Dylan Thomas' presentation from World Usability Day on 14th November 2013.
Dark patterns are anti-patterns with a nefarious purpose - intentionally flawed designs. Carefully-crafted ‘bad’ designs; built with a pinch of psychology and a healthy dose of trickery. This is an introduction to this interesting, and often fun, side of web design and some of the methods used by companies to swindle and snare their users. This is not user-centred design!
4. Way back in 2010...
Harry Brignull
www.90percentofeverything.com
Dark Patterns: dirty tricks
designers use to make
people do stuff
www.darkpatterns.org
5. Dark Patterns are...
• Intentional anti-patterns
• Designed with a good knowledge of human
•
•
psychology
Designed to manipulate or deceive the user
Tricks, traps and pitfalls
9. Cognitive Biases
People’s tendencies to think a certain way,
sometimes influencing them to make irrational
decisions.
!
• Heuristics - hard wiring in the brain
• Motivations
• Beliefs
• Emotions
12. Why Dark Patterns are Used
• Aggressive environments and targets
• Focus on simple KPIs
• More clicks
• More sign-ups
• More sales
• Blinkered view on success
• Profit
• Greed
13. Why am I telling
you all this?
Why it’s good to know the tricks
14. Why am I telling you all this?
• If people know the tricks, they can avoid
•
•
•
falling for them
Companies can be shamed into changing
their practices
The psychology is interesting
It’s fun!
16. Roach Motel
An interface that makes it easy, and often
enticing, for the user to get into a situation, but
difficult for them to get out.
17. Roach Motel
Example - Email newsletters
• Make it very easy for a user to subscribe to
an email newsletter
• Make the unsubscribe option difficult to find
• Bad navigation
• Confusing forms
• Multiple newsletters
• Not have the option online at all
19. Forced Continuity
A user signs up for a free trial of a service, but
is asked for their credit card details. Once the
free trial is over, the user is automatically billed.
The user is not warned beforehand, and the
site will often make it difficult to cancel (Roach
Motel)
25. Trick Question
A question, when glanced upon briefly, appears
to ask something one thing, but on closer
inspection, is asking something else.
“We don’t read pages. We scan them”
- Steve Krug
35. Free to Play Games
Video games that are free to acquire and play,
but offer virtual items, currency, gameplay
enhancements, and shortcuts for a price.
36. Free to Play Games
Ego Depletion
Dr Roy Baumeister - Cape Western University
51. To Summarise
• Do be aware what you’re influencing the user
•
•
•
•
•
•
to do
Do have empathy
Do promote the benefits of user-centred design
Do have a holistic view of success
Don’t game the system
Don’t deceive the user
Don’t be evil