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
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
26
what are some mechanisms behind deception
choice architecture leverage limited attention prey on cognitive bias psycological/emotional manipulation
27
choice architecture
make the desired choice the most prominent and easy