Suddenly, I realized that the people next to me might be severely impacted by my work.
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I was having a quick lunch in the airport. A group of flight attendants sat down at the table next to me and started to prepare for their flight. For a while now, our design team had been working on futuristic concepts for the operations control center of these flight attendants’ airline, pushing ourselves to come up with innovative solutions enabled by the newest technologies. As the control center deals with all activities around flying planes, our concepts touched upon everything and everyone within the airline.
How was I to know what the impact of my work would be on the lives of these flight attendants? And what about the lives of all the other people working at the airline?
Ideally, we would have talked to all the types of employees in the company and tested our concepts with them. But, of course, there was no budget (or time) allocated to do so, not to mention we faced the hurdle of convincing (internal) stakeholders of the need.
Not for the first time, I felt frustrated: practical, real-world constraints prevented me from assessing the impact and quality of my work. They prevented me from properly conducting ethical design.
What is ethical design?#section2
Right, good question. A very comprehensive definition of ethical design can be found at Encyclopedia.com:
In other words, ethical design is about the “goodness”—in terms of benefit to individuals, society, and the world—of how we collaborate, how we practice our work, and what we create. There’s never a black-and-white answer for whether design is good or bad, yet there are a number of areas for designers to focus on when considering ethics.
Nowadays usability has conquered a spot as a basic requirement for each interface; unusable products are considered design failures. And rightly so; we have a moral obligation as designers to create products that are intuitive, safe, and free from possibly life-threatening errors. We were all reminded of usability’s importance by last year’s accidental nuclear strike warning in Hawaii. What if, instead of a false-positive, the operator had broadcasted a false-negative?
Like usability, inclusive design has become a standard item in the requirement list of many designers and companies. (I will never forget that time someone tried to use our website with a screen reader—and got absolutely stuck at the cookie message.) Accessible design benefits all, as it attempts to cover as many needs and capabilities as possible. Yet for each design project, there are still a lot of tricky questions to answer. Who gets to benefit from our solutions? Who is (un)intentionally left out? Who falls outside the “target customer segment”?
Another day, another Facebook privacy scandal. As we’re progressing into the Data Age, the topic of privacy has become almost synonymous with design ethics. There’s a reason why more and more people use DuckDuckGo as an alternative search engine to Google. Corporations have access to an abundance of personal information about consumers, and as designers we have the privilege—and responsibility—of using this information to shape products and services. We have to consider how much information is strictly necessary and how much people are willing to give up in exchange for services. And how can we make people aware of the potential risks without overloading them?
Overlapping largely with privacy, this focus area is about how we deal with our users and what we do with the data that we collect from them. IDEO has recently published The Little Book of Design Research Ethics, which provides a comprehensive overview of the core principles and guidelines we should follow when conducting design research.
Ethics related to persuasion is about to what extent we may influence the behavior and thoughts of our users. It doesn’t take much to bring acceptable, “white hat” persuasion into gray or even dark territories. Conversion optimization, for example, can easily turn into “How do we squeeze out more revenue from our customers by turning their unconsciousness against them?” Prime examples include Netflix, which convinces us to watch, watch, and watch even more, and Booking.com, which barrages our senses with urgency and social pressure.
The current digital landscape is addictive, distracting, and competing for attention. Designing for focus is about responsibly handling people’s most valuable resource: time. Our challenge is to limit everything that disrupts our users’ attention, lower the addictiveness of products, and create calmness. The Center for Humane Technology has started a useful list of resources for this purpose.
What’s the impact of our work on the world’s environment, resources, and climate? Instead of continuously adding new features in the unrelenting scrum treadmill, how could we design for fewer? We’re in the position to create responsible digital solutions that enable sustainable consumer behavior and prevent overconsumption. For example, apps such as Optimiam and Too Good To Go allow people to order leftover food that would normally be thrashed. Or consider Mutum and Peerby, whose peer-to-peer platforms promote the sharing and reuse of owned products.
The Ledger of Harms of the Center for Human Technology is a work-in-progress collection of the negative impacts that digital technology has on society, including topics such as relationships, mental health, and democracy. Designers who are mindful of society consider the impact of their work on the global economy, communities, politics, and health.