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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards a Design Framework for Humanized AI</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Luca Iandoli</string-name>
          <email>iandolil@stjohns.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jia Shen</string-name>
          <email>jiashen@rider.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Rider University</institution>
          ,
          <addr-line>2083 Lawrenceville Rd, Lawrenceville, New Jersey</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>St. John's University</institution>
          ,
          <addr-line>8000 Utopia Parkway, 11439 New York (NY)</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Naples Federico II</institution>
          ,
          <addr-line>Piazzale Tecchio 80, 80125, Naples (NA)</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Negative impacts and unintended dysfunctions of AI are increasingly under scrutiny, and AI designers are often accused of not being considerate enough of the depth and consequences of the innovation they create. In this paper, we present a framework to assess the impact of AI solutions on their users, society, and environment to help designers to anticipate potential issues and create solutions that are not harmful and support individuals and society's betterment. Humanistic approaches to digital design inspire the proposed framework, including Positive and Inclusive design. The originality of the proposed approach derives from assessing the consequences of using computing solutions as they propagate across individual, social and environmental layers centered around the task the solution is supposed to perform. This paper presents an initial version of the framework and outlines the next steps for its full development.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Inclusive Design</kwd>
        <kwd>Positive Computing</kwd>
        <kwd>Design Thinking</kwd>
        <kwd>Digital Design</kwd>
        <kwd>AI Ethics</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Is Human-centered Design Really</title>
    </sec>
    <sec id="sec-2">
      <title>Human Centered?</title>
      <p>Machine intelligence can be defined as the
ability of a computer to perform data-driven
inferences. One fundamental way this ability
manifests itself is through algorithms that are
supposed to improve users' lives by predicting
events and suggesting or performing practical
actions. Such algorithms need access to vast
environmental, social, and behavioral data to
increase their accuracy and support business
models aimed at monetizing data flow in
various ways. It can be shown that this
combination of technical features and economic
motivation create several unintended
consequences in many spheres of human action,
ranging from privacy threats to information
overload and even dysfunctional social
behavior or polarized public discourse and
politics.</p>
      <p>
        This paper argues that a new approach is
needed in digital technology design to
counteract these trends. In particular, we
advocate for a new AI design paradigm to
support human advancement and fulfill
innovation and human growth potentials. This
new paradigm is interdisciplinary, drawing
from research in psychology, computer science,
design, economics, and ethics, and aimed at
promoting breakthrough innovations of
meaning [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>More specifically, in this paper, we claim
that some of the negative impacts of
technological developments in digital
technologies, including AI, derive from design
approaches that are not genuinely
humancentered. First, the development of computing
solutions has historically shied away from
considering human qualities associated with
psychological states, thinking modes, or
behaviors that are hard to quantify. Second, and
more importantly, design practices, not only in
the computing field, have been characterized by
an individualistic bias in which the
consequences of using a design on the
technical, social, and natural environment
typically receive little or no attention. Because
of this bias, the analysis of this impact and the
provisions of countermeasures to minimize
negative consequences beyond the immediate
users are neglected or not prioritized. This
reductionist view of the human being is indeed
not truly human-centered since human
existence is embedded in a network of
biological, affective, and social relationships.</p>
      <p>In this paper, we draw ideas from
humanistic approaches to design, such as
positive computing and inclusive design, to
identify guidelines that can overcome the
individualistic bias and make AI-based
computing solutions more considerate of their
impact on individual, social, and environmental
wellbeing. We show how the proposed
framework can be leveraged to address
explainability, fairness, transparency, and
biases in AI solutions and to generate
guidelines for sustainable design of intelligent
computing solutions.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Background</title>
    </sec>
    <sec id="sec-4">
      <title>2.1The individualistic bias</title>
      <p>
        In their book "User Friendly" [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], the
authors outline the history of how the idea of
user-friendly design came to be starting from
the first studies on “human error” during World
War II. While introducing the necessity to
shape technology around human needs and
capabilities, post-war Industrial Design led to
increasing standardization of taste via mass
consumption and generalist advertising
channeled through centralized mass-media.
Partly as a reaction to increasing homologation
and bourgeoise conformism, the youth
revolution in the 60s, especially in its liberal
version that flourished in the US starting in and
around the University of Berkeley campus,
advocated for individual empowerment and
contributed, in the digital field, to the birth of
the personal computer. The "stay hungry stay
foolish" motto mentioned by Steve Jobs in his
commencement speech at Stanford University
in 2005 was, in fact, a citation from the much
older Whole Earth Catalogue, a paper
publication popular in the '60s focusing on
ecology, alternative education, do it yourself,
and holism, and featuring the slogan 'access to
tools'.
