as someone who’s been researching e-wearables as a means to teach children about mental health for over 10 years, i’ve seen some alarming unintended consequences with their use.
in
my research lab
, we used a simple brain-sensor headset connected to a digital game to help teach children how to be calm and focus their attention — two important parts of self-regulation that children need to succeed. while our program was successful, i noticed some worrisome side-effects.
sometimes the systems didn’t work properly or feedback wasn’t accurate and children interpreted these technical failures as their own. we began asking; is it healthy for teens to be continuously tracked and sent feedback on their diets and exercise? how easy might be it be for a child to become addicted to their fitness tracker? could they stop listening to their own insights and treat the e-wearable as an authority?
designed around normative assumptions
most e-wearables, even those designed for children, were designed around normative assumptions and values often reflecting affluent, adult, male and performance-oriented end-users.
the designs and algorithms typically interpret well-being as better performance or more productivity. but for children this “more is better” approach may have a range of negative impacts on their well-being.
this, combined with the often-punitive tone of feedback, is cause for concern. young people are often more susceptible to social and environmental influences,
like peer pressure
. positive and negative feedback is happening during a critical time for the formation of their identity, self-esteem and self-efficacy.