Age-Appropriate AI: Gaps, Challenges, and What May Future Look Like
AI algorithms are starting to play a variety of roles in the digital ecosystems of children - being embedded in the connected toys, apps and services they interact with on a daily basis1. Such AI systems provide children many advantages, such as personalised teaching and learning from intelligent tutoring systems2, or online content monitoring and filtering algorithms that proactively identify potentially harmful content or contexts before they are experienced3. AI systems in games and entertainment services provide personalised content recommendations4, while social robots power the interactive characters in ways that make them engaging and human-like5. Going forward, AI systems will, in all likelihood, become altogether even more pervasive in children’s applications simply due to their sheer usefulness in creating compelling, adaptive, and personal user experiences6.
Yet, understanding the ways that AI-systems are being used in systems for children, and their harm and impact is still a new and emerging area of investigation. On one hand, there exists a growing body of literature (including research findings, codes of practice, and proposed legislation) characterising such AI harms across many kinds of applications (e.g. the White House’s Guidance for the Regulation of Artificial Intelligence7, and the EU’s proposed Artificial Intelligence Act8); and on the other, there is a complementary body of literature focusing on risks to children, which similarly includes primary research, proposed policies, and codes of practice, such as the UK ICO’s Age Appropriate Design Codes9 and UNICEF's AI policy for children10. These diverse efforts have created a confusing outlook for designers and practitioners to create concrete and safe designs for children.
Background
To establish the scope of our investigation we first aim to define what we mean by “AI for children''. Starting with “AI”, the OECD’s Recommendation of the Council of Artificial Intelligence defines AI systems as “machine-based systems that can, given a set of human defined objectives, make predictions, recommendations, or decisions that influence real or virtual environments”11. This definition is cited by the proposed EU Artificial Intelligence Act (EUAIA)12, as well as the 2020 UNICEF Policy Guidance for AI for Children13 and offers a convenient definition that remains independent of particular implementation or application. With respect to “AI system”, however there is some divergence among common use; some papers use the term “AI system” to mean the particular algorithm or subsystem that enables a particular AI-associated capability (e.g. learning, inference, or recommendation), while others consider a broader context, namely those components that enable a specific application-specific capability (e.g., voice recognition, face recognition, video content recommendation). In other contexts, an “AI system” refers to end-user systems that have such capabilities embedded within them (e.g. intelligent tutoring systems14). Here, we adopt the latter two, considering both the specific capabilities and entire end-user systems as AI systems.
Towards a Code for Age-Appropriate AI Design
The AADC of the UK ICO requires all online services to be used by children to appropriately safeguard children and support children’s rights15. This is grounded by UNCRC’s recognition that children’s rights in all aspects of their life should be guaranteed by appropriate legal protections16. Although the AADC codes provide strong guidance for ensuring children’s data to be used ‘appropriate to their age’, we argue that the application of age-appropriateness may require new thinking in the area of AI for children.
We believe that having a unified Age Appropriate AI framework, as a part of existing Age Appropriate Design efforts17, could help standards and regulatory bodies start to ensure that the complex, multi-dimensional and often difficult-to-anticipate long-term safety needs of children are met, as technology startups race to bring AI technical innovations to market18. Appropriately scoped, a regulatory codes and duties of care that are specific for designing AI for children could lower the barrier, and in some cases, incentivise innovators to address a set of core principles, including safety, fairness, inclusion, long-term impact/sustainability, and privacy.
What might we suggest about assembling a code for AgeAppropriate AI Design then ? We feel that such a code should be strongly connected to, and contextualised against both principles for safe and ethical AI, and those for child-centred and age-appropriate design:
Fairness, equality, inclusion and access is derived as a combination of the fairness & non-discrimination principles and that of universal inclusion, relating not only to discovering the needs of diverse groups but also ensuring that all children are treated fairly and equally. Participatory methods involving children from a variety of backgrounds and with different abilities have been applied in a variety of contexts (e.g.19), and should be an essential strategy in creating human-centred AI for children. Theoretical work in AI and fairness has focused on statistical approaches to ensure ‘black-box’ AI classifiers do not yield allocative harms that disproportionately impact particular groups20. Work on fairness in a child-centred context, however, has thus far been scarce. Unfortunately, discovering and mitigating representative harms may be very difficult in practice due to their being highly contextual [67].