      </p>
      <p>
        While the techno-hippy movement gave a
fundamental contribution to the digital
industry's democratization, its anti-business
spirit and the technology-centered mindset
posed a barrier to the mainstream public formed
by non-tech-savvy individuals and consumers.
The commoditization of computers and the
progress in the development of interactive
technology between the '80s and the '00s made
digital tools even more available to unskilled
users. These new tools were presented as
liberating and positive forces for human
betterment, especially in their networked
version [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. It is not a case that human-centered
design approaches such as design thinking and
the idea of persuasive technologies [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] were all
born or acquired popularity in those years.
      </p>
      <p>Following these trends and thanks to the
advent of social media and mobile computing,
contemporary approaches to digital design
ended up favoring a strong tendency toward ego
augmentation via hyper-customized user
experience.</p>
      <p>We argue that the ubiquitous access to
highly customized information is a key force
behind many distortions present in the current
digital sphere. Personalized information helps
us to instantiate a subjective reality in which
many "truths" are possible, and manipulation is
easy to enact but hard to detect. The
fragmentation of the political discourse, the
diffusion of fake news and online
misinformation, or the design of addictive
digital tools can all be explained by this
obsession with designing tools for
egoaugmentation.</p>
      <p>Thankfully, the digital design community is
becoming increasingly aware of these adverse
effects and is developing and adopting more
considerate and thoughtful approaches, such as
Positive Design and Inclusive Design, that we
briefly introduce in the following sections.
2.2</p>
    </sec>
    <sec id="sec-5">
      <title>Positive Computing</title>
      <p>
        Positive computing refers to the design and
development of technology to support
psychological wellbeing and human potential
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The positive computing field grew along
with the Positive Psychology paradigm
proposed by psychologist Martin Seligman. He
argued that psychology had restricted itself for
too long to research and treat mental problems
and that it was time for a focus on what makes
life worth living, i.e., positive emotions and
human flourishing [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Ten years later, Marc
Hassenzahl made an appeal to the HCI
community to move beyond the "disease
model" of human technology use mainly
focused on removing usability problems and
frustrations because "avoiding the bad
experience due to a lack of instrumentality does
not necessarily equate with providing a positive
experience." [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] He argues that
instrumentality addresses the "how" (motor)
and "what" (behavior) aspects of interaction
and is not concerned with the "why" (purpose)
aspect of interaction on fulfilling human needs.
This new level is where technology design has
the potential to create profound and worthwhile
experiences.
      </p>
      <p>
        Grounded in psychological wellbeing
research and multidisciplinary foundations,
Calvo and Peters [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] proposed a positive
computing framework identifying
circumstantial conditions that influence
wellbeing and determinant factors that can be
cultivated to increase it. Circumstantial
conditions outside positive computing's
influence are excluded from their framework
(e.g., personality type, intelligence levels,
socioeconomic variables), while the physical
and digital environment, relationships and
family, and education and life-long learning are
considered. Within these conditions, and
reviewing existing empirical evidence, Calvo
and Peters identify eight design factors
frequently mediated by technology: positive
emotions, motivation and engagement,
selfawareness, mindfulness, resilience, gratitude,
empathy, compassion, and altruism.
      </p>
      <p>2.3</p>
    </sec>
    <sec id="sec-6">
      <title>Inclusive Design</title>
      <p>
        Approaches such as Inclusive and Universal
Design [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] show that designers have not been
indifferent to fairness issues. Following a
definition proposed by the British Standards
Institute, inclusive design is the design of
mainstream products and/or services accessible
to and usable by as many people as reasonably
possible. Inclusive design is mindful of users
with reduced ability or impairment and aims at
stretching the reach of a product as much as
possible beyond the ideal target. Inclusive
design is fair and can help spur innovation by
taking into consideration the needs of specific
categories of users. For instance, while helping
readers with visual impairment, audiobooks
also provide opportunities for alternative book
fruitions for users who do not have issues with
their eyesight.
      </p>
    </sec>
    <sec id="sec-7">
      <title>3. A Framework to Design</title>
    </sec>
    <sec id="sec-8">
      <title>Humanized AI</title>
      <p>
        In our framework, we combine positive and
inclusive design with anthropological theories
on the role of technological artifacts in human
and cultural development, based on the concept
of artificial envelope proposed by Andre'
LeroiGouhran [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. By focusing on well-being,
equity, and the positive impact of technology
beyond functionality and the user's immediate
environment, we will show that our approach
can help designers to overcome some of the
negative consequences of ego-augmentation in
the development of computing solutions.
      </p>
      <p>More specifically, the proposed approach
aims at rebalancing the focus on individuals
with a focus on the design's impact on the action
space in which users are physically and socially
embedded. We define the action space as the
physical social, and ecological space where the
consequences of using a design can be felt.
