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Psychology

  • Psychology of Computing: Crash Course Computer Science #38 12min
    • Social cognitive behaviour principles
    • Badly designed interface - poor usability
    • Order Color intensity good - order colours BAD!
    • Colours are good for categories
    • 7 items +- 2
      • Chunks
    • Menus are chunked to visually scan/access
    • Affordances - strong clues - nobs/turn slots/insert
      • A door-handle that you need to push is poor affordance
    • Knelling - Draggable texture
    • Icons - visual action
    • Conflicts with expertise
      • Copy/Paste -> menu + hotkeys
    • The field of Affective Computing
    • People shown more positive -> post positive
      • The Facebook study wasn't controversial because of what it showed. It was controversial because Facebook didn't even do a minimum of ethical approval. Participants did not consent to a study (at least not knowingly). So while it was legal (because the law doesn't care about whether you are aware of what you agree to) it was definitely not ethical. TL;DR: The FB study would have had the researcher kicked out of any accredited school anywhere for ethical violations.

    • Mutual Gaze
      • Watching lectures online means the instuctor is looking at audience, not camera
    • Webcam lacks eye contact

Stockholm Toll talk https://www.ted.com/talks/jonas_eliasson_how_to_solve_traffic_jams/transcript?language=en

Deliberatly slowing your network connections down to limit internet use. Only use it for what you want/need https://howonlee.github.io/2020/02/12/I-20Add-2020-20Seconds-20of-20Latency-20to-20Every-20Website-20I-20Visit.html

https://capitalandgrowth.org/answers/Article/3169972/The-Definitive-Guide-to-Pricing-Plans

Tech Use

  • When landlines were considered dangerous - BBC Ideas
  • Data & Society
    • Data & Society studies the social implications of data-centric technologies & automation
    • We produce original research on topics including AI and automation, the impact of technology on labour and health, and online disinformation.
    • Healthy Tech Myths
      • Myth 1: Social media is addictive, and we are powerless to resist it
        • The panic often stems from desires to protect and control others, particularly women and children, who are seen as uniquely vulnerable to its harmful properties

        Moral panics often use the language of addiction to pathologize the thing they fear. This myth reinforces the narrative that technology design leads to control of millions of users, locating enormous power with a small group of tech companies

        • "differential susceptibility" each individual is more/or-less susceptible - this has been the same throughout history
      • Myth 2: Technology companies can fix the problems they create with better technology.
        • Technological solutions to social problems seem quicker, cheaper, and simpler to implement than larger social changes.

      • Myth 3: Growth and engagement metrics are the best drivers of decision- making at tech companies
        • What you can measure becomes what you value: it’s easier to measure growth than health and well-being

        • Many of our most cherished values are not amenable to quantitative measurement

      • Myth 4: Our health and well-being depend on spending less time with screens and social media platforms
        • “attention extraction economy” is why individuals are unhappy, and why societies are failing.

        • Health and well-being cannot be reduced to the single variable of screen time.

  • New tech 'addictions' are mostly just old moral panic
  • How to overcome Phone Addiction [Solutions + Research]
    • Phone addiction is one of the biggest non-drug addiction in human history

Behaviour imitated observed by children