Devices that have become common in our classrooms have a design problem that Ed Tech does not acknowledge.
These screen devices and their apps have been in some instances engineered to be habit-forming. In other words, addictive characteristics have been designed into these applications and devices.
Technology companies have become experts at designing and engineering for habit-forming and addiction in their products. Big Tech companies like Meta and Tic Tok, just to start with a few, are experts in “hooking” users on their products.
I am currently re-reading Nir Eyal’s book, Hooked: How to Build Habit-Forming Products. This book is a textbook for addiction engineers. It describes how tech companies have pulled off engineered addiction with their screen-based products.
In fact, Eyal’s book, Hooked, is a how to book on how to make products addictive.
Once engineers have users “hooked” like drug pushers, they have customers who have been mind-manipulated to being endless users. Like drug users, they find it difficult to put down the drug. They will fight to protect both the product and the habit.
Eyal promotes what he calls “the Hooked Model” to addict users to products.
This involves using four steps to achieve addiction:
1) Triggering initial user behavior;
2) Engaging user in an action;
3) Dispensing a variable reward to keep users coming back;
4) Getting the user to invest time, data, effort, social capital and money.
According to Eyal, subjecting potential customers to this “Hooked” strategy works. You have users addicted to your product. While this model might be simplified, it does capture features in screen products we encounter on our devices.
He also calls his method of engineering addiction “a Superpower.”
I call it malicious manipulation of humanity for profit. Is there no consideration that such tactics at mind-manipulation are unethical?
Tech companies and others engage relentlessly in engineered addiction because it works. But there is something extremely immoral about the whole thing. The idea that you can design a habit-forming, engineered addictive product and celebrate it as a superpower is problematic.
Teaching students and all educators how to recognize when such tactics are employed is vital. This is clearly a subject for any digital literacy efforts.
Is it any wonder why tech companies and Ed Tech are so upset about screen bans?
Screen bans nuke this engineered addiction model before it gets its talons into users’ minds.
If users regain control over when and how a device is used, then the game is up.