Following research in positive computing, the
action space extends beyond the immediate
execution of a task across three levels:
●
●
●</p>
      <p>The Self (intrapersonal)
The Social (interpersonal)</p>
      <p>The Transcendent (extra-personal)</p>
      <p>The framework then help identifiying design
factors for each level, as shown in table 1,
which reports an initial and not exhaustive list
of such factors.</p>
      <p>The first level for humanized AI design is at
the self, or intrapersonal level. Factors at this
level are experienced within oneself, and this
experience is generally not dependent on others'
presence.</p>
      <p>
        We include here the traditional categories of
usability and ergonomics since a design must
first and foremost decently execute a task in a
way that is not harmful to users. However, the
impact on the individual extends beyond these
categories to include factors such as fluent
information processing [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and determinants
of psychological well-being.
      </p>
      <p>The second level is social or interpersonal,
and factors at this level are dependent on the
interaction between oneself and others (i.e.,
relatedness, empathy, trust, social status).</p>
      <p>The last level, the transcendent or
extrapersonal, is characterized by factors involving
thoughts or actions for the greater good and for
beings and spaces beyond those we know or
inhabit personally (i.e., social responsibility,
compassion, ethics, and environmental
concerns).</p>
      <p>We provide a visual representation of the
proposed framework in table 1.</p>
      <p>Table 1 lists the three levels, some of the
main factors considered in each level as
outlined in the literature, and the design
approach in which these factors have been
predominantly investigated. The transcendent
level still lacks design methodologies that
deliberately analyze such higher-level impact,
although Inclusive Design and green
approaches to economy and production try to
systematically address these issues. The
boundaries between design approaches and
levels have to be considered necessarily
blurred, something that the table does not
convey.</p>
      <p>In the following, we elaborate on the
framework's main levels without the ambition
of being exhaustive given the vastity of the
topics and the limited space available for this
paper.</p>
    </sec>
    <sec id="sec-9">
      <title>3.1 The Self</title>
      <p>
        At the self or intrapersonal level, we find the
three levels of processing proposed by Norman
in his book on Emotional Design [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] provide a
solid foundation to understand how design
attributes affect individual user needs. Norman
indicates visceral, behavioral, and reflective
levels of processing that lead to emotions in
users. Visceral responses are fast and
subconscious. They are grounded on attraction
and aesthetics and unrelated to product's
usability and effectiveness.
      </p>
      <p>
        We allocate Usability and ergonomics at
the the foundation of the self level for two
reasons. First, these factors can influence
higher-level psychological constructs driven by
the physical (dis)comfort of using a tool.
Second, we want to safeguard the notion that a
design must be first of all be functional and
safe. Other key factors at the self level involve
learned skills. At this level, we find Ryan and
Deci's Self-Determination Theory (SDT) as
most relevant [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. SDT posits that autonomy,
competence, and relatedness are the key
components of motivation and wellbeing. To be
self-determined, we must feel i) autonomous,
that is, be able to attribute the outcomes of our
activity to our intentions, and ii) competent or
confident in our ability to meet challenges.
      </p>
      <p>The reflective level is the home of conscious
cognition. It reflects events that have happened
and the source of the highest level of emotions.
Previous work on emotional intelligence and
Cognitive behavior therapy (CBT) supports this
and indicates that self-awareness is the key
factor at this level.</p>
      <p>
        Another design factor that is critical at the
self level is fluency. Fluent processing of an
object is associated with positive aesthetic
response and pleasure. Fluency enables the user
to enter an effortless state conducive to flow
and other positive emotions and impacts the
user's ability to resolve complexity [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
3.2
      </p>
      <p>
        At the social or interpersonal level, SDT
indicates relatedness (feeling secure and
connected to others) as a critical factor
contributing to our sense of self-determination
and wellbeing. In our relationships with others,
empathy plays an essential role, including
emotion recognition, vicarious feelings, and
perspective-taking [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Further, both cognitive
empathy (the ability to recognize emotions and
intentions in others) and affective empathy
(ability to share feelings with others and react
with appropriate emotion) are revealed [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
Related to technology design, affective
computing [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] has shown promising results in
mediating strategies such as perspective-taking,
emotion recognition training.
      </p>
      <p>
        Finally, as our partnership with technology
is deepening in the coming years, especially
with AI, trust will become an increasingly
important factor [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Not only does technology
need to be designed to fit our needs, but it will
also have to gain our trust. At the machine level,
related to autonomy and competence, as
previously discussed, trust needs to be built to
put humans in control and feel capable. At the
social level, for machines to be woven into our
social fabrics, they need to behave in socially
acceptable ways, which are often subtle.
Applying Don Norman's concept of affordance,
AI-specific affordance needs to be carefully
designed as affordances are becoming
psychological without physical interfaces, and
the users' mental models are guided by their
social expectations.
