When owners and designers of mobile applications and websites compete for the attention of users, persuasive design becomes a common practice. In its preparation, the user’s perspective is adopted in order to better understand and optimise their experience when in contact with the offered media service. However, projects created in this way may be unethical and use so-called „manipulative patterns” depriving the user of (or limiting) the possibility of choice. Manipulative patterns are a relatively new phenomenon in the media and are rarely noticed by media users. By definition, they lead to addictions, for example, to games. The aim of the undertaken research is to identify a common set of design practices within these so-called manipulative patterns in media products addressed to users, in particular children. The article points out a consensus in the design of manipulative patterns, as well as their common foundation: „dependence asymmetry”. Common features of attitudes towards manipulative patterns were also identified: users’ helplessness towards these practices and users getting used to them
Authors
- prof. dr hab. Jan Kreft link open in new tab ,
- dr hab. Monika Boguszewicz-Kreft
Additional information
- DOI
- Digital Object Identifier link open in new tab 10.4467/22996362pz.24.038.20559
- Category
- Publikacja w czasopiśmie
- Type
- artykuły w czasopismach
- Language
- angielski
- Publication year
- 2024