Dark pattern: Difference between revisions

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Dark Patterns, also referred to as Deceptive Patterns, are deceptive design practices used in websites, applications, or digital interfaces to manipulate users into making decisions that benefit the organization implementing them, often at the expense of the user's best interests.<ref>Brignull, H., Leiser, M., Santos, C., & Doshi, K. (2023, April 25). Deceptive patterns – user interfaces designed to trick you. deceptive.design. Retrieved May 23, 2025, from https://www.deceptive.design/</ref> Coined by user-experience (UX) specialist Harry Brignull in 2010, the term has since become a critical focus in consumer advocacy, as these practices undermine transparency and user autonomy.
[[wikipedia:Dark_pattern| Dark patterns]] represent a growing concern in digital interfaces, referring to manipulative design practices that trick or influence users into making decisions that may not align with their true preferences or interests. These techniques exploit cognitive biases and behavioral psychology to benefit businesses, often at the expense of user autonomy. Initially coined by UX designer Harry Brignull in 2010, the concept has evolved into a significant focus of regulatory scrutiny and academic research .<ref name=":0">{{cite web |title=Bringing Dark Patterns to Light |url=https://www.ftc.gov/reports/bringing-dark-patterns-light |archive-date=September 16, 2025 |archive-url=https://archive.ph/TZ5v3 |publisher=Federal Trade Commission |date=September 2022}}</ref><ref name=":1">{{cite web |last1=Brignull |first1=Harry |title=Dark Patterns: inside the interfaces designed to trick you |url=https://www.deceptive.design/ |archive-date= |archive-url= |website=Deceptive.Design}}</ref>


==Types and examples of dark patterns==
The prevalence of dark patterns is remarkably widespread. A 2019 study examining 11,000 e-commerce websites found approximately 10% employed deceptive practices, while a 2022 European Commission report indicated that 97% of popular apps used by EU consumers displayed them.
Dark patterns can be found across multiple industries and platforms. While some examples overlap or share common tactics, they all rely on manipulation and deception to achieve their goals. Listed below are notable types:


*'''[[Post-purchase EULA modification]]''': Critical [[End-user license agreement|end-user license agreements]] (EULAs) are hidden or presented only after purchase, making it difficult for users to review terms before committing. These agreements may be located inside packaging, under a lid, or displayed upon initial activation, limiting informed consent. This tactic overlaps with "forced continuity" and "roach motel" practices.
== Definition and terminology ==
The term ''dark patterns'' was originally defined by Harry Brignull as ''"design tricks that manipulate users into taking actions they didn't intend to."'' The Federal Trade Commission (FTC) describes them as ''"design practices that trick or manipulate users into making choices they would not otherwise have made and that may cause harm."''<ref name=":0"/><ref name=":1"/>


*'''Forced continuity''': Users are charged for a subscription or service after a free trial without adequate warning or an easy cancellation option.
There is ongoing discussion regarding the most appropriate terminology. Alternative labels include ''deceptive design'', ''manipulative UX'', ''coercive design'', or ''anti-patterns''. Some advocates argue for terms like ''deceptive patterns'' to more accurately describe the intentional nature of these designs and avoid potential racial connotations. Brignull himself has transitioned to using ''deceptive.design''.<ref name=":1"/>


*'''Roach motel''': Users can easily sign up for a service or subscription but will find it extremely difficult to cancel.
What distinguishes dark patterns from merely persuasive design is their exploitative nature – they are not about creating value for users but about benefiting the service provider through manipulation and deception.


*'''Hidden costs''': Additional charges are revealed only at the final stages of a transaction, after users have already invested significant time.<ref>Brignull, H., Leiser, M., Santos, C., & Doshi, K. (2023, April 25). Deceptive patterns – Hidden Costs. deceptive.design. Retrieved May 23, 2025, from https://www.deceptive.design/types/hidden-costs</ref>
== Common types and examples ==
Research has identified numerous specific dark patterns, with one comprehensive study proposing a taxonomy comprising 68 distinct types. These manifest across various industries and digital contexts.


*'''Sneak into basket''': Items or services are automatically added to a shopping cart without explicit consent.
=== Obstruction patterns ===
These designs make desired actions (like rejecting tracking) significantly more difficult than accepting alternatives. A classic example is the ''Roach Motel'' pattern, where signing up for a service is straightforward but cancellation is excessively difficult. The FTC highlighted this pattern in their case against ABCmouse, where cancellation was made "extremely difficult" despite promising "Easy Cancellation."


