Experiment 2

Wie im vorherigen Post erwähnt, habe ich mich in der zweiten Experimentierphase mit ausgefalleneren Designarten für die Verpackung einer Milch, aber doch eher minimalisitschen Ansätzen auseinandergesetzt. Durch diverse Experimente haben sich folgende Designs ergeben:

Analyse der kreierten Verpackungen

Hier habe ich eine seriflosen geometrische Schrift gewählt, um Bodenständigkeit und Verlässlichkeit zu vermitteln. Ich habe Blau als Farbe gewählt, da dies von den meisten Menschen als Lieblingsfarbe genannt wird. Des Weiteren passt die Farbe Blau zu einer Milchverpackungen meines Erachtens nach. Da ich in meinem Moodboard viele Versionen mit Tropfen hatte, habe ich mit den verschiedenen Tropfenarten und -formen herumgespielt.

Das Design ist schlichter, aber doch außergewöhnlich für eine Milchverpackung – somit hebt es sich von anderen Verpackungen ab. Gewöhnliche Verpackungen sind eher überladen, hier habe ich einen aufgeräumten Ansatz verfolgt.

Designing an eHealth App for Sustainable Healthcare: case of Benin republic

This article seek to present and overiew of the implementation of ehealth in Benin to help us see the opportunities and challenges we might face while trying to present a contextualized framework to “Designing an eHealth App for Sustainable Healthcare in Benin” that can contribute to improve community health but also support the National eHealth Strategy in Benin .

Zouléha Karimou, a 35-year-old housewife and mother of five boys, takes part in a bednet demonstration in her village of Sibongou in the health zone of Bariénou, about 500 kilometers north of Cotonou, Benin, on June 17, 2018

Source: JSI- Improving Community Health in Benin | by JSI | Medium

The implementation of eHealth in Benin Republic has been driven by the National eHealth Strategy, which aims to improve the country’s healthcare sector through the use of information and communication technology (ICT). The strategy was adopted in November 2017 and covers the period from 2018 to 2022. The key components of the strategy include the establishment of an eHealth infrastructure, strengthening human resources for health, improving access to healthcare services, enhancing healthcare quality and patient safety, and developing a legal and regulatory framework.

The situational context in Benin Republic reveals that eHealth initiatives have been implemented in the country in the past, mainly through private projects supported by NGOs, international organizations, or bilateral cooperation. However, the Ministry of Health had limited engagement in these programs, and many of them faded away due to a lack of funding and little assessment of their impact on the health system.

To institutionalize the use of digital health, the Ministry of Health assigned the Department of Information Technology and Pre-archiving to develop a national eHealth plan. Two strategic documents on the use of ICT in health have been created. However, the review in 2015 highlighted the lack of a nationwide and uniform network for the Ministry of Health, limited connectivity of health structures, and a lack of ICT infrastructure, particularly in rural areas.

Despite these challenges, the government of Benin has shown strong commitment to eHealth. The national eHealth strategy includes best practices such as government commitment, a favorable institutional and legislative framework, the development of a national eHealth master plan, and engagement with health professionals and the private sector. Lessons learned from previous projects and initiatives are also being applied to the strategy’s implementation.

The national eHealth strategy aims to establish an eHealth infrastructure, enhance human resources for health, improve access to healthcare services, enhance healthcare quality and patient safety, and develop a legal and regulatory framework. The strategy includes the creation of a national health information system, the use of telemedicine, and the development of eLearning programs for healthcare worker training.

The implementation of the strategy faces various challenges, including a lack of funding, insufficient technical human resources, delays in legal and regulatory aspects, poor user confidence, limited ICT infrastructure, and low accessibility to health structures. However, the government’s commitment, favorable institutional environment, and qualified human resource pool provide a solid foundation for the strategy’s implementation.

To ensure accountability and transparency, the strategy has established a monitoring and evaluation system to track the implementation of projects and their impact on the health system. Impact indicators are being developed, and an independent team is responsible for collecting and analyzing these indicators. The strategy also emphasizes the involvement of health professionals and the private sector in the implementation process.

In Benin, the eHealth segment is expected to show positive growth and development. The revenue in the eHealth segment is projected to reach US$9.59 million by 2023. Furthermore, there is an estimated annual growth rate (CAGR 2023-2027) of 18.42%, which would result in a projected market volume of US$18.85 million by 2027. User penetration in the eHealth segment is expected to be 7.77% in 2023, and it is projected to increase to 12.33% by 2027. This indicates a growing adoption of eHealth solutions by the population in Benin. The average revenue per user (ARPU) is anticipated to be US$9.40, reflecting the potential value and monetization opportunities within the eHealth market in Benin. It is worth noting that in global comparison, China is expected to generate the highest revenue in the eHealth segment, with an estimated revenue of US$23,270 million in 2023. These figures highlight the potential and growth prospects of the eHealth segment in Benin, indicating increasing adoption and revenue generation in the coming years.

In conclusion, while challenges exist, Benin Republic is committed to using eHealth to improve its healthcare system. The strategy’s implementation is supported by a favorable institutional and legislative environment, government commitment, and lessons learned from previous projects. With continued efforts and addressing the challenges, eHealth has the potential to improve healthcare access and quality in Benin Republic. The eHealth segment in Benin is poised for significant growth and offers promising opportunities for improving healthcare accessibility and enhancing overall health outcomes in the country.

