08. Irritating companions to disrupt bad habits

For this paper I drew information from “Caring for a companion as a form of self-care. Exploring the design space for irritating companion technologies for mental health” by Jordi Tost, Rahel Flechtner, Rahel Maué. It deals with the problematic of creating assistive technology for people with Social Anxiety Disorder, which would provide them with meaningful companionship and support.

Recent research explores the potential of companion technologies to address this challenge. Unlike traditional mental health apps that focus on task-driven routines, such as journaling or meditation, companion technologies aim to evoke empathy and emotional responses. However, overcoming anxiety disorders often requires stepping out of one’s comfort zone. This is where the concept of positive irritation comes into play: “Nevertheless, considering that anxiety disorders can only be overcome by gradually expanding one’s comfort zone, these companions need to be more irritating and confrontational. We argue that there is a need for irritating qualities of user experience that support the disruption of established patterns of behaviour and thought. With this, we propose that both empathetic and irritating dimensions of user experience are crucial in supporting individuals coping with SAD because they can leverage behaviour change and support social inclusion.”

Positive irritation refers to intentionally designed interactions that disrupt established patterns of behavior and thought. While empathy and emotional connection are crucial, irritation can serve as a catalyst for perspective change and personal growth. For individuals with SAD, this means gradually expanding their comfort zone through small, manageable challenges.

The idea of integrating irritating qualities into companion technologies is inspired by frameworks from psychology and human-computer interaction (HCI). For example, the Tamagotchi, a virtual pet that demands care, represents a counterpoint to traditional assistive technologies. Instead of serving the user, the Tamagotchi requires the user to care for it, fostering a sense of responsibility and emotional attachment. This dynamic shifts the relationship from “technology assisting people” to “people caring for technology,” which can enhance self-compassion and well-being.

At the heart of this approach is the metaphor of caring for the companion as a form of self-care. By nurturing a virtual companion, users learn to care for themselves. This reciprocal relationship integrates the companion into daily routines, creating opportunities for emotional growth and social inclusion.

The metaphor operates on three levels:

Connection with the Companion: Building emotional bonds through meaningful interactions.

Connection with Oneself: Encouraging users to reflect on their needs and resources.

Connection with the Social Environment: Promoting inclusion by bridging the gap between the digital and physical worlds.

To operationalize this metaphor, researchers propose eight principles for designing companion technologies that foster positive irritation:

Metaphorical Design: Using metaphors to give the companion a unique personality and story. For example, the companion could be designed as a friendly ghost or an externalization of the user’s anxiety, helping users reframe their mental models.

Strangeness: Incorporating unexpected behaviors to evoke curiosity and wonder. Strangeness can make the companion feel more alive and relatable, especially for individuals who feel “strange” themselves.

Reciprocity: Creating a give-and-take relationship where both the user and the companion care for each other. This dynamic promotes a sense of teamwork and shared control.

Synchronicity of Needs: Aligning the companion’s needs with the user’s emotional state. For instance, if the user feels anxious, the companion might exhibit similar emotions, encouraging the user to address their own feelings.

Adaptability and Careful Integration: Tailoring interactions to the user’s individual needs and context. The companion should balance proactivity with respect for the user’s boundaries.

Provocation and Confrontation: Using warm-hearted teasing or unexpected behaviors to challenge negative thought patterns. This principle draws from provocative therapy, where humor and confrontation are used to reframe perspectives.

Humour and Irony: Creating a light-hearted atmosphere through playful interactions. Humor can disrupt harmful thinking patterns and make self-care feel less daunting.

Embodied Experience: Integrating the companion into the user’s physical environment to enhance emotional connection. For example, the companion could respond to real-world stimuli, such as the user’s movements or surroundings.

While the potential of irritating companion technologies is promising, there are significant challenges to address. For instance, what one user finds humorous or motivating, another might perceive as intrusive or triggering. This highlights the need for careful adaptation to individual preferences and sensitivities.

Additionally, the use of generative AI in companion technologies raises ethical concerns. While AI can facilitate dynamic and personalized interactions, it also risks generating harmful or inappropriate content. Future research must explore how to model complex nuances, such as humor and provocation, in a way that aligns with users’ psychological needs.

Companion technologies for mental health represent a new frontier in HCI and psychology. By combining empathy with positive irritation, these technologies can support individuals with SAD in overcoming anxiety and expanding their comfort zones. The metaphor of caring for the companion as self-care and the accompanying principles provide a framework for designing meaningful and transformative interactions.

As technology continues to evolve, so too does the potential for innovative approaches to mental health care. By embracing the power of irritation, one can create companions that not only provide support but also inspire growth, resilience, and connection.

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