Completing this exercise proved harder than I had originally anticipated, which seems to be a common theme so far in this course! I had assumed that my familiarity with web design and user interfaces would benefit me in navigating the “User Inyerface” game. The converse though proved to be true, and my web browsing experience actually made the challenge more difficult, as my gaze naturally, or I suppose unnaturally, was turned towards the various portions of the screen that the designers had intended to emphasize.
For example, in the screenshot below, I was first drawn to the large green “No” button, as I fooled by its size, central placement, and the common association of the colour green with affirmative commands. The word “click” is also underlined, which made me assume that it was a clickable hyperlink. Reading the text closer, however, reveals that the word “HERE” is the real link on this page. These elements exploit human psychology, as noted by Steve Krug (referenced in Brignull, 2011), who emphasizes that “We don’t read pages. We scan them.” By leveraging this behaviour, the designers of “User Inyerface” intentionally subverted usability principles to create so-called “dark patterns.” These deceptive interface elements are designed to manipulate users into making unintended choices, often by misdirecting their focus or exploiting their expectations.
Another example can be seen below, where a negative prompt (as opposed to the usual affirmative) is used for the checkbox, which states “I do not accept the Terms and Conditions.” This formatting runs counter to the usual expectation of the user, which is an empty checkbox where they are asked to accept the terms and conditions of the website. Additionally, the flashing numbers at the top also drew my attention, distracting me from where the important information was on the screen.
This caused me to take longer than usual to fill in the appropriate boxes, leading to the next window unexpectedly appearing. Initially, I assumed there was a time limit to the game, which created a sense of urgency and pressure to proceed quickly. This design choice could potentially mislead users into hastily making a purchase or entering sensitive information. Additionally, I clicked the expansion button in the top right corner, expecting it to function as a close button since that’s is where its typically placed. However, it performed the opposite action, which left me confused. The green “Lock” button also tricked me into selecting it, which then did what it stated and locked the window until I clicked on the “Unlock” button. The actual close button was hidden in the bottom left, a placement that deviates from standard user interface design.
Eventually, after working through several other difficult and frustrating windows (one of which included a series of seemingly never ending ‘are you human’ boxes), I managed to make my way to the final screen. The time it displays is inaccurate, as reaching it actually took several attempts after I closed the tab out of frustration!
This exercise revealed how much I rely on standard design conventions without realizing it, thereby creating an exceptionally frustrating experience. At the same time, it made me think about how easily interfaces can trick us by playing on our habits and assumptions. “User Inyerface” broke the conventions I’m used to, and it forced me to slow down and actually pay closer attention to what I was doing. While it was annoying to navigate, it also demonstrated how important ethical design is in making things clear and user-friendly. Unfortunately, this is not incentivized in our current market economy. As described by Harris (2017), “The internet is not evolving randomly. The race for attention drives everything. Every platform competes for one thing: our attention.”
References
Bagaar. (2019). User Inyerface. [web game].
Brignull, H. (2011). Dark patterns: Deception vs. honesty in UI design. A List Apart, 338.
Harris, T. (2017). How a handful of tech companies control billions of minds every day. [Video]. TED.
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