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Social Media Designers Awareness Training Program Essay
In the modern world, people use social media daily, as they have ubiquitous access to
smartphones and other technical means. This communication channel provides people with
extensive opportunities and can be useful in many ways. However, companies that create and
sell social media platforms strive to attract more people and retain their attention. This
position leads to creating algorithms to create a person’s attachment to social media. This
factor can result in the emergence of issues with mental health, especially among young
people. Thus, the presented program strives to raise the awareness of designers and platform
managers about existing threats, as well as to promote the creation of algorithms that consider
users’ mental health.
Program
SMDATP is an intervention program aimed at preventing social media harm to young people
aged 16 to 18. Thus, the program’s main focus is working with platform designers and their
managers. Individuals hired by social media companies as social media designers are eligible
for the program. Key stakeholders in the intervention are social media designers, the social
media management team, and educational facilitators.
The program is divided into two parts: a lecture and a workshop in which designers and
managers will be informed about the dangers of social media for young people. The main
focus is on discussing the potential adverse effects of targeted algorithm-based social media
content production on young people’s mental health. The main goal of this program is to
change the practices of designers and managers to form a more socially responsible attitude
towards the existing problem. Ultimately, participants will be able to create applications and
platforms that consider financial and social aspects. The program’s implementation is a 2-
week intensive training program conducted within the organizational setting (refresher
courses to be conducted annually). The program is administered through 2 stages:
informational (Part 1) and interactive workshop (Part 2).
The first part of the program contains an informative lecture by educational facilitators.
Participants include organizational psychologists, mental health researchers, and victims
(young people) to provide quantitative and qualitative research findings and first-hand victim
experiences of the potential harms of social media. For example, the lecture may contain
qualitative feedback from real young victims affected by social media sharing their
experiences. The subjective experience of Ruby, a 17-year-old girl, may be presented. She is
concerned about the intrusive nature that social networking sites allowed “never being safe as
bullies followed her home” (Singleton et al., 2016). Another example of Lizzie (aged 16)
describing her experience: “it was sort of like it [self-harm] was an infectious disease because
I knew they were doing it and… they felt better for it afterward… it was like ‘maybe I should
do that” (Singleton et al., 2016). These examples of subjective experience within the
framework of the program are intended to influence designers and managers to be involved in
the change process.
The second part of the program is a tutorial-based workshop that requires social media
designers to use their expertise to design their own alternate algorithms that can improve
content production. It is intended to make them actively participate in the change process and
place responsibility and power in their hands. Thus, the program is aimed at acquiring
theoretical knowledge and putting it into practice. This structure allows us to make it
potentially effective for implementation in the context of developing platforms and
applications for actual users.
Although young people between the ages of 16 and 18 are the secondary focus of the
program, it is not targeted directly at the victims of social media exposure. The choice of the
focus of the intervention is due to the fact that now the creators of social networks are
integrating algorithms that are a threat to the mental health of young people. The endless
streams of content generated by the complex algorithms of the platforms pose a particular
danger to young people. Berryman et al. (2017) note that “how individuals use social media
is more critical than time spent online in regards to mental health” (p. 312). Thus, it is
critically important to determine what features of social networks and patterns of user
behavior are potentially harmful.
During the development of the program idea, a special focus was placed on identifying the
reasons for the attachment of young people to social media. In particular, the theory of uses
and gratifications (U&G) is a useful source of information on this issue. Burhan and
Moradzadeh (2020) note that getting likes on various platforms stimulates the release of
dopamine in users, which acts as a reward. Motivators for liking behavior are most often
“enjoyment, information seeking, and social interaction, together with subjective norms”
(Hossain et al., 2019, p. 10). However, this dopamine reaction is the reason for the
dependence of young people on social media, as they are forced to return for a new portion of
positive emotions. Moreover, Eginli and Tas (2018) mention that young people who
predominantly use such platforms for communication are often deprived of the ability to
establish interpersonal relationships. This aspect leads to the inability to develop important
social skills and possible isolation.
Applying social comparison theory to an existing issue is also important. According to this
perspective, people tend to compare themselves to others. Yang et al. (2018) note that
comparison with other people can have both positive and negative effects on mental health in
young people. In particular, competition-based comparisons can be distressing, while
information-based comparisons can be a source of useful reflection. Hanna et al. (2017)
emphasizes that social media is associated with “greater social comparison and greater self-
objectification, which, in turn, was each related to lower self-esteem, poorer mental health,
and greater body shame” (p. 1). Thus, these platforms can potentially cause distress and
deterioration in mental health, as well as hinder the development of social skills in young
people.
These aspects are especially important in the context of the social network algorithms that
their designers and managers use. Social media applications often experiment with
personalizing their platforms to attract and retain audiences (Swart, 2021). Thus, social media
is often a significant factor in shaping the worldview of young people. At the same time, the
creators of such platforms are focused on making revenue, which makes it profitable for them
to attract more and more people and retain their attention (Peters & Brandom, 2021). Greater
access to information through endless streams of content allows users to spend more time on
the platform. At the same time, based on comparison theory, with greater exposure to
materials, young people have more sources of comparison. However, the risk of negative or
competition-based comparison is also increased, which elevates the likelihood of distress.
