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'''A dark pattern is a manipulative technique that exploits inherent cognitive biases in human psychology to achieve a specific objective. Initially devised in traditional brick-and-mortar marketplaces, these deceptive patterns have become ubiquitous in the digital realm.''' Online, dark patterns are skilfully integrated into various elements like marketing strategies, gaming interfaces, and user experiences. They are meticulously designed to persuade users into unintended actions, such as coerced purchases of exorbitant insurance alongside a product or unwittingly subscribing to recurring bills. The list of dark patterns is extensive however, the most common that are seen in everyday marketing include: | '''A dark pattern is a manipulative technique that exploits inherent cognitive biases in human psychology to achieve a specific objective. Initially devised in traditional brick-and-mortar marketplaces, these deceptive patterns have become ubiquitous in the digital realm.''' Online, dark patterns are skilfully integrated into various elements like marketing strategies, gaming interfaces, and user experiences. They are meticulously designed to persuade users into unintended actions, such as coerced purchases of exorbitant insurance alongside a product or unwittingly subscribing to recurring bills. The list of dark patterns is extensive however, the most common that are seen in everyday marketing include: | ||
* [[The Decoy Effect|'''The Decoy Effect''']] - by offering three options instead of one, the [[Anchoring Effect|anchoring effect]] can be take advantage of to get the user to buy a higher priced item than they would normally. | * [[The Decoy Effect|'''The Decoy Effect''']] - by offering three options instead of one, the [[Anchoring Effect|anchoring effect]] can be take advantage of to get the user to buy a higher priced item than they would normally. | ||
* '''Roach Motel''' - the online equivalent of the Gruen transfer works by making it easy for users to get into a situation (like a subscription) but difficult for them to get out of it | * '''Roach Motel''' - the online equivalent of the Gruen transfer works by making it easy for users to get into a situation (like a subscription) but difficult for them to get out of it. | ||
* '''Bait and Switch''' - by offering a product or deal and then substituting it with a less favorable one marketeers take advantage of [[Anchoring Effect|anchoring]]. | * '''Bait and Switch''' - by offering a product or deal and then substituting it with a less favorable one marketeers take advantage of the [[Anchoring Effect|anchoring]] effect. | ||
* '''Fear of Missing Out (FOMO)''' - by creating a false sense of urgency or scarcity to pressure users into making quick decisions. This takes advantage of the [[Loss Aversion Bias|loss aversion bias]]. | * '''Fear of Missing Out (FOMO)''' - by creating a false sense of urgency or scarcity to pressure users into making quick decisions. This takes advantage of the [[Loss Aversion Bias|loss aversion bias]]. | ||
* '''Social Proof Notifications''' - by displaying notifications implying that others have taken a certain action, even if they haven't takes advantage of the [[Bandwagon Effect|bandwagon effect]] (aka ''Groupthink'' or ''conformity bias''). | * '''Social Proof Notifications''' - by displaying notifications implying that others have taken a certain action, even if they haven't takes advantage of the [[Bandwagon Effect|bandwagon effect]] (aka ''Groupthink'' or ''conformity bias''). |