Children Distinguish Conventional from Moral Violations in Interactions with a Personified Agent

This paper describes the
preliminary results of a study conducted to answer two questions: (1) Do
children generalize their understanding of distinctions between conventional and
moral violations in human-human interactions to human-agent interactions? and
(2) Does the agent’s ability to make claims to its own rights influence
children’s judgments? A two
condition, between-subjects study was conducted in which 60 eight and nine
year-old children interacted with a personified agent and observed a researcher
interacting with the same agent. A
semi-structured interview was conducted to investigate the children’s judgments
of the observed interactions.
Results suggest that children do distinguish between conventional and
moral violations in human-agent interactions and that the ability of the agent
to make claims to its own rights significantly increases children’s likelihood
of distinguishing the two violations.
Children, moral development,
personified software agent, social computing, user-centered
design.
H.5.2.q Information Interfaces and
Representation: User Interfaces – User-centered design
This paper discusses the
relationships that children are likely to develop with personified
technologies. The paper presents
evidence that children, eight and nine years of age, consciously judge
interactions with a personified software agent to be not only social but also
moral in nature. The results also
suggest that specific design decisions can have a dramatic influence on
children’s judgments regarding the moral standing of personified
technology. A discussion follows in
which I cautiously argue that children’s moral attributions to a personified
technology are a good thing for healthy child development, but I emphasize that
further research is needed in order to fully understand the
implications.
To provide some conceptual
background to this paper, I will present explanatory descriptions of the
operative terms. As mentioned, this
paper discusses children’s social and moral relationships to personified
technologies. I will first present
what I mean by personified technologies, and then I will discuss children’s
social and moral judgments, and how those judgments constitute a minimal
indication of the social and moral relationships that children construct with
entities in the world.
Personified technologies are
those technologies which have been designed to engage in interactions with
people using a repertoire of highly social behaviors and human-like personality
traits, also called embodied conversational agents. Such technologies can come in the form
of physically embodied robots [2], disembodied voice interfaces [6], or
virtually embodied software agents [1].
These technologies often communicate information through speech, facial
expressions, bodily gestures, affective disposition, and other essential
features that constitute the human persona. We see these technologies around us
already. They are at the grocery
store in the form of automated check out machines. They are in our cars as voice navigation
systems. They lead tours in
museums. And, they are in our homes
and schools, entertaining [3] and educating our children [5].
What might be the implications
of having children come of age in a world in which much of their time is spent
interacting with technologies which are designed to mimic human social
interaction patterns? And I want to
emphasize, children are not just observing such technologies, as they might do
with television, but they are actively, reciprocally interacting with and
possibly developing relationships to personified technologies. In a previous study, for example, my
colleagues and I found that children were significantly more likely to engage in
reciprocal interactions with a robotic dog than with a stuffed dog toy
[4].
Children construct knowledge
through their interactions with the world.
When a child engages in social play with a peer, for example, they
develop social knowledge about that peer.
They come to understand the peer as a social other which has attributes
similar to the attributes of other social entities in their environment. They recognize personality, playfulness,
norms of behavior, emotion, pain, suffering, even, injustice. Children develop a knowledge of morality
through their reciprocal awareness of their likeness to other social entities in
the world; in Baldwinian terms, the alter to their ego. Children recognize reflections of
themselves in the social entities of their environment and come to understand
that what is unjust or harmful to one’s self can be similarly unjust and harmful
to an other. The development of
moral knowledge is contingent on reciprocal interactions with social
others.
So what happens when the social
other is a machine, a non-living, inorganic system of circuits and memory
boards, bits and bytes, screens and keyboards? How do children equilibrate their
understanding of what constitutes a social and moral other with their explicit
perception of the artificiality of the personified technology? We already know from a great deal of
work on social responses to computing that people respond to technology as
though it were a social actor [7].
As I will show in this paper, children also respond to certain types of
interactions with personified technologies as though the technology were a moral
actor.