Transparency and accountability are often brought up together in the literature. Accountability requires identifying a chain of responsibility for system (mis)-behaviours, and we believe that this responsibility should include both algorithmic accountability that is derived from designs and social accountability that can be contributed to stakeholders, typically including the professionals or parents/guardians. Transparency is of great importance within this chain to make sure everything is easy to understand, and we believe transparency should not only be about the system itself, but also the accountability procedures, such as what to do if something went wrong.
Similarly, privacy and manipulation and exploitation are also closely related. To protect children’s privacy refers to two things - respecting their interpersonal privacy, examples including not showing detailed online activities of children to their parents21; and implementing systemic-level privacy, such as applying data minimisation and privacy-preserving techniques to prevent children’s data from being collected by third parties 22. In fact, misuse of data is one of the main mechanisms that manipulation and exploitation are built upon23, and thus should be prevented appropriately to children’s age. That said, our findings also showed that the use of children’s personal information is sometimes essential for the functioning of many systems, medical diagnosis systems in particular, and a recent study with developers also suggested that while they want to respect children’s privacy, they have to make compromises due to limited monetisation options24. Nevertheless, data collection should be strictly minimised for the purpose needed. On the other hand, it is often considered hard to determine and judge between ‘good’ nudging and ‘detrimental’ manipulation and exploitation25, and although nudging practices can be used positively for children in applications such as engaging and motivating them in learning, transparency/accountability of such an approach or data minimisation principles are not always well-considered along.
The word ‘harm’ is centred to safety and safeguarding, that is to ensure systems would not do harm to children, as well as protect children from harm. On the other hand though, that has been a long debate on what indeed counts towards ‘harm to children’26, and that ‘harmful content’ could be subjective and contextual, and thus individual to identify alone27. Achieving personalised and contextualised assessment of system effectiveness would yield more informative outcomes, however, this would often require access to vulnerable children or specialised learning/medical environment, which can be a barrier non-trivial to overcome.
Finally, we posit that sustainability in a child-specific context should refer to supporting the long-term development of children, and in a way that considers the important aspect of meeting developmental needs of children. While such age-appropriateness consideration is vital not only for sustainability, but also across multiple aspects including safety, safeguarding, privacy, transparency; we argue that to anticipate/design for developmental needs may be difficult outside learning and education, where supporting theory and empirical evidence are less well-identified. We also found that the current evaluation criteria tends to be vague in terms of what counts as supporting children’s long-term development. Thus including children’s voices is increasingly recognised in both regulatory development28 and empirical explorations29.
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2019. Generation AI: Establishing Global Standards for Children and AI. http://www3.weforum.org/docs/WEF_Generation_AI_%20May_2019_Workshop_Report.pdf ↩
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Ahmed Fadhil and Adolfo Villafiorita. 2017. An Adaptive Learning with Gamification and Conversational UIs: The Rise of CiboPoliBot. In Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization (Bratislava, Slovakia) (UMAP ‘17). Association for Computing Machinery, New York, NY, USA, 408–412. https://doi.org/10.1145/3099023.3099112 ↩
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N. Kumaresamoorthy and M.F.M. Firdhous. 2018. An APPROACH OF Filtering The Content Of Posts In Social Media. In 2018 3rd International Conference on Information Technology Research (ICITR). 1–6. https://doi.org/10.1109/ICITR.2018.8736152 ↩
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Mohamed Heni Frikha, Tarek Zlitni, and Nadia Bouassida. 2020. Towards a Recommendation System for Children’s Animated Movies Based on Chromatic Features. In Proceedings of the 2nd International Conference on Digital Tools (Virtual Event, Tunisia) (DTUC ‘20). Association for Computing Machinery, New York, NY, USA, Article 22, 6 pages. https://doi.org/10.1145/3423603.3424058 ↩