Currently, the problem of the emergence of mental problems among young people when
using social media is widely discussed. This aspect forces the creators to take various
measures to minimize possible harm. In particular, Facebook and Instagram allowed users to
hide the number of likes under posts to reduce possible anxiety due to comparison and public
opinion perception (Warren, 2021). Many platforms, including TikTok, Twitter, and Tumblr,
use content warnings to protect users from traumatic or sensitive content (Vivas, 2020).
These measures were in response to users’ reports of feelings of depression and stress due to
lack of popularity among peers due to the low number of likes. Users need a space for free
communication, where they are not limited by the social pressures expressed in the like
count.
TikTok, among other things, made the most significant step towards minimizing the negative
impact of the platform on users. The creators added tracking capabilities and screen time
limits to the app, allowing users to control their use of the app (NEW! Screen time
management, 2019). Facebook also recently released papers on its research on the impact of
its apps on the mental health of young people (Peters & Brandom, 2021). However, they
claim that their content and platforms are having an extremely positive impact and do not
contribute to making the situation worse (Peters & Brandom, 2021). Additionally, the
documents were published only after a wide public outcry and the beginning of hearings on
this controversial topic. This shows how designers and managers are often reluctant to limit
their users in order to support their health at the risk of losing profits.
Thus, the presented intervention program targets social media designers to create systematic
change. The main difference between the program and existing initiatives is that they focus
on young people themselves. However, this approach is not effective since platform
developers adapt to user characteristics, responding to changes in their behavior patterns. The
proposed program focuses on a desire-centered program by including educational facilitators
and victims to target the primary drivers of this issue. Based on U&G theory, it aims at
facilitating awareness of the negative biological, habitual, and, most importantly, mental
health influences that social media platforms can induce. Moreover, the program has a long-
term perspective on solving the problem rather than focusing on working with already
affected individuals and groups. This factor potentially makes it effective not only at the
present time but also for future generations. At the same time, the process of systematic
change can be lengthy, which implies delayed and gradual results of the intervention.
At the same time, the program has a number of limitations, which constitutes an area for
future improvements. First of all, there is currently no legislation that obliges participants to
implement the strategies proposed within the program. Thus, the program is offered as an
optional organizational practice for voluntary use. This factor can limit the effectiveness of
the program, as many companies may refuse to implement it. Cost and benefit analysis
conducted by organizations can be an additional criterion for choosing to use or reject the
program. Currently, no assessment has been made of the impact of the program on platform
and company revenues, which may hinder the adoption of the program. Finally, radical
changes in company practices and user experience can force people to abandon certain
platforms, which also jeopardizes the willingness of companies to utilize the proposed
program.
Evaluation
The proposed program is rather long-term, which makes it difficult to assess the results of its
implementation. First of all, it is necessary to organize the collection of feedback from
program participants. Particular attention should be paid to the opinions of designers and
managers who have completed both parts of the program. It is necessary to evaluate what
knowledge they acquired during the lecture part. It is also important to understand how this
information has changed their attitude towards the existing problem. In particular, one should
analyze how the lecture helped to increase the awareness of designers and managers about the
problem. Additionally, it is important to assess how important it is for them to address the
issue through their own activities in the organization. Therefore, it is necessary to distribute a
uniform questionnaire for collecting feedback among the participants after the end of the first
part of the program. The questionnaire may include the following questions:
1. In your opinion, how does social media affect the mental health of young people?
2. Do application and platform algorithms have a negative impact on the mental health
of young people?
3. Do you think that designers and managers can influence the algorithms that social
media uses?
4. Do you think that nowadays, companies need to change their attitude towards creating
social media? (end of questionnaire if the answer is negative)
5. Do you think you can personally influence the change?
6. What do big companies such as Facebook need to change to change the situation?
7. What initiatives or activities can be helpful in bringing about change?
Based on the responses received in the questionnaire, program organizers can judge what
information the participants received and how it influenced their perception of the problem.
The implementation of the first part of the program can be considered successful if 50% of
the participants acknowledge the problem, note the need for changes, and also identify the
possibility of personal contribution. In the case of a lower percentage, it is necessary to
collect individual feedback from the participants as to why they think the presentation in the
lecture is not convincing.
Evaluation of the results of the second part of the program is the need to discuss how
potentially effective the solutions proposed in the workshop can be. In particular, program
participants are specialists in the development and management of social media, which gives
them the opportunity to analyze algorithms. After the workshop is over, participants should
also be asked about the potential effectiveness of each of the proposed initiatives. The
questionnaire may include the following questions:
1. Are there any potentially effective solutions among the solutions created within the
workshop?
2. If yes, which ones?
3. Why do you find the mentioned solutions effective? Or Why do all the solutions seem
ineffective to you?
4. Are you planning to apply any of the solutions developed during the workshop in
practice?
5. What difficulties in the implementation of the proposed solutions can you identify?
In this case, the key is the fourth question, which is an indicator of the effectiveness of the
program. If at least one of the participants responds positively and indicates a desire to use
the solutions in practice, then the program can be considered successful. This result is due to
the fact that the introduction of even one change already means a potential transformation,
which is the purpose of the program.
References
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