Safer Internet Day: Five behavioural projects to improve online safety

Photo by Joshua Sortino on Unsplash

The way people make decisions online, and how this differs from ‘offline’ decision making, is a surprisingly underexplored area

Today is Safer Internet Day, a day used to campaign for all stakeholders to ‘make the internet a safer and better place for all, and especially for children and young people.’ Below we outline why online platforms are so adept at influencing human behaviour and showcase five projects we’ve been working on to make the internet safer for everyone

Online platforms — the ultimate choice architects

Given how much time we spend online (a staggering average of nearly 5 hours per day just on our phones), the way people make decisions online, and how this differs from ‘offline’ decision making, is a surprisingly underexplored area. Online environments tend to be highly curated and deliberately designed to encourage particular choices.

Platforms can encourage us to choose options that share more data than we might be comfortable with, or pressure us into making a purchase

In many ways, this makes online platforms and businesses the ultimate choice architects. They can help individuals and businesses to make better choices, for example banking apps can give people a simple visual representation of their bank balance to help stick to their monthly budget.

1. Helping young people to make good online decisions

Technology has fundamentally changed the way young people grow, learn and interact. Since 2017 we have been working in Australia to support young people to behave more ethically online.

2. Reducing consumers’ vulnerability to fraud online

In 2019, ~780 000 people in France (1.6% of the adult population) bought a product or service that was subsequently not delivered, did not meet claimed quality standards or led to hidden costs. In half of cases, this led to financial losses of more than €100, whilst 11% of cases led to losses of over €1000.

3. Helping families control their screen use at home

Over the last few years, children’s screen time has grown exponentially across the world — a phenomenon that was only accelerated by the pandemic. Yet despite the enormous benefits of access to these new technologies, the evidence on the impact of this is still nascent with growing concerns about the potentially harmful effects of screens for children, including their physical and mental health, cognitive development and online safety.

4. Empowering users to make active choices

In 2020–21, we worked with the Centre for Data Ethics and Innovation (CDEI) in the UK to explore how to create ‘active’ choices; choices where individual users are empowered to better control how they use digital products and services.

Active choice should be prioritised in online environments rather than passive consent, and the complexity of these active choices should be minimised

Here we tested the participants’ ability to make informed choices about their privacy and personalisation settings using new user designs prototypes for smartphone, web browser and social media contexts.

5. Reducing online gambling harm

The 2018 Health Survey for England estimated that over 1.75 million people could be classed as ‘at-risk gamblers’. In September 2021 BIT launched the Gambling Policy and Research Unit, a dedicated team of specialists with a mandate to develop and rigorously test methods and approaches to significantly reduce gambling harms.

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Designing our world for who and how we are: brought to you by the Behavioural Insights Team — The Nudge Unit

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We are The Behavioural Insights Team (BIT), one of the world’s leading behavioural science organisations, working around the world to improve people’s lives.