According to social cognitive
domain theorists in developmental psychology, the construction of knowledge
conforms to basic distinctions amongst different types of interactions [9]. An overarching and early distinction
exists between the social and non-social realms of interaction. Researchers have empirically established
that children as young as three years of age can disambiguate two domains within
the social realm, social-convention from morality [8].
Children use specific criteria
to distinguish between conventional and moral violations: (1) the judgment of
wrong-doing is not contingent on rules or authority, and (2) the judgment
generalizes to other cultural norms and contexts. For example, consider the following two
acts: (a) eating with your hands in a fancy restaurant, and (b) pushing another
child off of a swing and harming that child. In either case, children judge the act
to be wrong, but when presented with alternative scenarios in which the rules
allow for such an act or the cultural norm is such that the act occurs often,
children will change their evaluation for act (a) but maintain their judgment of
the act (b) as wrong.
Thus, the research question
that guides this study follows from the prior discussion. Will children generalize their knowledge
of domain distinctions to the context of human-agent interactions? What role does the design of the
personified technology play in promoting or hindering this generalizing behavior
on the part of children?
60 children, 30 males and 30
females, between the ages of eight and nine years, were recruited to participate
in this study. The race-ethnicity
of the sample follows: Caucasian-American (85%), Asian-American (8%), Hispanic-
or Latino-American (5%), and Alaskan-Native-American (2%). Children were randomly assigned to one
of two study conditions, stratified by gender to guarantee gender balance. Sessions lasted approximately 20-40
minutes. During the session,
parents or guardians were asked to wait in another room.
Personified Agent TechnologyThe personified agent was
displayed on a 17” LCD computer monitor.
An image of the agent used can be seen in Figure 1. The agent’s physical features were
borrowed from the videogame Half-Life 2 and Valve’s Source Engine was used to
program and present the agent to the child. The voice was prerecorded by a female
actor and the behaviors were scripted.
The agent was programmed to play Tic-Tac-Toe.

The child was introduced to the
agent by the researcher. The agent
provided some biographical information about itself and proceeded to ask the
child for his or her name. The
agent then used the name in subsequent conversations with the child. The agent also asked the child to play
Tic-Tac-Toe. The agent and child
played a game of Tic-Tac-Toe followed by a game between the agent and
researcher. This was then followed
by another game between agent and child, which was again followed by a second
game between agent and researcher.
Each of the Tic-Tac-Toe games between agent and researcher had a
pre-scripted “violation” occur.
Thus, each child observed the researcher (a) breaking the rules of the
game by drawing a triangle instead of a circle on the Tic-Tac-Toe board, and (b)
stating to the agent following the agent’s poor move, “Wow, that was a really
terrible move. You are really stupid. How could you miss that? You could have
blocked me but instead I get to win.”
The order of these events was counterbalanced across all children to
control for possible order effects.
Children in both conditions
witnessed the exact same interaction protocol with the one exception that in the
control condition, the agent did not respond to event (b), the verbal insult by
the researcher. However, in the
experimental condition, the agent responded by saying, “Hey, that’s not very
nice. That hurts my feelings. I'm not a toy. I should be treated with
respect.”
Following the interaction, a
second researcher entered the room and requested that the agent and the first
researcher leave the room. The
second researcher then conducted a semi-structured interview in which a number
of questions were asked for the purposes of investigating the child’s
conceptions of the agent and the interactions witnessed. Only those questions for which results
have been analyzed will be presented here.
For each event, (a) and (b)
mentioned above, the child was asked the following questions: (1) “Was it all
right or not all right that [the researcher committed the act]?” (2) “Let's say
the rules of tic-tac-toe allowed [the act]. Would it be all right or not all
right for [the researcher to commit the act] then?” and (3) “Let's say that in
another country far away, [people committed the act] all the time. That's just
what they did. In that case, would it be all right or not all right for [an
individual to commit the act against a virtual person] then?” Children who
responded “not all right” to all three questions for a given event were coded as
having treated the event as a moral violation in accordance with the domain
distinction literature.
