A lawyer scenting blood

Reading Unwired by Gaia Bernstein for New Statesman, 15 May 2023

In 2005, the journal Obesity Research published a study that, had we but known it, told us everything we needed to know about our coming addiction to digital devices.

The paper, “Bottomless Bowls: Why Visual Cues of Portion Size May Influence Intake” was about soup. Researchers led by Brian Wansink of Cornell University invited volunteers to lunch. One group ate as much soup as they wanted from regular bowls. The other ate from bowls that were bolted to the table and refilled automatically from below. Deprived of the “stopping signal” of an empty bowl, this latter group ate 73 per cent more than the others — and had no idea that they had over-eaten.

It’s a tale that must haunt the dreams of Asa Raskin, the man who invented, then publically regretted, “infinite scroll”. That’s the way mobile phone apps (from Facebook to Instagram, Twitter to Snapchat) provide endless lists of fresh content to the user, regardless of how much content has already been consumed.

Gaia Bernstein, a law professor at Seton Hall, includes infinite scroll in her book’s catalogue of addicting smart-device features. But this is as much about what these devices don’t do. For instance in his 2022 book Lost Focus Johann Hari wonders why Facebook never tells you which of your friends are nearby and up for a coffee. Well, the answer’s obvious enough: because lonely people, self-medicating with increasing quantities of social media, are Facebook’s way of making money.

What do we mean when we say that our mobile phones and tablets and other smart devices are addicting?

The idea of behavioural addiction was enshrined in DSM-5, the manual of mental disorders issued by the American Psychiatric Association, in 2015. DSM-5 is a bloated beast, and yet its flaky-sounding “Behavioral Addictions” — that, on the face of it, could make a mental disorder of everything we like to do — have proved remarkably robust, as medicine reveals how addictions, compulsions and enthusiasms share the same neurological pathways. You can addict humans (and not just humans) to pretty much anything. All you need to do is weaponise the environment.

And the environment, according to Bernstein’s spare, functional and frightening account, is most certainly weaponised. Teenagers, says Bernsteins, spend barely a third of the time partying that they used to in the 1980s, and the number of teens who get together with their friends has halved between 2000 and 2015. If ever there was a time to market a service to lonely people by making them more lonely, it’s now.

For those of us who want to sue GAMA (Google, Amazon, Meta, Apple) for our children’s lost childhood, galloping anxiety, poor impulse control, obesity, insomnia and raised suicide risk, the challenge is to demonstrate that it’s screentime that’s done all this damage to how they feel, and how they behave. And that, in an era of helicopter-parenting, is hard to do. danah boyd’s 2014 book It’s Complicated shows how difficult it’s going to be to separate the harms inflicted by little Johnny’s iPhone from all the benefits little Johnny enjoys. To hear boyd tell it, teenagers “obsessed” with social media are simply trying to recreate, for themselves and each other, a social space denied them by anxious parents, hostile authorities, and a mass media bent on exaggerating every conceivable out-of-doors danger.

The Covid pandemic has only exacerbated the stay-at-home, see-no-one trend among young people. Children’s average time online doubled from three to six hours during lockdown. It use to be that four per cent of children spent more than eight hours a day in front of a smart screen. Now over a quarter of them do.

Nor have we merely inherited this dismal state of affairs; we’ve positively encouraged it, stuffing our schools with technological geegaws in the fond and (as it turns out) wildly naive belief that I.T. will improve and equalise classroom performance. (It doesn’t, which this is why Silicon Valley higher-ups typically send their children to Waldorf schools, which use chalk, right up until the eighth grade.)

Bernstein, who regularly peppers an otherwise quite dry account with some eye-popping personal testimony, recalls meeting one mum whose son was set to studying history through a Roblox game mode called Assassin’s Creed Odyssey (set in ancient Greece). “Since then, whenever she asks him to get off Roblox, he insists it is homework.”

Bernstein believes there’s more to all this than a series of unfortunate events. She thinks the makers of smart devices knew exactly what they were doing, as surely as the tobacco companies knew that the cigarettes they manufactured caused cancer.

Bernstein reckons we’re at a legal tipping point: this is her playbook for making GAMA pay for addicting us to glass.

Here’s what we already know about how companies respond to being caught out in massive wrong-doing.

First, they ignore the problem. (In 2018 an internal Facebook presentation warned: “Our algorithm exploits the human brain’s attraction to divisiveness… If left unchecked [it would feed users] more and more divisive content to gain user attention & increase time on the platform.” Mark Zuckerberg responded by asking his people “not to bring something like that to him again”.)

