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Chapter 1 - Introduction to Digital Behavior

Published online by Cambridge University Press:  03 May 2025

Umberto Leon Dominguez
Affiliation:
University of Monterrey

Summary

Various cognitive theories indicate how the brain and technology have interacted with each other in an iterative and progressive manner to shape human cognition. Technologies are cultural tools that emerged as a human response to address specific needs. These technologies have allowed us to overcome various ecological, social, and cultural challenges that have impacted the phylogenetic development of higher cognitive abilities that have elevated Homo sapiens above other species. In the digital age, technologies such as the internet, smartphones, and the various software applications that derive from them play a fundamental role in how we relate to ourselves and society. Understanding how humans interact with these technologies, and the effect they have on altering brain architecture, is essential for designing and developing better tools. This chapter summarizes the key findings that explain the consequences of using these technologies on our development and how behavior, through these means, has given rise to digital behavior. Digital behavior is the compendium of interactions and their consequences that occur on the individual when using a digital service. The design of digital behaviors can be described as a new sub-field of Human Factors and Engineering Psychology, with habit formation and need satisfaction serving as the main epistemological core of digital behavior design. The design of digital behaviors is a necessary discipline that can enhance user engagement with these technologies by improving cognitive ergonomics, thereby more effectively addressing the needs that users bring to these types of services.

Information

Figure 0

Figure 1.1(A) The relationship among tool-activity-brain forms a loop resembling a “ring structure” where each component feeds back into the others. The type of tool determines the kind of activity that can be carried out, and it is this type of activity (behavior) that brings about cerebral changes, optimizing the use of the tool: “The object which the paleolithic tool-maker holds in her hand affects her mental representations (her plan, her goal) as much as those representations affect the changing object. Reciprocal relationships prevail” (Morf & Weber 2000).

Figure 1

Figure 1.1(B) This illustration is an adaptation of Leontiev’s model to the specificities of digital behavior. The term “actions” has been replaced with “behaviors” and “operations” has been substituted for “interactions.” For example, the activity of eating would be motivated by a caloric deficit. The behaviors one could engage in might vary, such as hunting, buying food, cooking it, or ordering it through a food delivery app. All of these behaviors aim to acquire food. To perform the digital behavior of ordering food through an app, numerous interactions with the technological object would be necessary, such as tapping the app icon, searching for the desired food option, and selecting the food choice, which are configured as sequential tasks aimed at obtaining the food (Hasan & Kazlauskas 2014; Leont’ev 1978).

Figure 2

Figure 1.2 Theory of predictive codingThe brain possesses prior schemas about how the world operates. According to these schemas, the brain “predicts” or anticipates what is expected to occur in the external environment. This prediction is compared to the actual sensory information, which represents events that have transpired. The actual sensory information is then compared with the prediction, and if there is a discrepancy, the prior world schema is adjusted. This adjustment is what is considered “learning” in the theory of predictive coding.

Figure 3

Figure 1.3 I-I-C ModelThe passage of time and the environment can generate biochemical and psychological imbalances in an individual’s internal state, which require addressing. Often, the solution to these needs involves the use of technological tools with which the subject interacts and produces environmental changes. These environmental changes, contingent upon technological or digital behavior, can also provoke changes in the individual’s internal state. In this model, the individual who uses technology to solve a problem is considered a dynamic open system that experiences changes in response to the implementation of digital behaviors.

Figure 4

Figure 1.4 A representation of an authentic newspaper advertisement from 1791 in Madrid, SpainThis advertisement illustrates how many needs are socially originated and that technologies merely act as intermediaries for their fulfillment. The text has been translated into English.

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