*'''Confirmshaming''': Users are guilt-tripped into taking a particular action by framing alternative options unfavorably (e.g., "No, I don't want to save money").<ref>Brignull, H., Leiser, M., Santos, C., & Doshi, K. (2023, April 25). Deceptive patterns – Confirmshaming. deceptive.design. Retrieved May 23, 2025, from https://www.deceptive.design/types/confirmshaming</ref>
=== Interface interference ===
This category includes designs that manipulate interface elements to steer user behavior. Misdirection focuses user attention on one element to obscure another critical detail. Disguised ads blend advertisements with genuine interface elements, like fake "Download" buttons on software websites.<ref name=":0"/>


*'''Privacy Zuckering''': Tricking users into sharing more personal information than intended, often through misleading privacy settings or pre-checked consent boxes.
=== Forced action ===
These patterns require users to complete unnecessary actions to access desired functionality. Forced registration demands that users create an account to complete a task. Forced continuity involves automatically transitioning users from free trials to paid subscriptions without adequate notification. The FTC alleged that Adobe violated regulations by ''"tricking customers into enrolling in subscription plans without proper disclosure."''<ref name=":0"/><ref name=":8">{{cite web |title=FTC Charges Adobe |url=https://www.ftc.gov/news-events/news/press-releases/2024/06/ftc-charges-adobe-two-company-executives-hiding-early-termination-fees-making-it-difficult-cancel |publisher=Federal Trade Commission |date=June 17, 2024}}</ref>


*'''Disguised ads''': Ads are designed to look like native content or legitimate interface elements, tricking users into clicking.<ref>Brignull, H., Leiser, M., Santos, C., & Doshi, K. (2023, April 25). Deceptive patterns – Disguised ads. deceptive.design. Retrieved May 23, 2025, from https://www.deceptive.design/types/disguised-ads</ref>
=== Sneaking and information hiding ===
These practices involve concealing or obscuring material information from users. Hidden costs reveal unexpected fees only at checkout, a practice employed by ticketing platforms. Drip pricing advertises only part of a product's total price initially and then imposes other mandatory charges later.<ref name=":0"/>  


*'''Trick wording''': Misleading language to elicit unintended responses from users.<ref>Brignull, H., Leiser, M., Santos, C., & Doshi, K. (2023, April 25). Deceptive patterns – Trick wording. deceptive.design. Retrieved May 23, 2025, from https://www.deceptive.design/types/trick-wording</ref>
=== Social proof and urgency ===
These patterns exploit social influence and time pressure to manipulate decisions. False activity messages misrepresent site activity or product popularity. False scarcity creates pressure to buy immediately by claiming limited inventory. Baseless countdown timers display fake countdown clocks that reset when expired.


*'''[[Fear of missing out]] (FOMO)''': The use of time-limited availability to instill a sense of urgency in users, causing them to devote more time or money in order to acquire a product, service, or digital item. This tactic overlaps with "misleading scarcity message" practices.
== Mind tricks and business incentives ==
=== Cognitive biases exploitation ===
Dark patterns effectively manipulate users by leveraging well-established cognitive biases. Default bias describes the tendency to stick with pre-selected options, exploited through pre-ticked checkboxes. Inertia makes users more likely to choose the path of least resistance. The tendency to prefer avoiding losses, loss aversion, is triggered through messages suggesting users ''may lose functionality'' if they decline certain options.


*'''Misleading scarcity messages''': Phrases like "Only 3 left in stock!" or "Offer expires in 10 minutes" are displayed to create a false sense of urgency, even when the product is widely available.
The effectiveness is enhanced through A/B testing and data analytics, allowing companies to refine dark patterns based on actual user behavior. This data-driven approach represents a significant evolution from earlier deceptive practices.  


*'''Friend spam''': Users are encouraged to share personal information about their friends or contacts, which is then used for unsolicited marketing.
=== Incentives and short-term gains ===
The persistence of dark patterns is driven by their effectiveness in achieving short-term business objectives like increased conversion rates. Additionally, the competitive landscape fosters copycat behavior, as companies mimic their rivals' strategies.  