Then they deny there’s a problem. Then they go to war with the science, refuting critical studies and producing their own. Then, they fend off public criticism — and place responsibility on the consumer — by offering targeted solutions. (At least the filter tips added to cigarettes were easy to use. Most “parental controls” on smart devices are so cumbersome and inaccessible as to be unuseable.) Finally, they offer to create a system of self-regulation — by which time, Bernstein reckons, you’ve won, or you will have won, so long as you have proven that the people you’re going after intended, all along, to addict their customers.

You might, naively, imagine that this matter rests upon the science. It doesn’t, and Bernstein’s account of the screentime science wars is quite weak — a shallow confection built largely of single studies.

The scientific evidence is stronger than Bernstein makes it sound, but there’s still a problem: it’ll take a generation to consolidate. There are other, better ways to get at the truth in a timely manner; for instance, statistics, which will tell you that we have the largest ever recorded epidemic of teenage mental health problems, whose rising curves correlate with terrifying neatness with the launch of various social media platforms.

Bernstein is optimistic: “Justifying legal interventions,” she says, “is easier when the goal is to correct a loss of autonomy”, and this after all, is the main charge she’s laying at GAMA’s door: that these companies have created devices that rob us of our will, leaving us ever more civically and psychologically inept, the more we’re glued to their products.

Even better (at least from the point of view of a lawyer scenting blood), we’re talking about children. “Minors are the Achilles heel,” Bernstein announces repeatedly, and with something like glee. Remember how the image of children breathing in their parents’ second-hand smoke broke big tobacco? Well, just extend the analogy: here we have a playground full of kids taking free drags of Capstans and Players No. 6.

Unwired is not, and does not aspire to be, a comprehensive account of the screen-addiction phenomenon. It exists to be used: an agenda for social change through legal action. It is a knife, not a brush. But it’ll be of much more than academic value to those of us whose parenting years were overshadowed by feelings of guilt, frustration and anxiety, as we fought our hopeless battles, and lost our children to TikTok and Fortnite.

Hooked at the Science Gallery, London: From heroin to Playstation

Happy Chat Beast tries to be good in Feed Me © 2013, Rachel Maclean

Popping along to the newly opened Science Gallery London and getting Hooked for New Scientist, 26 September 2018

IN THE spacious atrium of the new London Science Gallery, Lawrence Epps is tweaking the workings of a repurposed coin-pushing arcade game. It is part of the gallery’s first show, Hooked. He hands me one of 10,000 handmade terracotta tokens. Will I be lucky enough to win a gold-leafed token, or maybe one of the ceramic ones stamped with images of an exotic sunset? No.

Reluctantly (I’m hooked already), I leave Again and follow Hannah Redler-Hawes up the stairs. Hooked is Redler-Hawes’s responsibility. Fresh from co-curating [JOYCAT]LMAO at the Open Data Institute with data artist Julie Freeman, she took on the task of building London Science Gallery’s launch exhibition. She soon found herself in a room with six “young leaders” – selected from local schools in the London boroughs of Southwark and Lambeth – who, for the past year, have been shaping the direction of London’s newest public institution.

Addiction, she argues, is a normal part of life. Every tribe has its social lubricants, and, as she points out, “we are creatures who like to explore, who like pleasure, who like extending our boundaries intellectually, emotionally and physically, and we are also creatures who aren’t that fond of pain, so when we encounter it we look for an escape route”.

A visit to Hooked becomes increasingly unnerving, as one by one you identify all the apparently innocuous corners of your own life that contain at least an element of addictiveness, from caffeine to Facebook. That journey begins with the show’s iconic image, a lolly-turned-pincushion from the series Another Day on Earth by Olivia Locher, whose work explores the moment when getting what you want becomes taking what you can’t help but take.

The Science Gallery ethos is to leave its visitors with more questions than answers. It is there to pique curiosity, rather than address ignorance. The success of this approach, pioneered by Science Gallery Dublin in 2008, can be measured by the project’s rapid expansion. There are Science Galleries planned for Bangalore this year, Venice in 2019 and Melbourne in 2020, not to mention pop-ups everywhere from Detroit to Davos.

Science Galleries do not amass private collections. Each show is curated by someone new, displaying work from art, science, engineering and territories that, frankly, defy classification. Shows already announced for London include explorations of dark matter and prosthetics. That latter show, explains the gallery’s departing director Daniel Glaser, is going to be very hands-on. A different proposition to Hooked, then, which is about international art and curatorial rigour.

