Dark pattern: Difference between revisions
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*'''Obstruction''': Simple tasks are made unnecessarily complicated, such as requiring users to navigate multiple steps to cancel a subscription or delete an account. | *'''Obstruction''': Simple tasks are made unnecessarily complicated, such as requiring users to navigate multiple steps to cancel a subscription or delete an account. | ||
*'''Bait and Switch:''' A user sets out to do one thing, but a different outcome happens instead. For example, clicking a button that says “Download” initiates a purchase instead. | |||
*'''Forced Action (a.k.a. Forced Engagement):''' Users are required to perform an unrelated task to proceed - for example, making an account or subscribing to a newsletter just to access basic content or features. | |||
*'''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). | |||
*'''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. | |||
*'''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. | |||
*'''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. | |||
===Why dark patterns are problematic=== | ===Why dark patterns are problematic=== |