*'''Default-settings exploitation''': Options that benefit the company are pre-selected, such as extensive data sharing or auto-renewal of subscriptions.<ref name="edpb">European Data Protection Board. (2023). Deceptive design patterns in social media platform interfaces: how to recognise and avoid them (EDPB). European Data Protection Board. https://www.edpb.europa.eu/system/files/2023-02/edpb_03-2022_guidelines_on_deceptive_design_patterns_in_social_media_platform_interfaces_v2_en_0.pdf</ref>
Research suggests these short-term gains often come with long-term consequences . Studies indicate that "once users feel manipulated, they don't just avoid your settings—they avoid your brand." The erosion of trust can have significant business implications.  


*'''Obstruction''': Simple tasks are made unnecessarily complicated, such as requiring users to navigate multiple steps to cancel a subscription or delete an account.<ref>Brignull, H., Leiser, M., Santos, C., & Doshi, K. (2023, April 25). Deceptive patterns – Obstruction. deceptive.design. Retrieved May 23, 2025, from https://www.deceptive.design/types/obstruction</ref>
== Legal and regulatory landscape ==
*'''[[Bait-and-switch|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.
=== United States framework ===
*'''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.<ref>Brignull, H., Leiser, M., Santos, C., & Doshi, K. (2023, April 25). Deceptive patterns – Forced action. deceptive.design. Retrieved May 23, 2025, from https://www.deceptive.design/types/forced-action</ref>
In the United States, regulation occurs primarily through existing consumer protection statutes . The FTC Act empowers the Federal Trade Commission to take action against "unfair or deceptive acts or practices in or affecting commerce."<ref name=":9">{{cite web |title=FTC Act |url=https://www.ftc.gov/legal-library/browse/statutes/federal-trade-commission-act |publisher=Federal Trade Commission}}</ref>
*'''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).<ref>Brignull, H., Leiser, M., Santos, C., & Doshi, K. (2023, April 25). Deceptive patterns – Visual interference. deceptive.design. Retrieved May 23, 2025, from https://www.deceptive.design/types/visual-interference</ref>
*'''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 that is potentially detrimental to the user - e.g., “Are you sure you don't want notifications?” shown on every login.<ref>Brignull, H., Leiser, M., Santos, C., & Doshi, K. (2023, April 25). Deceptive patterns – Nagging. deceptive.design. Retrieved May 23, 2025, from https://www.deceptive.design/types/nagging</ref>
*'''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.<ref>Brignull, H., Leiser, M., Santos, C., & Doshi, K. (2023, April 25). Deceptive patterns – Hidden subscription. deceptive.design. Retrieved May 23, 2025, from https://www.deceptive.design/types/hidden-subscription</ref>
*'''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.<ref>Brignull, H., Leiser, M., Santos, C., & Doshi, K. (2023, April 25). Deceptive patterns – Comparison prevention. deceptive.design. Retrieved May 23, 2025, from https://www.deceptive.design/types/comparison-prevention</ref>
*'''Intermittent Rewards:''' Randomized 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.


===Widespread examples===
In October 2024, the FTC amended its Negative Option Rule to include specific requirements for cancellation mechanisms, implementing a "Click-to-Cancel" provision.<ref name=":10">{{cite web |title=FTC Strengthens Negative Option Rule |url=https://www.ftc.gov/news-events/news/press-releases/2024/10/ftc-strengthens-rule-protect-consumers-deceptive-subscription-practices |publisher=Federal Trade Commission |date=October 11, 2024}}</ref>
{| class="wikitable mw-collapsible mw-collapsed"
!Example
!Types of dark patterns
!Description
|-
|Google Chrome Ad settings
| - Default-settings exploitation
- Misdirection
|After installing Google Chrome, the user gets asked to check the "ad privacy" settings. There are 3 options in this menu, each with a toggle hidden inside a sub-menu. The first one (ad topics) is disabled by default, while the other 2 start off enabled.  This can trick some users into assuming that all of the toggles are disabled by default after seeing the first one.
|}


==Dark patterns in video games==
=== European Union's approach ===
A gaming dark pattern is something that is deliberately added to a game to cause an unwanted negative experience for the player with a positive outcome for the game developer.<ref>{{Cite web |title=DarkPattern.Games |url=https://www.darkpattern.games/ |access-date=2025-07-10 |website=Dark Pattern Games}}</ref>
The European approach combines general consumer protection laws with data privacy-specific regulations. While the General Data Protection Regulation (GDPR) doesn't explicitly mention dark patterns, its requirements for valid consent effectively prohibit many deceptive designs.<ref name=":11">{{cite web |title=Guidelines on Dark Patterns in Social Media Platform Interfaces |url=https://edpb.europa.eu/our-work-tools/documents/public-consultations/2022/guidelines-32022-dark-patterns-social-media_en |publisher=European Data Protection Board |date=2022}}</ref>