Glaser joins our exploration of the wet paint and bubble wrap of the half-assembled exhibition. Among the more venerable pieces here are Richard Billingham’s films from the late 1990s, capturing the gestures and habits of life on benefits in the deprived corner of West Bromwich, UK, where he grew up. Smoking, snorting, hammering away at a PlayStation might be addictive behaviours, or might become addictive, but the films remind us they are also ways of dealing with boredom. They kill time. They are ordinary activities, and of obvious utility.

“We’re all users, which means we’re all at risk of tipping into harm,” says Redler-Hawes. “Addiction is a natural part of being human. It’s a problem when it’s harming you, but when that happens, it’s not just you that’s the problem.”

This point was brought sharply into focus for her when she discussed addiction with the gallery’s young leaders group. “My idea of addiction was a forty-something in a room unable to work, but these young people were absolutely engaged and a bit afraid that so much of the environment they had grown up in was very obviously vying for their attention, and quite literally trying to get them hooked.”

Naturally enough, then, online experiences feature heavily in the exhibition. Artist Rachel Maclean‘s celebrated and extremely uncanny film Feed Me (2015) is a twisted fairy tale where ghastly characters communicate in emojis and textspeak, as each pursues a lonely path in search of the unattainable.

More immediate, and more poignant from my point of view, is a new video installation by Yole Quintero, Me. You. Limbo, which very quickly convinces you that your phone is much more a part of you than you ever realised. Anyone who has had a relationship decay into a series of increasingly bland WhatsApp messages will get it. “A lot of these pieces are about love,” Redler-Hawes comments, quietly.

Although the emphasis here is on established artists, there are pieces that point to just how mischievous and hands-on this institution is likely to become in the years ahead. Katriona Beales‘s Entering the Machine Zone II is a new commission, developed with the assistance of Henrietta Bowden-Jones, founder of the first NHS gambling clinic. It is the world’s most pointless video game – though I defy you to stop playing once you have started. It propels you with frightening rapidity towards the dissociative state that, for gamblers in particular, is the real attraction of their vice – far more addictive than the promise of money.

It is also the state one achieves when climbing a demanding learning curve. Addiction in the guise of flow isn’t bad. Though then, of course, we call it passion. Not everyone will be comfortable with this show’s broad definition of addiction. But there’s nothing lazy about it. If the show doesn’t change your mind, it will certainly have sharpened your opinions.

The tour done, Glaser takes me around the building itself – a £30 million development that has transformed a car park and an underused wing of the original 18th-century Guy’s Hospital into a major piece of what the papers like to call “the public realm”. What this boils down to is that people come and eat their lunches here and find themselves talking to lively, well-briefed young people about curious objects that turn out to be about topics that don’t often come up in ordinary conversation.

Accessibility here is about more than wheelchairs, it is about ensuring that the people who used to visit the McDonald’s that formerly occupied the cafe area can still find affordable food here. This is important: there is a hospital next door, and streets full of people desperate for a steadying cup of tea. It is about building a terrace around the gallery’s 150-seat theatre, so you can come in and see what’s going on without finding yourself intruding or getting trapped in something you’re not interested in. It is about getting into conversations with the staff, rather than being approached only when you are doing something wrong.

Glaser, who has spent the past five years directing this project, is a neurologist by trade, and is keenly aware what a difference this space will make to researchers at King’s College London, the university associated with Guy’s. These days, knowing how to communicate with the public is a key component to securing funding. With this Science Gallery, Glaser tells me, “a major world university is turning to face the public. It’s becoming an asset to London. We’re a part of the city at last.”

Creative. Interactive. Wrong.

People are by far the easiest animals to train. Whenever you try to get some bit of technology to work better, you can be sure that you are also training yourself. Steadily, day by day, we are changing our behaviours to better fit with the limitations of our digital environment. Whole books have been written about this, but we keep making the same mistakes. On 6 November 2014, at Human Interactive, a day-long conference on human-machine interaction at Goldsmith’s College in London, Rodolphe Gelin, the research director of robot-makers Aldebaran, screened a video starring Nao, the company’s charming educational robot. It took a while before someone in the audience (not me) spotted the film’s obvious flaw: how come the mother is sweating away in the kitchen while the robot is enjoying quality time with her child?

We still obsess over the “labour-saving” capacities of our machines, still hanker after more always-elusive “free time”, but we never think to rethink the value of labour itself. This is the risk we run: that we will save ourselves from the very labour that makes our lives worthwhile.

