjected to highly rigorous assessments before seeing wide adoption."
at EAD brochure: https://standards.ieee.org/content/dam/ieee-standards/standards/web/documents/other/ead_brochure.pdf
Example projects
http://www.positivecomputing.org/p/about_14.html (examples + list of publications)
Scientific venues
- Conference on Human Factors in Computing Systems (CHI)
- SIGCHI
- Journal of Medical Internet Research
- Journal of Cyberpsychology, Behavior, and Social Networking
- IEEE Transactions on Affective Computing
See also
References
Notes
- ^ Calvo, A. Rafael; Peters, Dorian. Introduction to Positive Computing: Technology that Fosters Wellbeing. Conference on Human Factors in Computing Systems. doi:10.1145/2702613.2706674.
- ^ a b c John Torous (19 September 2016). "Positive Computing and Designing for Mental Health". Psychiatric Times (Podcast). MJH Life Sciences. Retrieved 15 June 2021.
- ^ "Computing and Mental Health | Symposium at CHI 2019". Retrieved 18 June 2021.
- ^ a b Jasanoff, Sheila (30 August 2016). The Ethics of Invention: Technology and the Human Future (First ed.). New York, NY. p. W. W. Norton Company. ISBN 978-0-393-07899-2. Retrieved 17 June 2021.
{{cite book}}
: CS1 maint: location missing publisher (link) - ^ Wolpe, Paul Root (2006). "Reasons Scientists Avoid Thinking about Ethics". Cell. 125 (6): 1023–1025. doi:10.1016/j.cell.2006.06.001. ISSN 0092-8674.
- ^ Pequeno, Nila Patrícia Freire; Cabral, Natália Louise de Araújo; Marchioni, Dirce Maria; Lima, Severina Carla Vieira Cunha; Lyra, Clélia de Oliveira (2020). "Quality of life assessment instruments for adults: a systematic review of population-based studies". Health and Quality of Life Outcomes. 18 (1). doi:10.1186/s12955-020-01347-7. ISSN 1477-7525.
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: CS1 maint: unflagged free DOI (link) - ^ "Definition, Measures, Applications, & Facts". Encyclopedia Britannica. Retrieved 2021-03-06.
- ^ Calvo & Peters 2014, Introduction.
- ^ Calvo & Peters 2014.
- ^ Nyabul, P. O., & Situma, J. W. (2014). The Meaning of Eudemonia in Aristotle’s Ethics. International Journal, 2(3), 65-74.
- ^ Kjell, Oscar N. E. (2011). "Sustainable Well-Being: A Potential Synergy between Sustainability and Well-Being Research". Review of General Psychology. 15 (3): 255–266. doi:10.1037/a0024603. ISSN 1089-2680.
- ^ a b c d Peters, Dorian (2020-08-06). "3 Keys to meaningful engagement & support for wellbeing in tech". Ethics of Digital Experience - Medium. Retrieved 18 June 2021.
- ^ a b Peng, Wei; Lin, Jih-Hsuan; Pfeiffer, Karin A.; Winn, Brian (2012). "Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame". Media Psychology. 15 (2): 175–196. doi:10.1080/15213269.2012.673850. ISSN 1521-3269.
- ^ Ryan, Richard M.; Rigby, C. Scott; Przybylski, Andrew (2006). "The Motivational Pull of Video Games: A Self-Determination Theory Approach". Motivation and Emotion. 30 (4): 344–360. doi:10.1007/s11031-006-9051-8. ISSN 0146-7239.
- ^ Burke, Moira; Marlow, Cameron; Lento, Thomas (2010). "Social network activity and social well-being": 1909. doi:10.1145/1753326.1753613.
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Bibliography
- Calvo, Rafael A.; Peters, Dorian (2014). Positive computing: technology for wellbeing and human potential. Cambridge, Massachusetts: The MIT Press. ISBN 9780262028158. Retrieved 15 June 2021.