UX/Pattern/Dark
- Dark Patterns
- Dark patterns (also called "deceptive patterns") = user interface designs that intentionally mislead or manipulate users into doing things they didn't really want to do—often benefiting the business instead of the user. (Wikipedia)
- Term history:
- 2010 (coined): UX designer Person/Harry Brignull coined "dark patterns" (via darkpatterns.org, now rebranded as deceptive.design) to label interface designs that trick people into actions they wouldn't otherwise choose with full understanding. (Medium)
- 2010–present (research + governance lens): "Dark patterns" became a major topic in HCI research and policy discussions, increasingly framed as deceptive choice architecture—often using the same behavioral levers as Design/Persuasive, but aimed at outcomes that primarily benefit the business over the user. (ACM Digital Library)
- Relationship to persuasive design:
- Dark patterns sit on the manipulative end of the Design/Persuasive spectrum
- They exploit cognitive biases (urgency, default bias, fear of missing out) to push users toward decisions that primarily benefit the business
- Unlike ethical persuasive design, dark patterns prioritize business outcomes over user autonomy and understanding
- External Resources: