# User Experience Considered Harmful (for the Planet)

Markus Löchtefeld  Aalborg UniversityAalborgDenmark<EMAIL_ADDRESS>
(2023)

###### Abstract.

Great user experience is killing us (more or less)! My argument in this
provocation is that the excessive focus on user experience (UX) by the tech
industry and academic community has a negative impact on the sustainability of
ICT devices. I will argue based on two examples, that we need new metrics or
extend current UX metrics to also include third order effects and
sustainability perspectives. Lastly, I would like us - the (Sustainable) HCI
community - to increase our focus on solving the problems that result from our
very own creations.

Sustainability, Sustainable HCI, User Experience, Repair, Sustainable User
Interfaces

††price: 0.00††journalyear: 2023††copyright: rightsretained††conference:
Workshop at CHI’23; April 28th, 2023; Hamburg, Germany††booktitle: HCI4Climate
Change Workshop at CHI’23, April 28th, 2023, Hamburg, Germany

##  1\. Introduction

In his 1968 influential letter ”Go To Statement Considered Harmful” (Dijkstra,
1968) Dijkstra criticised the - at that point ubiquitous - use of the Go To
statement in programming languages and thereby laid the basics for structured
programming. Ever after, papers with titles that include ”considered harmful”
have provoked and advocated for change around principles that are accepted and
extensively used. The Human Computer Interaction (HCI) community also has seen
several of such essays. For example Greenberg and Buxton argued that the use
of usability evaluations not only can stifle innovation of novel user
interfaces but also have potential detrimental effects on the scientific
advances of HCI (Greenberg and Buxton, 2008). In this provocation I do not aim
to criticize the scientific process of user experience (UX) in HCI but rather
- similar to Norman, who highlighted Activity-based Design as an alternative
to Human-Centered Design (Norman, 2005) \- question the detrimental effects
that the obsession with great UX can have on the environmental impact of ICT
products.

The consequences of increased Green House Gas (GHG) emissions and the
connected climate change have recently become much more apparent (on Climate
Change, IPCC). While the Paris Agreement supposedly committed world leaders to
ensure a maximum increase of 1.5°C of global warming, meeting this target
seems increasingly less likely. The change needed to get close to this target
will require drastic reductions across all sectors and ultimately reaching
global net-zero GHG emissions by latest 2050. This will also mean that the
Information and Communications Technology (ICT) sector will have to be
decarbonized in some form or another. Freitag et al. examined peer-reviewed
estimates on ICT’s GHG emissions and their analysis suggest that they
realistically equate to 2.1% - 3.9% of global GHG emissions (Freitag et al.,
2021). Furthermore, their analysis also highlights that without major efforts
these emissions will not reduce, but are more likely to increase. ICT
solutions are often suggested to help other sectors in reducing their GHG
emissions (e Sustainability Initiative et al., 2015), and several high-impact
examples exist that demonstrate the potential, but whether the overall
reductions will outweigh ICT’s impact on GHG emissions is questionable (Becker
et al., 2015). A particular negative example that is often brought forward is
Bitcoin’s energy- and e-waste-problems (De Vries et al., 2022; De Vries and
Stoll, 2021). This also leads Knowles et al. to point out that we should
reconsider the digital exceptionalism treatment of ICT (Knowles et al., 2022).
Another larger problem that Freitag et al. mention, is that from ICT’s overall
emissions, ca. 30% come from embodied emissions, meaning the GHG emissions
released as part of the manufacturing process, e.g. extraction of raw
materials, the manufacturing process and transport. Even if the other 70%,
emissions that stem from the use phase (energy consumption during use and
maintenance) would be covered by renewable energy sources, the ICT sector
could still be responsible for around 1% of world-wide GHG emissions.

The Sustainable HCI (SHCI) community has been for nearly 15 years (Blevis,
2007; Mankoff et al., 2007) actively engaged with mitigating issues that
impact ecological- and social sustainability. In this provocation however, I
will only focus on ecological sustainability, which however does not mean that
I would argue for prioritizing one over the other. We have seen a lot of work
focusing on ecological sustainability to reduce GHG emissions. Hannson et al.
revealed that the Sustainable Development Goal (SDG) 12 ”Responsible
Production and Consumption” has been a major focus of attention (Hansson et
al., 2021) for example using persuasive technologies and eco-feedback
(Froehlich et al., 2010) to support users in saving energy (Jensen et al.,
2021). And while this and many other examples exist that demonstrate the
potential positive impact of the SHCI community, there has also been critique
(Bremer et al., 2022; DiSalvo et al., 2010; Brynjarsdottir et al., 2012). One
particular point of criticism is that SHCI should collaborate more widely
across fields and disciplines (Silberman et al., 2014; Chen, 2016) and include
more community organisations (Silberman, 2015) or macrostructures (e.g.
municipalities) (Mollenbach et al., 2012). For example Silberman et al. argued
that “the processes that give rise to the issues indexed by the term
sustainability are larger in time, space, organizational scale, ontological
diversity, and complexity than the scales and scopes addressed by traditional
HCI design, evaluation, and fieldwork” (Silberman et al., 2014) which implies
that the SHCI community needs to broaden its perspective. Bremer et al.
analysed how the SHCI community has responded to such critiques and found that
”SHCI has shifted from second-wave approaches towards those anchored in the
third wave, and has found creative ways to capture the complexity of
(un)sustainability and broaden the SHCI agenda” (Bremer et al., 2022).
However, this move to engage with sustainability in a broader manner also
meant that the SHCI community quickly left ”core” HCI territory and neglected
efforts that lay at the heart of HCI. There are several first- and second wave
HCI (Bødker, 2006, 2015) problems connected to the UX of ICT products, that
have significant effects for example on the longevity and energy consumption
of these products that have been so far neglected. While I acknowledge the
SHCI community’s effort and the success we have seen in third- (and fourth)
wave HCI context, in this provocation I will argue that there is still a lot
of work that needs to be done in our own backyard that can have significant
positive effects on the sustainability of ICT.

In this provocation I argue that we (the HCI community) need to focus more on
our own creations and their direct impact. Specifically our obsession with UX
as a measure could be indirectly one of the main contributors for an increase
of ICT’s GHG emissions. However, the goal of this provocation is not to
criticize but rather, through two examples highlight potentials for future
research directions that are at the core of HCI and that hold potential for
more environmental sustainable ICT products.

##  2\. User Experience - the root of all evil?

The term User Experience has been discussed and defined in many ways. The 2010
released ISO standard 9241-210:2010 ”Ergonomics of Human-System
Interaction—Part 210: Human-Centred Design for Interactive Systems” defines it
as ”A person’s perceptions and responses resulting from the use and/or
anticipated use of a product, system or service.” (in chapter 2 terms and
definitions) (for Standardization, 2010). Very similar even though maybe a bit
more vague, the Nielsen Norman Group defines it as:”User experience
encompasses all aspects of the end-user’s interaction with the company, its
services, and its products”111https://www.nngroup.com/articles/definition-
user-experience/. These definitions imply that UX designers need to adopt a
holistic perspective on the design of all elements involved in the
interaction, to create products that will be successful.

In the SHCI community, Mankoff et al. proposed two ways to classify work,
namely sustainability in design \- referring to approaches that focus on
mitigating effects stemming from the material design of a product - and
sustainability through design \- referring to approaches aim at creating more
sustainable lifestyles empowered through technology (Mankoff et al., 2007).
These classes are also sometimes referred to as sustainability by form and
sustainability by function (Vissonova, 2018). However, with respect to ICT
products, such as smartphones, tablets, laptops or other smart-products, this
differentiation can be problematic. As discussed above, UX adopts a holistic
perspective and the UX design and evaluations of these products are usually a
result of the combination of hardware and software. I argue that this
artificial division of the SCHI community - while helpful for classifying
novel third wave HCI approaches - can have detrimental effects on
sustainability of ICT devices. As we use UX as a measuring stick for most of
endeavours, we should use a similar holistic perspective on accessing the
sustainability of the developed artefacts.

While I agree with the fact that great UX is important for any product to
succeed, there can arise problems from over-prioritizing it. Currently, UX is
mostly measured in the first- and second order effect created by the use of
the product (Observatory, 2002). First order effect means the impact and
opportunities created by the existence of the product and second order refers
to the ongoing use of the product. However, optimizing for short-term gains
often can run counter to long-term success (Neumann, 2012). As HCI researchers
we often neglect third order effects, meaning the aggregated impact created by
large number of users using the product over a long time (Observatory, 2002).
The reason is that these are harder to predict and at this points we have few-
or no tools for assessing them. These can however have massive detrimental
consequences for the environmental impact of ICT products. Here we can see a
first working point, UX evaluation methods that include a sustainability lens
as well. I am not the first to argue for this, Thomas et al. already
questioned the anthropocentric nature of the ISO standard 9241-210:2010
(Thomas et al., 2017). Remy at al. investigated the current limitations of
evaluation possibilities (Remy et al., 2017) and identified five key elements
that can provide guidance to identifying evaluation methods (Remy et al.,
2018). Dourish framed UX in general as a legitimacy trap preventing HCI from
its original goal of nurturing and sustaining human dignity and flourishing
(Dourish, 2019). While these suggestions are mainly meant to evaluate SHCI
research, they would also help in all HCI and UX research work as well. And
while integrating Life Cycle Assessments (LCA) as suggested in (Remy et al.,
2017, 2018) would help for example quantifying embodied GHG emissions and
first- and second order effects quite well, LCA would be less suited for third
order effects. Even Life Cycle Cost (LCC)- or whole-life cost analysis is
quite hard to predict in cases of exponential user growth. At this point very
few practical guidelines exist and the closest we have to applicable
guidelines are from Dillahunt et al. (Dillahunt et al., 2010), which don’t
directly consider third order effects either. So to this extend we need to
work on more holistic evaluations metrics that allow to access UX and
environmental sustainability with respect to third order effects. One
particular example in user interface (UI) design, is if excess data is used to
download something in the background that is never seen or interacted with
(and not needed) on the user side. Considering exponential user growth this
can in third order effects lead to quite drastic excess data and thereby
excess GHG emissions.

