deceptive design Flashcards

1
Q

attention economy

A

monetising attention via ads

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2
Q

dark patterns

A

design patterns that influence users to do things that they didn’t want to do for monetary gain

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3
Q

comparison prevention

A

making comparing of other items as difficult as possible so users cant be bothered anymore and make a rash decision

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4
Q

authority bias

A

following authority e.g. sticking with the option already selected

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5
Q

confirmshaming

A

appeal to emotions to pick an option that helps the product

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6
Q

disguised ads

A

acts like a real game then takes you to a different site

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7
Q

fake scarcity

A

showing limited availability to influence your design

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8
Q

fake social proof

A

illusion of popularity e.g. fake reviews

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9
Q

fake urgency

A

artificial time pressure that has a big impact
e.g. countdown

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10
Q

forced action

A

providing what you want in exchange for something undesirable e.g. bundled consent

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11
Q

hard to cancel

A

roach motel

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12
Q

hidden subscription

A

tricked into signing up and paying

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13
Q

hidden costs

A

full cost snot revealed until the end but too tired from the process to go back so jus t pay anyways

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14
Q

sneaking

A

sneaking items into the basket

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15
Q

trick wording

A

deliberately making wording difficult to understand
e.g. email opt in and out

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16
Q

preselection

A

the default radio buttons are not in your favour
usually dont notice them/ assume theyre mandatory so just go through with it

17
Q

nagging

A

constant reminders to do something and they get annoying and may interrupt the activity youre doing so you give in and do it

18
Q

visual interface

A

changing the visuals t obscure somthing obvious
e.g. hidden terms and conditions

19
Q

what are some dark patterns in games

A

grinding
playing by appointment
pay to skip
predelivered content
monetised rivalry/pay to win
psycological tricks e.g. fake scarcity

20
Q

grinding

A

tedious tasks you have to do to progress

21
Q

playing by appointment

A

can only play at certain times unless you pay

22
Q

predelivered content

A

certain content behind a pay wall

23
Q

monetised rivalry

A

exploits competitiveness by making you pay for things you need to beat people

24
Q

empirical approach to dark patterns

A

focuses on the intent of the designer and splits it into nagging obstructing sneaking interface interference and forced action

25
Q

what is the difference between persuasive design and dark patterns

A

if persuasive then the user already had that intention and just needed a nudge
also depends on the intent of the designer

26
Q

what are some mechanisms behind deception

A

choice architecture
leverage limited attention
prey on cognitive bias
psycological/emotional manipulation

27
Q

choice architecture

A

make the desired choice the most prominent and easy