*'''Temporal Dark Patterns:''' A temporal dark pattern is designed to get you to spend more time playing the game than you would have otherwise.
The Digital Services Act (DSA) and Digital Markets Act (DMA) further address dark patterns by prohibiting practices that "deceive or manipulate" users.<ref name=":12">{{cite web |title=Digital Services Act |url=https://digital-strategy.ec.europa.eu/en/policies/digital-services-act |publisher=European Commission}}</ref>
**'''Playing by Appointment:''' Being forced to play according to the game's schedule instead of yours.
**'''Daily Rewards:''' Encourages return visits every day and punishes you for missing a day.
**'''Playtime Limitations:''' Artificial limitations on playtime (such as through systems with recharging "Energy" or "Lives") build habitual play, when a player would otherwise burn themselves out through extensive play in the moment.
*'''Monetary Dark Patterns:''' A monetary dark pattern is one which tricks you into spending more money than you want to spend on a game.
**'''Currency Obfuscation:''' Exchange rate between real money and in-game currency disguises the real price of items. Hiding the true amount being spent.
**'''Premium Currency Hostage Cycle:''' Never allowing users to get their balance down to zero, resulting in small amounts of left over premium currency that can't be used without spending more. Always trapping an amount that cannot be used in an endless cycle. A real world example of this dark pattern was used in the Starbucks coffee app.<ref>{{Cite web |first= |date=2024-01-03 |title=A new complaint claims Starbucks' app traps customers in a cycle of spending |url=https://www.fastcompany.com/91004280/complaint-starbucks-app-spending-cycle |archive-url=https://web.archive.org/web/20240103063608/https://www.fastcompany.com/91004280/complaint-starbucks-app-spending-cycle |archive-date=2024-01-03 |access-date=2025-07-10 |website=Fast Company}}</ref>
**'''Free Rewards in Store:''' Users will be given the ability to claim free rewards, but will have to enter the in-game store to claim them. This is often made a daily reward to desensitize the user to said store, and make them less inclined to think twice about purchasing paid goods within it.
**'''Lowball Offers:''' New users will be given in-game offers for extremely low prices to get them to make a first purchase, which will incline them to purchase again in the future even as the prices of future offers increase incrementally.
**'''Premium Currency Web:''' Several or sometimes many different premium currencies are made to all pay for distinct goods, often without a way to exchange them between each other. This ensures repeated payment across many different parts of the game, and further abstracts the amount of money spent on said game.
*'''Social Dark Patterns:''' Social dark patterns use your relationships with friends and family to benefit the game.
**'''Social Pyramid Scheme:''' You get a bonus for inviting your friends and then they have to invite their friends.
*'''Psychological Dark Patterns:''' These dark patterns are psychological tricks that are used to get you to make bad decisions.
**'''Limited Time Offers:''' Certain digital goods are only offered for a limited time, then never offered again after an explicitly stated expiration date. This induces the Fear Of Missing Out (FOMO), artificial scarcity, and leverages the allure of exclusivity all at the same time to strongly incentivize a purchase.
*'''Combinatory Dark Patterns:''' These dark patterns are some combination of the types listed above, using multiple tactics for several purposes at once.
**'''Pay to Grind:''' Rewards are offered to the user behind a paywall that are not guaranteed, and that they must earn through repeated game play, daily logins, or other cyclical actions. Said user can just not be given what they supposedly "paid" for should they fail to meet the stated requirements. A popular example of this is the "Battle Pass".
**'''Recursive Rewards:''' Rewards are given for redeeming, earning, or purchasing other rewards to make the user feel better than they would with just receiving the initial rewards in isolation.


