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A Special Interest Group on Designed and Engineered Friction in Interaction

We’re part of a group (Sandy J.J. Gould, Lewis L. Chuang, Ioanna Iacovides, Diego Garaialde, Marta E. Cecchinato, Benjamin R. Cowan, Anna L. Cox) running a special interest group meeting at CHI2021 on the idea of adding ‘friction’ to interactions. Most of the time designers and engineers try to make interactions with technology less effortful. Frictions are about doing the opposite in order to change the way people interact with something.

Overview

Human-computer interactions are implicitly designed to be smooth and efficient. The implicit objective is to enhance performance, improve safety, and promote satisfaction of use. Few designers would intentionally create systems that induce frustration or are inefficient or evendangerous. Nonetheless, optimizing usability can lead to automatic and thoughtless behaviour. In other words, an over-optimization of performance and satisfaction could imply or encourage behaviours that compromises individual users and their communities.

Frictions —changes to an interaction to make it more taxing in some way— are one potential solution to the risks of over-optimisation and over-proceduralisation. The content warnings placed on social media posts on platforms like Facebook and Twitter are an example of a a friction. These frictions have been added in response to particularly ‘risky’ scenarios, where, for instance, widespread misinformation may significantly influence democratic processes. Twitter, for instance, added friction to the process of ‘retweeting’ (i.e., relaying a message to other users) for certain messages. If a user tried to retweet a message containing a link without having opened the link then Twitter would produce an interstitial dialog asking users if they wanted to read the link before retweeting (Andrew Hutchinson 2020).

In the short proposal we submitted, we consider the perspectives of different academic disciplines’ accounts (and usages) of tensions between automatic and deliberate behaviour. We explore the limits on theoretical frameworks that can plausibly describe the mechanism of designed frictions. Following this, we enumerate some effective designs for intentional frictions in human-computer interactions, identify abstract principles from their real-world use, and expand on how they could be generalized for innovations in designed frictions. Finally, we hope to address how current practices for evaluating usability can be modified to consider the potential costs of automatic behaviour and how they could be mitigated with designed frictions.

Open Questions

There a number of open questions about the use of frictions. One of the goals of the SIG is to determine which are most pressing. As we see it, the most important questions about frictions are:

  • What kinds of interactional contexts are frictions most suited to?
  • What are the most effective ways to get people to switch to a slower, more deliberative way of thinking?
  • How quickly do people become habituated to frictions, and how do we manage and/or mitigate the effects of friction habituation?
  • Should we be focusing on changing people’s behaviour instead of steering them with frictions?
  • How do we calibrate frictions so that they give people space to think, but are not excessively frustrating or negative to user experience?

To find out more go to https://www.sjjg.uk/frictions-sig/