Harm:

Addiction

Definition: Employing strategies to encourage users to engage with more frequency and investment than the user would prefer.
Motivation:
Financial
Legal Status:
Rarely criminalized
Platform ToS:
Allowed by Policy
Victim Visibility:
Aware
Classification:
Contextually Sensitive
TSPA Abuse Type:
None

"Addiction" in the context of  online platforms is a growing concern that manifests most prominently in gaming, social media, and dating apps. While addiction has a clinical definition, use of it here attempts to match its common usage to describe a behavioral spectrum of which clinical addiction is only one extreme. That spectrum also includes over-dependence, and reflexive discomfort with the amount of time spent on digital platforms. The key issue is not necessarily the clinical applicability of the term addiction, but why so many users find it so difficult to manage their discomfort with the time they spend in digital spaces, often feeling that their time is not well-utilized but left unable to change their behavior.

This discomfort is what platforms—or regulators—should aim to mitigate by building (or requiring) features that help users set their own boundaries. Self-imposed, non-skippable time limitations are the gold standard for this form of control.

In this context, children present an additional wrinkle in this problem: they are less able to regulate impulses that draw them to digital spaces, they have less social and interpersonal experience to fall back upon, and they are also more susceptible to addictive design features. Safeguarding measures for young users are imperative, and many countries have attempted to pass legislation to answer this need.

Though feature design can make a difference, at the root of this issue is a business model that aims to capture as much user attention as possible, essentially creating an arms race to the "bottom of the brain stem," (Tristan Harris). In an attention economy, platforms self-directing the creation of features to mitigate addiction is unlikely.

What features facilitate Addiction?

Recommendation
A platform proactively inserting content into a user's view.
Feedback Aggregation
Collecting user feedback, and condensing it into quantitative scores.
Subscriptions
Allows a user to receive by request another channel's novel content.

How can platform design prevent Addiction?

Limit Time on Platform
To minimize the potential harms of a platform, enforce global time limits on engagement.
Self-imposed time limits
Allow users to set hard cutoffs on platform use.
Limit Content Reach
Put upper bounds on how many people can view/share/interact with content.
Ban Proactive Content Recommendation
Prohibit infinite feeds for children, and provide a universal opt-out for adults.
Omit comment reaction volume
Don't prominently display the number of likes or other forms of feedback a comment gets.
Periodic Preference Reset
Regularly reset the profile used to generate recommendations for a user.
Flatten Virality Curves
Cap the attention a user can receive by a multiple of their prior reach.
Hide Interaction Counts
Foster authentic interaction by making numerical properties less central.
Is something missing, or could it be better?
Loading...