Disciplining the Akratic user: Constructing digital (un) wellness

IF 3.1 1区 文学 Q1 COMMUNICATION
C. J. Valasek
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引用次数: 11

Abstract

Contemporary discourse around digital well-being tends to focus on self-control when it comes to “addicting” social media apps and digital devices. By acting on behalf of users, designers and engineers promote various self-regulating products and services in order for users to “fix” the distractible brains of typical users. This paper explores the role of the history of psychology on user-experience thinking and engineering and provides a critical genealogy of digital well-being discourse and persuasive technology. In particular, I expand on the role of dual-process models in human–computer interaction and health behavior change from the 1980s to today. By exploring the social construction of the distracted, impulsive, “primitive” animal brain (system 1), I find that it is this part of the mind that the engineer wishes to “treat,” via app design. In order to tame this “primitive” brain, researchers and engineers have turned to behavioral science, hoping to better structure user options and encourage users to manage their own time and normalize screen habits. I argue that normality discourses like this are founded upon ideas of time management and delay of gratification, whereas abnormality is tied to ideas of immediate gratification and time wasting. This dichotomy is not simply to enforce social norms around time wasting, but reinforces social and econoimc inequities. Therefore, unlike some other approaches to digital well-being, I urge future scholarship on the subject to examine the taken-for-granted social-cultural context, which will lead not only to a more politically nuanced understanding of the subject but may also lead to further discussions over how digital well-being could be conceived otherwise.
自律阿用户:构建数字(非)健康
当涉及到“上瘾”社交媒体应用程序和数字设备时,围绕数字福祉的当代话语往往集中在自我控制上。设计师和工程师代表用户,推广各种自我调节的产品和服务,以便用户“修复”典型用户分心的大脑。本文探讨了心理学在用户体验思维和工程方面的作用,并提供了数字福祉话语和说服技术的关键谱系。特别是,我扩展了双进程模型在人机交互和健康行为变化中的作用,从20世纪80年代到今天。通过探索分心、冲动、“原始”的动物大脑(系统1)的社会构造,我发现工程师希望通过应用程序设计“治疗”的正是这部分大脑。为了驯服这个“原始”的大脑,研究人员和工程师们转向了行为科学,希望更好地构建用户选择,鼓励用户管理自己的时间,使屏幕习惯正常化。我认为像这样的正常话语是建立在时间管理和延迟满足的观念之上的,而异常则是与即时满足和浪费时间的观念联系在一起的。这种二分法不仅仅是为了执行有关浪费时间的社会规范,而且还加剧了社会和经济的不平等。因此,与其他一些研究数字福祉的方法不同,我敦促未来关于这一主题的学者研究被视为理所当然的社会文化背景,这不仅会导致对这一主题在政治上更细致入微的理解,还可能导致进一步讨论如何以其他方式构想数字福祉。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
9.40
自引率
16.30%
发文量
36
期刊介绍: Mobile Media & Communication is a peer-reviewed forum for international, interdisciplinary academic research on the dynamic field of mobile media and communication. Mobile Media & Communication draws on a wide and continually renewed range of disciplines, engaging broadly in the concept of mobility itself.
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