deceptive design Flashcards
attention economy
monetising attention via ads
dark patterns
design patterns that influence users to do things that they didn’t want to do for monetary gain
comparison prevention
making comparing of other items as difficult as possible so users cant be bothered anymore and make a rash decision
authority bias
following authority e.g. sticking with the option already selected
confirmshaming
appeal to emotions to pick an option that helps the product
disguised ads
acts like a real game then takes you to a different site
fake scarcity
showing limited availability to influence your design
fake social proof
illusion of popularity e.g. fake reviews
fake urgency
artificial time pressure that has a big impact
e.g. countdown
forced action
providing what you want in exchange for something undesirable e.g. bundled consent
hard to cancel
roach motel
hidden subscription
tricked into signing up and paying
hidden costs
full cost snot revealed until the end but too tired from the process to go back so jus t pay anyways
sneaking
sneaking items into the basket
trick wording
deliberately making wording difficult to understand
e.g. email opt in and out
preselection
the default radio buttons are not in your favour
usually dont notice them/ assume theyre mandatory so just go through with it
nagging
constant reminders to do something and they get annoying and may interrupt the activity youre doing so you give in and do it
visual interface
changing the visuals t obscure somthing obvious
e.g. hidden terms and conditions
what are some dark patterns in games
grinding
playing by appointment
pay to skip
predelivered content
monetised rivalry/pay to win
psycological tricks e.g. fake scarcity
grinding
tedious tasks you have to do to progress
playing by appointment
can only play at certain times unless you pay
predelivered content
certain content behind a pay wall
monetised rivalry
exploits competitiveness by making you pay for things you need to beat people
empirical approach to dark patterns
focuses on the intent of the designer and splits it into nagging obstructing sneaking interface interference and forced action
what is the difference between persuasive design and dark patterns
if persuasive then the user already had that intention and just needed a nudge
also depends on the intent of the designer
what are some mechanisms behind deception
choice architecture
leverage limited attention
prey on cognitive bias
psycological/emotional manipulation
choice architecture
make the desired choice the most prominent and easy