Ethical Design Manifesto

Respect:

• Human rights
• Human effort
• Human experience

https://ind.ie/ethical-design

@aral That's a pretty good list, and a great graphic. I would respectfully suggest that you include human health in your list.
@ZackF Hey Zack, thanks. Interesting point on health: my initial thought is that health-related considerations are covered by the respect for human rights and human effort categories – can you think of any examples where this isn't the case? Would you see respect for health as a separate causal category that doesn't overlap the others or would you see being healthy/not unhealthy as a cross-cutting symptom of an ethically-designed product?

@ZackF (cont.) I wonder if “healthy” (e.g., does not addict, etc.) should be included in the list of attributes that an ethically-designed product should have under the human rights section or whether it needs to be broken down into more specific/explicit aspects to be of more practical use and possibly split between the rights/effort/perhaps even experience sections (e.g., “non-addictive” spans all three).

Will continue to think about it… Thanks again :)

@aral Thanks for the thoughtful engagement. I just think that you could have a product that meets all of your guidelines but harms the users of the product. So like an app who's experience that meets your description of human rights, treats people respectfully, and is a wonderful experience, but because of all of the above, becomes addictive, and harms the user in the long run, or maybe has micro-payments and so slowly deprives them of resources.
@aral I also support your ideation about where health could fit into the current model, both as part of human rights, and as a concept that undergirds all three principals. I'm just thinking it might be helpful to think about it explicitly. As we get better and better at making good experiences, and we begin to do it more ethically, in regards to the very important principals you've outlined. How do we make sure it's healthy?
@aral Now that we're mastering on-boarding, seamlessness, behavioral modification, etc. how to we master off boarding? How do we create good technology and experiences that users love to pick up, and as importantly love to put down again?