###  2.1. Hidden Data Traffic in UIs

Hidden data traffic - so a system downloading data without the user explicitly
telling it to do so - occur in many scenarios. Most of these can be considered
a direct result of increasing the UX of a specific UI. Probably the most
common one is the endless scrolling feature on social media sites like
Facebook, Instagram or TikTok, where, before the user scrolls to the bottom,
more posts are pre-loaded so that no visible loading time occurs. This endless
scrolling dark pattern (Gray et al., 2018; Monge Roffarello and De Russis,
2022) is often considered to lead to mindless scrolling stealing the users
time, however, I don’t want to engage with the ethical dimension of this but
rather focus on the environmental impact. One might argue that in most cases
their is only little data overhead of a few MB, which is most likely the case,
however, given that there are between 2-3 billion monthly active social media
users, this can result in a large amount of wasted data. An example: If we
assume that for every daily active Instagram user (1.386
billion222https://blog.hootsuite.com/instagram-statistics) one image is loaded
in excess (in the authors short test using the web client of Instagram, on
average 3 images were loaded that were not visible and the image sizes varied
between 31kb and 475kb with an average of 173kb over 50 images) this would
result in 0.239 petabyte of excess data. At this point I abstain from
calculating energy consumption or GHG emissions, as the numbers vary so widely
in literature (Freitag et al., 2021). However, I hope that this estimate of
0.239 petabyte just for Instagram, demonstrate that the problem should not be
ignored. Here we can see a third-order effect, turning a tiny negative element
into a massive problem. Widdicks et al. highlighted a similar issue in their
analysis of streaming services (Widdicks et al., 2019), where HCI promotes
excellence in UX, SHCI would demand more conscious utilisation of resources.
In their work they discuss for example the reduction of video quality to
reduce data usage when streaming, or for example including the possibility of
not streaming the video, if only audio is wished for.

A way to reduce such hidden data traffic could be to introduce design friction
- elements that are less effortless and more taxing for the user to carry out
(Cox et al., 2016; Benford et al., 2012). Before the proliferation of 3G, most
mobile social media apps, did not automatically download more content in the
background and the user had to press a button to get more content. Such simple
frictions would save potentially a lot of data traffic (Frick, 2016) and
thereby a lot of energy. However, there are multiple problems at this point.
First we don’t have a good understanding of the theoretical workings of design
frictions, but it recently gained some more attention (Gould et al., 2021).
Second, such frictions would be countering the business models of big social
media companies. While the first issue can be overcome through more
foundational research, the second probably won’t. When simply using the
websites of the social media companies, browser plugins might allow to add
this friction and generate more awareness. Furthermore, there are many more
cases (not only the endless scrolling) where data is pre-loaded for potential
cases that don’t happen, all in the name of UX.

This is a good example of a second-/third wave problem that would benefit from
more thorough investigation by the (S)HCI community. Many cases of hidden data
usage for the sake of UX exist that potentially could be solved by friction.
While there are most likely cases with bigger potential gains, this example
highlights a missing assessment of UX and potential unsustainable third order
effects.

###  2.2. Repair & Longevity

The second example I want to discuss here is the effect that UX has on
embodied emissions of the ICT sector. Our current linear way of producing,
consuming, and discarding ICT products is not sustainable. To overcome this,
several different pathways have been suggested in the past, for example, Slow
Tech. This promotes a sustainable, ethical way of technology production and
consumption (Patrignani and Whitehouse, 2014, 2018) achievable by slowing down
production rate, consumption, and disposal pace (Lebel, 2016). One particular
important element to reduce the disposal pace is repair. This has also been
discussed as one of the key sub strategies for sustainable production systems
in the circular economy (CE) (MacArthur, 2013). SHCI has been focusing on
repair as one of the key strategies to sustainability from the very beginning
(Blevis, 2007; Huang and Truong, 2008) and multiple approaches have been
explored (Remy and Huang, 2015; Jackson and Kang, 2014; Özçelik et al., 2022).
Generally users are replacing their devices to early compared to their optimal
lifetime (Magnier and Mugge, 2022) and Brusselaers et al. also found that most
users do not repair their broken products, even when it is possible and
economically beneficial (Brusselaers et al., 2020). Prior research (particular
stemming from industrial- and product design) shows that a user’s decision is
whether to repair a product or not is depending on the one hand on whether the
product is designed for repair and on the other hand it relies on the user’s
knowledge and skills (Cooper and Salvia, 2018; Ackermann, 2018; Jaeger-Erben
et al., 2021). Especially the high level of integration in current ICT devices
is quite problematic, as it obfuscates the inner layers and makes it hard to
identify faults in the product (Arcos et al., 2021).

