理解计算机教育中的“黑暗”设计角色

Colin M. Gray, S. Chivukula, Kassandra Melkey, Rhea Manocha
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引用次数: 11

摘要

随着技术的日益普及,计算机教育工作者已经认识到,需要在教学中融入伦理意识和道德推理。将伦理学纳入计算机课程的典型方法主要集中在抽象的方法、原则或伦理推理的范例上,相对较少关注于检查和培养学生在日常工作实践中对伦理学的实用意识。在本文中,我们通过实验室协议研究,识别和描述计算机学生在参与真实设计问题时的价值观谈判。我们从四组学生中收集数据,每组三名学生,每组的参与者来自用户体验设计专业的本科生,工业工程专业的学生,或两者的混合。我们使用主题分析方法来确定学生在解决设计提示时所扮演的角色。通过我们的分析,我们发现学生们扮演了各种各样的“黑暗”角色,这些角色导致了对用户的操纵,以及对涉众需求的优先级高于用户需求,他们的关注点要么是构建解决方案,要么是为设计决策构建基本原理。我们发现这些角色通过设计话语积极传播,以经常强化不道德决策的方式影响其他设计师。即使学生在他们的教育训练中意识到道德问题,这种意识也不能始终导致合乎道德的决策。这些发现表明,需要额外的道德支持来告知日常计算实践,包括积极识别和平衡设计决策的负面社会影响的方法。我们所确定的角色可以有效地支持计算机教育中注重实用的道德培训的发展,同时增加对计算机学生话语和产出的未来分析的准确性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Understanding “Dark” Design Roles in Computing Education
In conjunction with the increasing ubiquity of technology, computing educators have identified the need for pedagogical engagement with ethical awareness and moral reasoning. Typical approaches to incorporating ethics in computing curricula have focused primarily on abstract methods, principles, or paradigms of ethical reasoning, with relatively little focus on examining and developing students’ pragmatic awareness of ethics as grounded in their everyday work practices. In this paper, we identify and describe computing students’ negotiation of values as they engage in authentic design problems through a lab protocol study. We collected data from four groups of three students each, with each group including participants from either undergraduate User Experience Design students, Industrial Engineering students, or a mix of both. We used a thematic analysis approach to identify the roles that students took on to address the design prompt. Through our analysis, we found that the students took on a variety of “dark” roles that resulted in manipulation of the user and prioritization of stakeholder needs over user needs, with a focus either on building solutions or building rationale for design decisions. We found these roles to actively propagate through design discourses, impacting other designers in ways that frequently reinforced unethical decision making. Even when students were aware of ethical concerns based on their educational training, this awareness did not consistently result in ethically-sound decisions. These findings indicate the need for additional ethical supports to inform everyday computing practice, including means of actively identifying and balancing negative societal impacts of design decisions. The roles we have identified may productively support the development of pragmatically-focused ethical training in computing education, while adding more precision to future analysis of computing student discourses and outputs.
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