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Ginevra Castellano, Iolanda Leite, André Pereira, Carlos Martinho, Ana Paiva, and Peter W. Mcowan. 2014. Context-Sensitive Affect Recognition for a Robotic Game Companion. ACM Trans. Interact. Intell. Syst. 4, 2, Article 10 (June 2014), 25 pages. https://doi.org/10.1145/2622615 ↩
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2020. The state of AI in 2020. https://www.mckinsey.com/business-functions/mckinsey-analytics/our-insights/global-survey-the-state-of-ai-in-2020 ↩
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2020. Guidance for Regulation of Artificial Intelligence Applications. https://www.whitehouse.gov/wp-content/uploads/2020/11/M-21-06.pdf ↩
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2021. Proposal for a REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL LAYING DOWN HARMONISED RULES ON ARTIFICIAL INTELLIGENCE (ARTIFICIAL INTELLIGENCE ACT) AND AMENDING CERTAIN UNION LEGISLATIVE ACTS. https://eur-lex.europa.eu/legalcontent/EN/ALL/?uri=CELEX:52021PC0206 ↩
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2020. Age appropriate design code. https://ico.org.uk/media/fororganisations/guide-to-data-protection/key-data-protection-themes/ageappropriate-design-a-code-of-practice-for-online-services-2-1.pdf ↩
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UNICEF. 2020. Policy guidance on AI for children. (2020). ↩
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Karen Yeung. 2020. Recommendation of the council on artificial intelligence (oecd). International Legal Materials 59, 1 (2020), 27–34 ↩
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2021. Proposal for a REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL LAYING DOWN HARMONISED RULES ON ARTIFICIAL INTELLIGENCE (ARTIFICIAL INTELLIGENCE ACT) AND AMENDING CERTAIN UNION LEGISLATIVE ACTS. https://eur-lex.europa.eu/legalcontent/EN/ALL/?uri=CELEX:52021PC0206 ↩
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UNICEF. 2020. Policy guidance on AI for children. (2020). ↩
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Arthur C Graesser, Xiangen Hu, and Robert Sottilare. 2018. Intelligent tutoring systems. In International handbook of the learning sciences. Routledge, 246–255. ↩
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2020. Age appropriate design code. https://ico.org.uk/media/fororganisations/guide-to-data-protection/key-data-protection-themes/ageappropriate-design-a-code-of-practice-for-online-services-2-1.pdf ↩
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2020. General comment No. 25 (2021) on children’s rights in relation to the digital environment. https://www.ohchr.org/EN/HRBodies/CRC/Pages/GCChildrensRightsRelationDigitalEnvironment.aspx ↩
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2020. Age appropriate design code. https://ico.org.uk/media/fororganisations/guide-to-data-protection/key-data-protection-themes/ageappropriate-design-a-code-of-practice-for-online-services-2-1.pdf ↩
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2021. PwC’s Global Artificial Intelligence Study: Exploiting the AI Revolution. https://www.pwc.com/gx/en/issues/data-and-analytics/publications/artificial-intelligence-study.html ↩
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Ole Sejer Iversen, Rachel Charlotte Smith, and Christian Dindler. 2017. Child as protagonist: Expanding the role of children in participatory design. In Proceedings of the 2017 Conference on Interaction Design and Children. 27–37. ↩
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2020. Explaining decisions made with AI. https://ico.org.uk/for-organisations/guide-to-data-protection/key-data-protection-themes/explaining-decisionsmade-with-ai/ ↩
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Arup Kumar Ghosh, Charles E. Hughes, and Pamela J. Wisniewski. 2020. Circle of Trust: A New Approach to Mobile Online Safety for Families. Association for Computing Machinery, New York, NY, USA,1–14. https://doi.org/10.1145/3313831.3376747 ↩
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Anirudh Ekambaranathan, Jun Zhao, and Max Van Kleek. 2021. “Money Makes the World Go Around”: Identifying Barriers to Better Privacy in Children’s Apps From Developers’ Perspectives. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI ‘21). Association for Computing Machinery, New York, NY, USA, Article 46, 15 pages. https://doi.org/10.1145/3411764.3445599 ↩
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Jason Borenstein and Ronald C Arkin. 2017. Nudging for good: robots and the ethical appropriateness of nurturing empathy and charitable behavior. AI & Society 32, 4 (2017), 499–507. ↩
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Heidi Hartikainen, Netta Iivari, and Marianne Kinnula. 2016. Should We Design for Control, Trust or Involvement? A Discourses Survey about Children’s Online Safety. In Proceedings of the The 15th International Conference on Interaction Design and Children (Manchester, United Kingdom) (IDC ‘16). Association for Computing Machinery, New York, NY, USA, 367–378. https://doi.org/10.1145/2930674.2930680 ↩
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