ââAs smoking gives us something to do with our hands when we arenât using them, Time gives us something to do with our minds when we arenât thinking,â Dwight Macdonald wrote in 1957. With smartphones, the issue never arises. Hands and mind are continuously occupied texting, e-mailing, liking, tweeting, watching YouTube videos, and playing Candy Crush.â
âAmong some groups, the numbers range much higher. In one recent survey, female students at Baylor University reported using their cell phones an average of ten hours a day. Three quarters of eighteen-to-twenty-four-year-olds say that they reach for their phones immediately upon waking up in the morning. Once out of bed, we check our phones 221 times a dayâan average of every 4.3 minutesâaccording to a UK study. This number actually may be too low, since people tend to underestimate their own mobile usage. In a 2015 Gallup survey, 61 percent of people said they checked their phones less frequently than others they knew.â
âOur transformation into device people has happened with unprecedented suddenness.â
âWhat does it mean to shift overnight from a society in which people walk down the street looking around to one in which people walk down the street looking at machines? We wouldnât be always clutching smartphones if we didnât believe they made us safer, more productive, less bored, and were useful in all of the ways that a computer in your pocket can be useful.â
âAt the same time, smartphone owners describe feeling âfrustratedâ and âdistracted.â In a 2015 Pew survey, 70 percent of respondents said their phones made them feel freer, while 30 percent said they felt like a leash. Nearly half of eighteen-to-twenty-nine-year-olds said they used their phones to âavoid others around you.ââ
âFor young people, she observes, the art of friendship is increasingly the art of dividing your attention successfully. Speaking to someone who isnât fully present is irritating, but itâs increasingly the norm. Turkle has already noticed considerable evolution in âfriendship technologies.â At first, she saw kids investing effort into enhancing their profiles on Facebook. More recently, theyâve come to prefer Snapchat, known for its messages that vanish after being viewed, and Instagram, where users engage with one another around a stream of shared photos, usually taken by phone. Both of these platforms combine asynchronicity with ephemerality, allowing you to compose your self-presentation, while looking more causal and spontaneous than on a Facebook profile. Itâs not the indelible record that Snapchatâs teenage users fear. Itâs the sin of premeditated curatingâlooking like youâre trying too hard.â
âThe thing young people never do on their smartphones is actually speak to one another. Their comments about live conversation are telling: âI never really learned how to do a good job with talking in person.â âEven when Iâm with my friends, Iâll go online to make a pointâŚ. Iâm more at home.â An Ivy leagueâbound high school student worries that college is going to require âa fair amount of on-the-spot talking.ââ
âCollectively, teens âmake it clear that the back-and-forth of unrehearsed âreal-timeâ conversation is something that makes you âunnecessarilyâ vulnerable,â Turkle writes. Reading these accounts, one is caught between dismay at the flight from personal contact and admiration for human ingenuity in devising new modes of communication. One group of students explains that when they get together physically, they âlayerâ online conversations on top of face-to-face ones, with people who are in the same room.â
âIf so much of what we do on the Internet is harmful to us, and harmful to one another, perhaps we should do less of it. But that turns out to be not so simple. Thereâs no clear boundary between a hard-to-quit behavior and a compulsive one.â
âWhen Turkle writes that âthe Net teaches us to need it,â she is speaking metaphorically. But while the Internet itself may lack intentions, those designing our interactions with it have a purpose very much like the one she describes.â
âTwenty years ago, the hottest jobs for college graduates were at Goldman Sachs or Morgan Stanley. Today, students at Stanford and CalTech and Harvard aspire to work in product management or design at social media companies. The disciplines that prepare you for such a career are software architecture, applied psychology, and behavioral economicsâusing what we know about human vulnerabilities in order to engineer compulsion.â
âOne of Foggâs students, Nir Eyal, offers a practical guide in his book Hooked: How to Build Habit-Forming Products. A former game designer and professor of âapplied consumer psychologyâ at Stanfordâs Graduate School of Business, Eyal explains why applications like Facebook are so effective. A successful app, he writes, creates a âpersistent routineâ or behavioral loop. The app both triggers a need and provides the momentary solution to it.â
ââFeelings of boredom, loneliness, frustration, confusion, and indecisiveness often instigate a slight pain or irritation and prompt an almost instantaneous and often mindless action to quell the negative sensation,â he writes. âGradually, these bonds cement into a habit as users turn to your product when experiencing certain internal triggers.ââ
âThe financial value of an app is largely determined by how much time consumers spend using it, on the assumption that usage translates into advertising revenue. For US users of Facebook, the average âtime spentâ figure is an extraordinary forty minutes a day. What compels this level of immersion? As Eyal writes, Facebookâs trigger is FOMO, fear of missing out. The social network relieves this apprehension with feelings of connectedness and validation, allowing users to summon recognition.â
âOn Facebook, one asserts oneâs social status and quantifies its increase through numbers of likes, comments, and friends. According to Eyal, checking in delivers a hit of dopamine to the brain, along with the craving for another hit. The designers are applying basic slot machine psychology. The variability of the ârewardââwhat you get when you check inâis crucial to the enthrallment.â
âEyal thinks the photo-sharing app Instagram is an even itchier trigger. âInstagram is an example [of the work] of an enterprising teamâconversant in psychology as much as technologyâthat unleashed a habit-forming product on users who subsequently made it part of their daily routines,â he writes. Its genius, in his view, is moving beyond generalized FOMO to create angst around âthe fear of losing a special moment.â Posting a photo to Instagram assuages that unease.â
âOf course, posting to Facebook or Instagram also contributes to the global accumulation of FOMO. What Eyal describes, without seeming fully to appreciate it in human terms, is a closed cycle of anxiety creation and alleviation. What are others doing? What do they think of me? What do I think of them?â
âIf product design has a conscience at the moment, it may be Tristan Harris, a former B.J. Fogg student at Stanford who worked until recently as an engineer at Google. In several lectures available on YouTube, Harris argues that an âattention economyâ is pushing us all to spend time in ways we recognize as unproductive and unsatisfying, but that we have limited capacity to control. Tech companies are engaged in âa race to the bottom of the brain stem,â in which rewards go not to those that help us spend our time wisely, but to those that keep us mindlessly pulling the lever at the casino.â
âHarris wants engineers to consider human values like the notion of âtime well spentâ in the design of consumer technology. Most of his proposals are ânudgeâ-style tweaks and signals to encourage more conscious choices. For example, Gmail or Facebook might begin a session by asking you how much time you want to spend with it that day, and reminding you when youâre nearing the limit. Messaging apps might be reengineered to privilege attention over interruption. iTunes could downgrade games that are frequently deleted because users find them too addictive.â
âWe canât defend ourselves against the disciples of captology by asking nicely for less enticing slot machines.â
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