While the tight integration which e.g. decreases size and weight, and the
usage of more energy demanding materials such as aluminium and glass, are
beneficial for the hedonic qualities, aesthetics and feel of ICT products they
are detrimental to their repairability. For example, a phone with a glass back
can ”feel” sleeker and more desirable, however a glass back usually requires
some kind of glue instead of screws to be hold in place and also is much more
fragile. However, solving these aspects should be left to industrial- and
product design experts.

There are however elements that the SHCI community can focus on and here I
will postulate the hypothesis that if users have a structural mental model
(Westbrook, 2006) of an ICT product, they will be able to make better repair
decisions and prolong the products lifetime. Arcos et al. already highlight
the importance of the design in making repair decisions (Arcos et al., 2021).
However, if we at ICT technology such as Smartphones and Laptops (here as the
prime examples), we can see that these devices don’t require the user to
understand how they work internally, for them to be used. 20 years ago this
was very different, users had to e.g., install operating systems and wrangle
with hardware drivers, thereby gaining a deeper understanding of the inner
workings. This is similar to current users that build their own (gaming) PC’s.
Their level of knowledge of how an ICT device works is usually much higher, so
they are much more likely to try to repair issues and replace components
(Arcos et al., 2021). Following this argument, we see that good UX - here
reducing the friction and making the technology easily accessible for non-
experts - is advancing the technologies unsustainability. Obviously, I will
not argue that we should make the entry into using a computer harder again,
but it would be worthwhile to understand how UI design and timed nudges during
usage could create a structural mental model that would allow users to make
better repair choices. Similar to the previous example, to support repair
activities devices might also require some more friction in the interface to
make users reflect on the inner workings of the devices they are using (Gould
et al., 2021). Devices like the Fairphone333https://www.fairphone.com/ or the
Framework Laptop444https://frame.work/ are designed to be repairable and
upgradeable, it is part of the brand and communicated in a way that it will
part of the mental model the customer will get when they purchase the product.
Framework even has a DIY edition, where the user has to assemble some of the
parts before being able to use it555https://frame.work/products/laptop-
diy-12-gen-intel. This means that the user also immediately gets an
understanding of what is possible to repair or exchange. These are the kind of
interactions that I envision could be worthwhile on a hardware level. On an
Operating System level, Linux distributions (while having worked very hard to
increase the UX and reduce friction) could be modified to allow users to get a
better understanding of, and enable deeper interaction with, the inner
workings of the computer for different experimental settings.

The case of repair is another first/second wave HCI problem where the SHCI
community can have a significant impact. While it is a much more complex
problem with a variety of different layers that will require huge efforts to
properly investigate and solve the issue, it is a very promising area, with
potentially significant impact.

##  3\. Conclusion

My aim with this provocation is to highlight that before taking on more, we as
the (S)HCI community should focus on the effects of our own doing first. My
answer to Bremer et al. (Bremer et al., 2022) would be, yes the community is
taking on too much. It might be what Knowles et al. call digital
exceptionalism treatment of ICT (Knowles et al., 2022), that drives the
community to solve a lot of other problems before we focus on ICT itself. An
important first move, should be to establish, inside the HCI community, that
UX as the ultimate metric will harm sustainability of ICT devices, and that we
need to take on more extensive and further reaching metrics. Designers must
recognize that humans do not typically occupy a central role, but rather are
part of a complex network of human and non-human actors that are socially,
economically, and ecologically interdependent (Coulton and Lindley, 2019). And
this needs to be also reflected in our tools to design and analyse interfaces.

What do we have to do to decrease the GHG of ICT devices? Multiple pathways
are possible if we ignore energy efficiency increases through new hardware. On
the one hand we can decrease the energy consumption from the use phase through
software (e.g., reduction of data traffic (Frick, 2016) or creating more
energy efficient software by using low level programming languages (Pereira et
al., 2017)) and on the other hand we can reduce the impact of embodied
emissions by extending the longevity of the hardware (so that per use hour
less new hardware is needed (Becker, 2014)).

I do not want this provocation to be understood as critique of the (S)HCI or
UX community. Engagement with outside communities and experts is essential for
enabling sustainable lifestyles that we desperately need in the future.
However, I would like to remind (S)HCI researchers, not to forget the problems
that result from their own creations.

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