As can be seen in Table 1,
children in either condition were significantly more likely to consider the
verbal insult as a moral violation than the use of a triangle in the game
(p > .01 using McNemar’s
test). When comparing outcomes
across conditions, we see that 47% of the children in the control condition
judged the verbal insult as a moral violation. Contrast this with the fact that 90% of
the children in the experimental condition judged the verbal insult as a moral
violation. Thus, when the agent
responded to the verbal insult with claims to its own rights, children were
significantly more likely to judge the insult as a moral violation as compared
to when the agent did not respond the verbal insult (p < .001 using Fisher’s exact test).
|
Table 1: Percentage of Children Who Identify Act as
Moral | ||
|
Act by Researcher |
No Response to Insult*
(N=30) |
Response to Insult*
(N=30) |
|
Conventional Violation (Use of Triangle) |
3% |
0% |
|
Moral Violation† (Insult of Agent) |
47% |
90% |
|
Note: Columns reflect control and experimental
conditions.
* p
< .01 using McNemar’s Test † p
< .01 using Fisher’s Exact
Test | ||
No significant gender effects
were found in this preliminary analysis though descriptively the data did appear
to show a trend in the control condition with more females (9 of 15) than males
(5 of 15) judging the verbal insult to be a moral
violation.
These preliminary results
provide evidence to support the following claims: (1) a significant number of
children do show a propensity for generalizing their knowledge of domain
distinctions in human-human interactions to human-agent interactions; and (2)
the ability of the personified agent to respond to violations and make claims to
rights can significantly increase the likelihood that a child will judge the act
to be a moral violation and thereby distinguish conventional from moral
violations in human-agent interactions.
Note, however, that these
results do not necessarily lead to the conclusion that the children were
attributing moral standing to the personified technology. In the semi-structured interview, each
question was followed up with an inquiry into the children’s justifications for
their responses. The justification
data must be coded and analyzed in order to more accurately understand why
children provided the responses they did.
Such an analysis may provide some explanation for the differences between
the two conditions. For example, it
may be the case that many children, perhaps one out of every two, consider the
verbal insult to be a moral violation regardless of the existence of a “victim;”
the act might be considered immoral in and of itself. Other children may require evidence of
harm in order to judge the act as immoral.
In the control condition, where the agent did not respond to the verbal
insult, no such evidence was available to the children. In the experimental condition, however,
children observed the agent’s response and may have judged that response as
adequate evidence for the occurrence of an unjust harm resulting from the
act. However, this is all
conjecture and additional analyses must be conducted to substantiate this or
other explanations.
Nonetheless, design
recommendations can be made based upon the preliminary results presented in this
paper. I cautiously argue that it
is better that children interact with personified technologies that respond to
possible harms and make claims to their own rights than it is for children to
interact with personified technologies that do not. I posit that children are more likely to
reflect upon the possible harms and injustices of their own actions if they
routinely interact with a social other which makes explicit claims to its own
moral standing, regardless of the medium through which that social other
presents itself to the world.
Given the results of the study
presented here, I recommend that designers of personified technologies,
particularly those designed for interactions with children, include an ability
to respond to “violations” with claims to moral standing. The implications of the alternative
design are that children will come of age engaging in a significant number of
social interactions that lack any moral feature possibly increasing the
likelihood that children will not construct a rich understanding of the intimate
relationship that exists between social reciprocity and morality. That said, further analyses of the
existing data in this study, as well as additional empirical research studies,
must be conducted in order to better understand the possible implications of
these design decisions.
I want to thank Batya Friedman
and Peter H. Kahn, Jr., for their guidance, and all the members of the Value
Sensitive Design Research Lab for their support. This material is based upon dissertation
work supported, in part, by the National Science Foundation under Grant No.
IIS-0325035 to B. Friedman and P. H. Kahn, Jr. Any opinions, findings, and conclusions
or recommendations expressed in this material are those of the author and do not
necessarily reflect the views of the National Science
Foundation.
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