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Task 10: Attention Economy

From the outset, the User Interface Game uses misleading buttons and links. For example, the “No” confuses the user and manipulates them into making unintended choices.

The game deliberately obscures straightforward navigation paths, forcing users to click through multiple misleading or irrelevant screens to find the desired action. This obstruction technique frustrates users and manipulates their behavior through sheer exhaustion and confusion.

The User Interface employs tactics that lead users to make errors deliberately. For instance, input fields may have unconventional formats or counterintuitive requirements, resulting in frequent errors that prolong the process.

Despite my best efforts, I was unable to complete the User Interface Game due to the intentionally obstructive design elements that prevented progress. This frustration mirrors the real-world experiences of users who encounter dark patterns in everyday digital interactions.

The User Interface Game exemplifies the dark patterns, coined by Brignull (2011), with its deceptive user interface designs that trick users into actions they would not normally choose, exploiting cognitive biases and heuristics. It includes bait and switch tactics, where options deceive users about their real function. It also employs forced continuity strategies Brignull (2011), which simplifies sign-up but complicates cancellation. These manipulative techniques often lead users to take actions detrimental to their interests.

Brignull, H. (2011). Dark patterns: Deception vs. honesty in UI design. A List Apart, 338.

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