Dark Patterns¶
Every persuasion principle in ux-psychology-principles has a manipulative form: the same mechanism turned against the user. Distilled from ux-psychology-research §9.
They work — that's the problem¶
- Mild dark patterns roughly doubled sign-ups for a fake service; aggressive ones roughly quadrupled them, and mild ones drew little backlash (Luguri & Strahilevitz 2021).
- Hiding fees until checkout raised spending in a StubHub field experiment (Blake et al. 2021).
- So an honest alternative is not free; it should say what it may cost short-term.
The literature¶
- Brignull (2010) coined the term; practitioner catalogue at deceptive.design: trick questions, sneak into basket, roach motel, confirmshaming, forced continuity, hidden costs, bait and switch, disguised ads, …
- Gray et al. (2018): five strategies — nagging, obstruction, sneaking, interface interference, forced action.
- Mathur et al. (2019): crawled ~11K shopping sites, found 1,818 instances in 7 categories; 22 vendors sold dark patterns as a service.
- Gray et al. (2024): ontology harmonising 10 taxonomies into 64 types.
- EU DSA Art. 25: no interfaces that deceive, manipulate or "materially distort or impair" free and informed decisions; examples: prominence asymmetry, repeated requests, termination harder than signup.
- FTC (2022): induce false beliefs · hide or delay material information · unauthorized charges · obscure privacy choices.
The three-check test¶
A persuasive technique is honest only if it passes all three:
- Truthful framing — the loss, scarcity, urgency, social proof or progress it claims is real.
- Symmetric exit — declining is as easy, visible and emotionally neutral as accepting.
- Endorsement — the user would endorse it if they understood it; it would survive being explained on the screen.
| Check | Catches | Anchor |
|---|---|---|
| 1 | Fake urgency, fake scarcity, fake reviews, fake "was" prices, hidden costs, fabricated progress | FTC 1–2 |
| 2 | Roach motel, confirmshaming, visual interference, nagging, preselection | DSA 25(3); FTC 4 |
| 3 | True-and-symmetric but against the user: compulsion loops, margin-driven defaults, forced continuity | DSA 25(1); FTC 3 |
Check 2 is visible on the screen. Check 1 often isn't — a discount's reference price lives in the business, not the pixels. Check 3 is judgement.
Worked example¶
An upgrade dialog showing the user's files by name, a countdown, and a dismiss button reading "I'll risk it" stacks three patterns: fake urgency (if the timer is arbitrary), confirmshaming, and possibly a false loss. The honest version keeps the real consequences and the real deadline, with a neutral "Not now".
Related¶
- ux-psychology-principles — the mechanisms behind each pattern.
- ui-craft-rules — visual interference is a craft failure as much as an ethical one.