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] [2] The purpose of positive computing is to bridge the technology and mental health worlds. [3] Indeed, there are computer and mental health workshops that are aimed to bring people from both communities together. [4]

Contents

Everyone who uses technology is impacted by the way the tool is designed and even if most technologies may have small effects, they still apply to huge populations. [5] [3]

Background

Well-being in psychology

Technology researchers typically focus primarily on technical aspects, paying less attention to the ethical impact and ethical considerations of their products. [6] 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. [7] [8]

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 lives [5] has moved technology professionals to rethink the technology tools we use and seek a realignment of companies' goals to the social good. Exemplary of this disposition is the famous Google's motto, "don't be evil." [9]

Technologies can be loosely classified into four groups according to their influence on the psychological aspects: [3]

What is positive

In Calvo's and Peter's seminal book on positive computing, [10] they list the following as positive aspects 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 eudaimonia which is extensively studied in positive psychology [11] 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. [12]

Autonomy, competence and 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. [13]

To support autonomy, the design process needs to provide control over multiple options, provide meaningful rationales behind choices, enable the customization of the experience, and avoid controlling language. [14] [13]

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. [14] [15] [13]

Relatedness-supportive environments need to be designed to provide meaningful and responsive interactions with others, respect human emotions, avoid disrupting social relationships, and provide opportunities for social connections. [16] [13]

Responsible design process

Infographic describing the responsible design process in its main components: discover, defined, develop, deliver, evaluate The responsible design process.png
Infographic describing the responsible design process in its main components: discover, defined, develop, deliver, evaluate

Responsible design, not to be confused with responsive design, comes from the integration of ethical analysis with well-beingsupportive design into engineering practice. [17] In particular, it features the double diamond design process model adding a post-launch evaluation phase. The responsible design process consists then of five stages: [18]

Positive Computing in Artificial Intelligence

The rise of artificial intelligence

Over the past half-century, artificial intelligence has grown rapidly in terms of both computational power, application, and mainstream usage. As written by Zhongzhi Shi, and observed by many others, "Artificial Intelligence attempts simulation, extension and expansion of human intelligence using artificial methodology and technology." [19]

Superintelligence possibility

A possible outcome of future computer science and computer engineering research is an Intelligence explosion. I. J. Good described the first superintelligent machine as "the last invention that man need ever make," because of the vast influence it would have on our species. [20] Indeed, Nick Bostrom, in his book Superintelligence: Paths, Dangers, Strategies, proposes the common good principle according to which superintelligence should be developed only for the benefit of all and based on widely shared ethical ideals. [21]

Potential solutions

Malo Bourgon, COO of MIRI, stated that the AI community should consider best practices from the computer security community when testing their systems for safety and security before they are released for wide adoption. [22] Government legislation, business practices, and stronger education of AI and its consequences to society are also proposed. [23] These solutions implement the principles of positive computing into AI, making sure that it serves humanity in a positive way.

Scientific venues

See also

References

Notes

  1. 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.
  2. "Positive Computing". Archived from the original on 28 June 2021. Retrieved 15 June 2021.
  3. 1 2 3 John Torous (19 September 2016). "Positive Computing and Designing for Mental Health". Psychiatric Times (Podcast). MJH Life Sciences. Retrieved 15 June 2021.
  4. "Computing and Mental Health | Symposium at CHI 2019". Archived from the original on 24 June 2021. Retrieved 18 June 2021.
  5. 1 2 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. Archived from the original on 18 June 2021. Retrieved 17 June 2021.{{cite book}}: CS1 maint: location missing publisher (link)
  6. 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. PMID   16777590. S2CID   33170314.
  7. 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): 208. doi: 10.1186/s12955-020-01347-7 . ISSN   1477-7525. PMC   7329518 . PMID   32605649.
  8. "Definition, Measures, Applications, & Facts". Encyclopedia Britannica. Archived from the original on 2021-01-29. Retrieved 2021-03-06.
  9. Calvo & Peters 2014, Introduction.
  10. Calvo & Peters 2014.
  11. Nyabul, P. O., & Situma, J. W. (2014). The Meaning of Eudemonia in Aristotle’s Ethics. International Journal, 2(3), 65-74.
  12. 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. S2CID   54685023. Archived from the original on 2023-08-13. Retrieved 2023-08-13.
  13. 1 2 3 4 Peters, Dorian (2020-08-06). "3 Keys to meaningful engagement & support for wellbeing in tech". Ethics of Digital Experience - Medium. Archived from the original on 2021-06-24. Retrieved 18 June 2021.
  14. 1 2 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. S2CID   14534575.
  15. 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. S2CID   53574707.
  16. Burke, Moira; Marlow, Cameron; Lento, Thomas (2010). "Social network activity and social well-being". Proceedings of the 28th international conference on Human factors in computing systems - CHI '10. p. 1909. doi:10.1145/1753326.1753613. ISBN   9781605589299. S2CID   207178564.
  17. "Responsible Design Process". Positive Computing. Archived from the original on 24 June 2021. Retrieved 18 June 2021.
  18. Peters, Dorian; Vold, Karina; Robinson, Diana; Calvo, Rafael A. (2020). "Responsible AI—Two Frameworks for Ethical Design Practice". IEEE Transactions on Technology and Society. 1 (1): 34–47. doi:10.1109/TTS.2020.2974991. hdl: 10044/1/77602 . ISSN   2637-6415. S2CID   212704361.
  19. Shi, Zhongzhi (1 August 2006). PROCEEDINGS OF 2006 INTERNATIONAL CONFERENCE ON ARTIFICIAL INTELLIGENCE. Peoples Republic of China: BEIJING UNIV POSTS TELECOMMUNICAT PRESS.
  20. Good, I. J. "Speculations Concerning the First Ultraintelligent Machine", Advances in Computers, vol. 6, 1965. Archived May 1, 2012, at the Wayback Machine
  21. Bostrom, Nick (2014). "14. The strategic picture". Superintelligence : paths, dangers, strategies (First ed.). Oxford, United Kingdom: Oxford University Press. ISBN   978-0199678112.
  22. "IEEE SA - Ethically Aligned Design, Version 1, Translations and Reports". IEEE . Version 1, Overview. Archived from the original on 24 June 2021. Retrieved 18 June 2021.{{cite web}}: CS1 maint: location (link)
  23. Kaplan, Andreas; Haenlein, Michael (January 2020). "Rulers of the world, unite! The challenges and opportunities of artificial intelligence" . Business Horizons. 63 (1): 37–50. doi:10.1016/j.bushor.2019.09.003.


Bibliography

Further reading