Lecture 11 Dark patterns Flashcards

1
Q

Dark patterns

A
  • Sinister approach to designing interfaces
  • ‘Bad design’ is created intentionally
  • UI is crafted to confuse / mislead / deceive users
  • Business-centric rather than user-centric
  • Tricking/trapping users is more effective than persuading them
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2
Q

homo economicus

A

For a long time economists believed humans were perfect informationprocessing machines – able to consume, understand and reason with all the
information provided to them.

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3
Q

Exploitative

A

Deceptive patterns

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4
Q

Cooperative

A

User-centered patterns

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5
Q

Exploiting perceptual vulnerabilities

A

Human perception is not perfect, shortcomings can be exploited to hide information

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6
Q

Exploiting vulnerabilities in comprehension

A

Humans have limits to literacy, numeracy, critical thinking and memory.

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7
Q

Exploiting vulnerabilities in decision-making

A

Cognitive biases are systematic errors in reasoning that all humans tend to make. They can be exploited.

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8
Q

Resource depletion/pressure

A

Humans have limited supply of attention, energy & time. When they are depleted, users become fatigued/vulnerable to tricks.

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9
Q

Exploiting expectations

A

Helpful design involves employing standards to make a product predictable for users. These standards can be subverted to trick users.

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10
Q

Forcing and blocking

A

‘Forcing’ involves putting a mandatory step in front of the action the user wants to complete, which they cannot decline, e.g. mandatory registration in order to complete a purchase. ‘Blocking’ involves the outright removal of a feature.

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11
Q

Exploiting emotional vulnerabilities

A

Humans do not like to experience uncomfortable emotions like guilt, shame, fear or regret, and will often take measures to avoid them.

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12
Q

Exploiting addiction

A

Humans are prone to addiction, where a habit develops harmful outcomes and becomes difficult to give up. This involves a cycle of
behaviour that can be intensified through design, e.g. infinite scroll or autoplay.

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13
Q

Nagging

A

Redirection of expected functionality that persists beyond one or more interactions.

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14
Q

Obstruction

A

Making a process more difficult than it needs to be, with the intent of dissuading certain action(s).

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15
Q

Sneaking

A

Attempting to hide, disguise, or delay the divulging of information that is relevant to the user.

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16
Q

Interface interference

A

Manipulation of the user interface that privileges certain actions over others.

17
Q

Forced action

A

Requiring the user to perform a certain action to access (or continue to access) certain functionality.

18
Q

Dark Pattern blindness

A

The extent to which users are (un)able to recognize Dark Patterns