Dark pattern: Difference between revisions
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*'''Misdirection:''' Attention is purposefully drawn to one element to distract from another - often used to downplay important opt-outs, costs, or alternatives. | *'''Misdirection:''' Attention is purposefully drawn to one element to distract from another - often used to downplay important opt-outs, costs, or alternatives. | ||
*'''Visual Interference:''' Design elements such as misleading colours, button sizes, or placements make it hard for users to make informed choices (e.g., greyed-out opt-outs that are still clickable). | *'''Visual Interference:''' Design elements such as misleading colours, button sizes, or placements make it hard for users to make informed choices (e.g., greyed-out opt-outs that are still clickable). | ||
*'''Gamification for Manipulation:''' Using badges, streaks, or points to | *'''Gamification for Manipulation:''' Using badges, streaks, or points to incentivize continued use or spending, beyond what’s rational or in the user’s best interest. | ||
*'''Nagging:''' Repeatedly prompting the user to take an action they’ve already declined - e.g., “Are you sure you don’t want notifications?” shown on every login. | *'''Nagging:''' Repeatedly prompting the user to take an action they’ve already declined - e.g., “Are you sure you don’t want notifications?” shown on every login. | ||
*'''Hidden Subscription (a variant of Forced Continuity):''' The cost and terms of a subscription are hidden during sign-up or obscured in fine print, often leading users to unknowingly commit to recurring charges. | *'''Hidden Subscription (a variant of Forced Continuity):''' The cost and terms of a subscription are hidden during sign-up or obscured in fine print, often leading users to unknowingly commit to recurring charges. | ||
*'''Price Comparison Prevention:''' Limiting a user’s ability to compare prices across competitors - e.g., by using unique product names or obscuring base pricing models. | *'''Price Comparison Prevention:''' Limiting a user’s ability to compare prices across competitors - e.g., by using unique product names or obscuring base pricing models. | ||
*'''Intermittent Rewards:''' Randomised rewards (like loot boxes or algorithmic content feeds) are designed to mimic patterns from games in which players wager and encourage compulsive behaviour. | *'''Intermittent Rewards:''' Randomised rewards (like loot boxes or algorithmic content feeds) are designed to mimic gambling patterns from games in which players wager and encourage compulsive behaviour. | ||
*'''Trick Timers:''' Timers that restart or extend themselves after expiring to simulate urgency and encourage immediate decisions based on false time pressure. | *'''Trick Timers:''' Timers that restart or extend themselves after expiring to simulate urgency and encourage immediate decisions based on false time pressure. | ||