Dark Patterns: Difference between revisions

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'''A dark pattern is a psychological trick which takes advantage of human [[cognitive biases]] to achieve a goal. These patterns are often embedded in marketing, games or a user interfaces that has been carefully crafted to convince users into doing things, such as buying overpriced insurance with their purchase or signing up for recurring bills.''' One of the most simple examples of this is how people using the [[Anchoring Effect|anchoring effect]] which is a simple [[Heuristics|heuristic]] to sell more goods.
'''A dark pattern is a psychological trick which takes advantage of human [[cognitive biases]] to achieve a goal. These patterns are often embedded in marketing, games or a user interfaces and are carefully crafted to convince users into doing things, such as buying overpriced insurance with their purchase or signing up for recurring bills.''' One of the most simple examples of this is how people using the [[Anchoring Effect|anchoring effect]] which is a simple [[Heuristics|heuristic]] to sell more goods.

Revision as of 04:54, 30 December 2023

A dark pattern is a psychological trick which takes advantage of human cognitive biases to achieve a goal. These patterns are often embedded in marketing, games or a user interfaces and are carefully crafted to convince users into doing things, such as buying overpriced insurance with their purchase or signing up for recurring bills. One of the most simple examples of this is how people using the anchoring effect which is a simple heuristic to sell more goods.

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