Organised by William Latham and Frederic Fol Leymarie, Human Interactive was calculated (quite deliberately, I expect) to stir unease.

Beyond the jolly, anecdotal presentations about the computer games industry from Creative Assembly’s Guy Davidson and game designer Jed Ashforth, there emerged a rather unflattering vision of how humans best interact with machines. The biophysicist Michael Sternberg, for instance, is harnessing the wisdom of crowds to gamify and thereby solve difficult problems in systems biology and bioinformatics. For Sternberg’s purposes, people are effectively interchangeable components in a kind of meat parallel-processing system. Individually, we do have some merit: we are good at recognising and classifying patterns. Thisat least makes us better than pigeons, but only at the things that pigeons are good at already.

Sternberg would be mortified to see his work described in such terms – but this is the point: human projects, fed through the digital mill, emerge with their humanity stripped away. It’s up to people at the receiving end of the milling process to put the humanity back in. I wasn’t sure, listening to Nilli Lavie’s presentation on attention, to what human benefit her studies would be put. The UCL neuroscientist’s key point is well taken – that people perform best when they are neither overloaded with information, nor deprived of sufficient stimulus. But what did she mean by her claim that wandering attention loses the US economy around two billion dollars a year? Were American minds to be perfectly focused, all the year round, would that usher in some sort of actuarial New Jerusalem? Or would it merely extinguish all American dreaming? Without a space for minds to wander in, where would a new idea – any new idea – actually come from?

Not that ideas will save us. Ideas, in fact, got us into this mess in the first place, by reminding us that the world as-is is less than it could be. We are very good at dreaming up scenarios that we are not currently experiencing. We are all too capable of imagining elusive “perfect” experiences. Digital media feed these yearnings. There is something magical about a balanced spreadsheet, a glitchless virtual surface, the beauty of a symmetrical avatar under perfect, unreal light.

Henrietta Bowden-Jones, founder and director of the National Problem Gambling Clinic, is painfully aware of how digital media encourage our obessive and addictive behaviours. Games are hardly the new tobacco — at least, not yet — but psychologists are being hired to make them ever-more addictive; Bowden-Jones’s impressively understated presentation suggested that games may soon generate behavioral and social problems as acute as those thrown up by on-line gambling.

The day after the conference, Goldsmith’s College hosted Creative Machine, a week-long exhibition of machine creativity. In a church abutting the campus, robots sketched human skulls, balanced pendulums, and noodled around with evolutionary algorithms.I expected still more alienation, a surfeit of anxiety. In fact, Creative Machine left me feeling strangely reassured.

Those of us who play with computers, or know a little about science, harbour what amounts to a religious conviction: that that somewhere deep down, at the bottom of this messy reality, there is an order at work. Call it mathematics, or physics, or reason. Whichever way you cut it, we believe there’s a law. But this just isn’t true. Put a computer to work in the real world, and it messes up. More exciting still, it messes up in just the ways we would. Félix Luque Sánchez’s simple robots on rails shuttle backwards and forwards in a brave and ultimately futile attempt to balance a pendulum. Anyone who’s ever tried to balance a book on their head will recognise themselves in every move, every acceleration, every hesitation – every failure.

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Even a robot who knows what it’s doing will get entangled. Patrick Tresset has programmed a robot called Paul with the rules of life drawing and draughtsmanship. Paul, presented with a still-life, follows these rules unthinkingly – and yet every picture it churns out is unique, shaped by tiny, unrepeatable fluctations in its environment (a snaggy biro, a heavy-footed passer-by, a cloud crossing the sun…).

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If an emblem were needed for this show, then Cécile Babiole provides it. She has run the phrase “NE DOIS PAS COPIER” (literally: “one shouldn’t copy”) through a 3-D copier, over and over again, playing a familiar game of generational loss. And it’s the strangest thing: as they decay, her printed plastic letters take on organic form, become weeds, become coral, become limbs and organs. They lose their original meaning, only to acquire others. They do not become nothing, the way an over-photocopied picture becomes nothing. They become rich and strange.

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Maths, rationality and science are magnificent tools with which to investigate the world. But we commit a massive and dangerous category error when we assume the world is built out of maths and reason.

With a conference to beat us, and an exhibition to entice us, Latham and Fol Leymarie have led us, without us ever really noticing, to a view of new kind of digital future. A future of approximations and mistakes and acts of bricolage. It is not a human future, particularly. But it is a future that accommodates us, and we should probably be grateful.