      </p>
      <p>3.3</p>
    </sec>
    <sec id="sec-10">
      <title>The Transcendent</title>
      <p>Humans strive to go beyond satisfying their
own immediate needs at the transcendental
level and aspire to a more profound connection
with the world around them.</p>
      <p>
        Compassion refers to “the feeling that
arises in witnessing another’s suffering, and
that motivates a subsequent desire to help” [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
While compassion describes a desire to act,
altruism is the action. An altruistic act confers
benefits on someone else at a cost to oneself.
Studies show that comparison, including
selfcompassion and altruism, benefits well-being,
including increased social connectedness,
reduced stress, inspiration, and greater
happiness. In recent years, studies are emerging
to explore technologies designed to foster
compassion and altruism, such as compassion
meditation, role-play games, and design for
inspiration [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Providing effective design
guidelines at the transcendent level, Humanized
AI has the potential to further these efforts to
benefit human flourishing.
      </p>
      <p>3.4</p>
    </sec>
    <sec id="sec-11">
      <title>Example</title>
      <p>In this brief example, we make an attempt to
apply the proposed framework to a computing
application: the development of data-driven
algorithms to populate user feeds in social
media. The arrangement of the content in our
feeds depends on many factors that algorithms
take into account to determine what has to be
shown, when, and with what level of priority.
Typically, users are not aware of how this
ordering takes place, so generally speaking,
these algorithms tend to score really low on
metrics such as explainability, transparency,
and bias. Using our framework (tab.1), we can
be more systematic in assessing the impact of
these algorithms' design on the users' action
space.</p>
      <p>
        At the functional level, personal feeds work
reasonably well and quite usable. Ergonomic
aspects can be evaluated based on the
effectiveness and efficiency of the typical
interaction modalities available on a
touchscreen (or desktop) device. Continuous
scrolling, distraction, and focus disruption due
to notifications are areas for improvement. Still
at the self level, but moving up towards the
cognitive and psychological impact, the effects
of navigating personal feeds on social media
have a controversial impact on psychological
well-being, with increasing evidence of
negative effects such as information overload
and anxiety via the FOMO syndrome (fear of
missing out). The interpersonal and societal
impact of social media is also subject to
increased scrutiny. For instance, Settle [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]
shows how the functioning of personal feeds in
Facebook generates political polarization via
exposure to "disagreeable others" and the
involuntary exposure to political news and
commentaries that end up being mixed with
other types of information provided by friends.
      </p>
      <p>
        Limited attention to ethical considerations in
social media platforms' design has drawn
increased scrutiny in recent years. The absence
of filters or control does not help contain the
diffusion of dubious quality or blatantly fake
information. Finally, at the environmental
impact level, algorithms' design is not
optimized to minimize the energy consumption
and associated level of CO2 emissions
produced by massive, always-on data centers.
Under the increasing pressure from the public
and regulators, social media and web
companies are providing increasing efforts
towards containing emission (Amazon),
promoting AI ethics, and supporting
development of intelligent filters recognizing
and suppressing hate speech, cyber-bullying
and racism (Facebook). Research on ethics and
on the dark side of social media is equally
growing [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>A more in-depth assessment could be
carried out with respect to specific indicators
applied to each level, such as the
abovementioned explainability, fairness,
transparency, and bias. These metrics can differ
depending on the level at which these variables
are assessed on the context. For instance, at the
functional level, personal feeds score quite low
in explainability and transparency (the platform
does not provide users with an explanation of
why posts are ordered in the way they are), in
fairness (paid posts receive more visibility), and
for bias (posts can receive more visibility and
feedback because they are biased). A similar
analysis can be carried out at any level for
useful indicators. For instance, assessing
explainability at the level of psychological
well-being requires identifying satisfaction
drivers that make an explanation fulfilling and
convincing.</p>
    </sec>
    <sec id="sec-12">
      <title>4. Conclusions</title>
      <p>Our contribution in proposing the
framework to design Humanized AI resides in
identifying three levels of analysis and mapping
the design factors that are most important to
human wellbeing in the context of human-AI
interactions at each level. The factors can be
used as entry points for designers to improve AI
applications in a few ways:
1. Applying the framework actively in
designing new AI applications
dedicated to promoting wellbeing
explicitly
2. Preventatively, to address or prevent
detriments to wellbeing in ongoing AI
projects
3. Retrospectively, in evaluating and
improving existing AI applications</p>
      <p>In the next steps of our work, we aim to fully
specify the framework in terms of design
factors and metrics and apply it to the
assessment of specific AI applications.</p>
    </sec>
    <sec id="sec-13">
      <title>5. References</title>
    </sec>
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