==Why dark patterns are problematic==
=== Enforcement cases and penalties ===
Dark patterns are more than just unethical design choices. They have real-world consequences for consumers and society. Key concerns include:
Recent years have seen significant enforcement actions :
* Epic Games paid $245 million to settle charges related to deceptive patterns in Fortnite.<ref name=":13">{{cite web |title=Epic Games to Pay $245 Million |url=https://www.ftc.gov/news-events/news/press-releases/2022/12/epic-games-pay-245-million-ftc-refund-consumers-accused-tricking-users-making-unauthorized-charges |publisher=Federal Trade Commission |date=December 19, 2022}}</ref>
* Noom paid $62 million to settle charges regarding deceptive subscription practices.<ref name=":14">{{cite web |title=Noom to Pay $62 Million |url=https://www.ftc.gov/news-events/news/press-releases/2024/03/noom-pay-62-million-settle-ftc-charges-it-misled-consumers-about-its-diet-programs-use-consumer-data |publisher=Federal Trade Commission |date=March 7, 2024}}</ref>
* TikTok received multimillion-euro fines for failing to protect children's data through manipulative consent practices.


*'''Erosion of trust''': Users lose confidence in platforms that manipulate their choices, undermining long-term loyalty.
== Impact on consumers and businesses ==
*'''Financial loss''': Consumers often incur unexpected charges or fees, because of deceptive practices.
=== Consumer harms ===
*'''Privacy violations''': Trickery in consent-gathering leads to the misuse or over-collection of personal data.
Dark patterns create multiple forms of harm for consumers, ranging from financial losses to privacy violations and emotional distress . Privacy harms occur when users are manipulated into sharing more personal data than they intended. Emotional and psychological harms include frustration, stress, and feelings of betrayal.<ref name=":0"/><ref name=":11"/>
*'''Exploitation of vulnerability''': Vulnerable populations are disproportionately affected, such as children, those with limited digital literacy, and/or inclinations towards forming addictions.


===Regulatory efforts===
Vulnerable groups are disproportionately affected. "People with low digital literacy, cognitive impairments, or disabilities often struggle to recognize manipulative designs."
Governments and consumer-protection organizations are increasingly scrutinizing dark patterns. Key developments include:


*'''[[California Privacy Rights Act]] (CPRA)''': Prohibits the use of deceptive designs to obtain consent for data collection.
=== Business implications ===
*'''[[General Data Protection Regulation|EU General Data Protection Regulation]] (GDPR)''': Mandates that consent be informed and freely given, effectively targeting privacy zuckering.
While dark patterns may deliver short-term benefits , they often create long-term risks for businesses. The erosion of consumer trust can have lasting negative impacts on customer retention and brand reputation. Businesses also face increasing regulatory risks as enforcement actions become more common and severe.<ref name=":0"/>
*'''[[Federal Trade Commission]] (FTC)''': In the U.S., the FTC has taken action against companies employing dark patterns, including fines and enforcement actions.


===Combating dark patterns===
== Detection, avoidance, and mitigation ==
Consumers and designers can take steps to identify and combat dark patterns by:
=== Technical detection and tools ===
Efforts to automatically detect dark patterns are evolving but face significant challenges. A comprehensive study found that existing tools could only identify 31 of 68 identified dark pattern types, a coverage rate of just 45.5%. The study proposed a Dark Pattern Analysis Framework (DPAF) to address existing gaps.
=== Ethical design alternatives ===
Companies can implement ethical alternatives that respect user autonomy. Providing balanced choice architecture where users can decline as easily as they accept represents an ethical approach for obstruction patterns. Designers should implement neutral default settings that don't assume consent.


*'''Raising awareness''': Educating users about common dark patterns helps them make informed decisions.
Transparency and clear communication are essential. Companies should provide honest explanations of data practices and costs in clear, understandable language.  
*'''Transparent design principles''': Advocating for ethical design practices that prioritize user autonomy and clarity.
*'''Policy advocacy''': Supporting stronger regulatory frameworks to hold organizations accountable for deceptive practices.
*'''Third-party tools''': Using browser extensions and tools designed to block or highlight manipulative elements.
*'''Speaking up:''' Calling out these practices as needed serves to both raise awareness and push companies to do better.
 
===Conclusion===
Dark patterns undermine the principles of fair commerce and user empowerment, exploiting human psychology for profit. As awareness grows, collaboration among consumers, designers, and regulators will be essential to curb their prevalence and ensure digital spaces remain transparent, trustworthy, and healthy for everyone.


=== Consumer protection and advocacy ===
Consumer education plays a crucial role. Initiatives like the Dark Patterns Tip Line allow users to report deceptive designs they encounter. Advocacy organizations provide resources to help identify and avoid dark patterns.<ref name=":1"/>
==References==
==References==
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