Reference:

  • Y. A. A. Sossou, “Status of eHealth in Benin republic,” March 2023. https://www.intgovforum.org/en/filedepot_download/278/24571.
  • https://jsihealth.medium.com/improving-community-health-in-benin-842df2bcadca
  • https://www.statista.com/outlook/dmo/digital-health/ehealth/benin
  • www.itu.int
  • www.sante.gouv.bj
  • www.who.int

Wirkung bekannter Marken mit anderen Schriften, 2. Experiment

In diesem Experiment widmete ich mich bekannter Wortmarken und versuchte damit zu zeigen, wie wichtig die Wahl der richtigen Schriftart ist und wie diese die Wahrnehmung der Marke maßgebend und nachhaltig beeinflusst und was sie alles über eine Marke aussagen kann:

Disney

Disney ist bekannt für zahlreiche Zeichentrickfilme für Kinder und Jugendliche. Daher lassen sich der Marke den Synonyme wie verspielt, jung, frech, kreativ und emotional zuschreiben. Daher erweist sich eine Script Font als die richtige Wahl um das alles widerzuspiegeln.

Serif & Slab Serif: zu seriös, elegant und markant

Sans Serif: zu langweilig und objektiv

Display Fonts: andere würde eventuell passen, jedoch ist handgeschriebener Charakter ausschlaggebend da erste Cartoons ja auch von Hand gezeichnet wurden

Nike

Nike ist ein weltbekannter Sportartikelhersteller und ein sehr modernes, trendorientiertes Unternehmen und besticht unter anderm mit zahlreichen sehr erfolgreiche Schuhen. Daher erweist sich eine Sans Serif Font natürlich als ideale Wahl aufgrund ihrer Zeitlosigkeit, Modernität, Klarheit etc.

Serif & Slab Serif: zu seriös und elegant

Script Font: zu persönlich, emotional und elegant

Display: zu verspielt, würde eventuell funktionieren aber würde in Kontrast zu Swoosh stehen und sollte in kursiv sein um Bewegung darzustellen.

Dior

Dior ist ein 1946 gegründeter internationales Mode-Luxusgüterhersteller und bietet neben Haute Couture auch weitere hochpreisige Linien an. Diese kurze Beschreibung des Unternehmens zeigt warum eine Serif Font die richtige Wahl war: diese ist traditionell, seriös und elegant, welches alles Synonyme die das Unternehmen perfekt beschreiben.

Slab Serif: zu kühn, markant und auch etwas zu verspielt

Sans Serif: zu modern, zu langweilig, zu brav, wirkt eher wie günstigere Unternehmen

Script: zu verspielt, kreativ und persönlich, braucht mehr Stärke und Eleganz

Display: zu neuartig und auffallend, zu verspielt

Short form Video and the Goldfish Effect

In the 00’s the human attention span was measured at 12 seconds. And fast forward to today out attention span has markedly decreased. As a consequence, short form video is now more popular than before.
The average human attention span is now shorter than a goldfish’s, it is estimate to be just around 8 seconds (one second below a goldfish).
TikTok, YouTube Shorts and Instagram Reels among many other similar applications are now trending and showing no sign to slow down that decrease.
For marketer, this has opened up new avenues to reach the consumer. As a result, that short-form videos are one of the most in-demand social media marketing tools in 2022.

In 2021 Google was the most popular website worldwide. However, towards the end of 2021 TikTok surpassed Google. I now even use TikTok as a search engine rather than I use google.

These videos have higher retention rates, making them more likely to capture the viewers’ attention and for longer in comparison to long-form videos’, notes and graphics.
It is difficult to define how short a short video is. As this variates form platform to platform. It differs from 15 seconds long to 60 seconds to 3 minutes. But on YouTube they talk about short-form video when a video is 5-10 minutes long. Research suggest that the length at which engagement is highest is just under 60 seconds.

TikTok
There is a possibility to upload 3-minute videos but all indicators show that shorter videos are still dominant. TikTok’s algorithms compute the average watch time.

Facebook
Facebook is more a sharing platform rather than a place to build original content. But now competing with Instagram, YouTube shorts and TikTok. With possibility of interacting with websites, this has been seen as a viable medium for marketers to reach the consumers.

YouTube Shorts
YouTube has come with a ‘’Short fund” to pay creators for making content for YouTube Shorts. The advantage that YouTube has over other platforms: an extremely wide target group.
Shorts’ content has already yielded success in commercial advertising, with brands receiving a high volume in reach and engagement with their intended audiences.

Instagram Reels
Following the success of TikTok and YouTube also Instagram also moved towards video. With first IGTV but now changed to Reels. And have plans to focus primarily on growing Reels.

Content Trends
User Generated Content
Capturing content from followers and fans gives them to have a voice and speak on their behalf of the brand.

Behind the Scenes
Consumers are seeking personalization and authenticity from brands. A short video of a normal day in a company could provide insights that would otherwise more often be over looked at.

Educational and informational
Tutorials and DIY videos are the key things to consider when passing out educational videos. Short video can provide quick and doable solutions to normal day-to day situations and problems

FAQ’s
Commonly asked questions and various commonly misunderstood industry related issues can be easily cleared up with a short video

New product Teasers
By announcing a new products and service brand can pull more traffic presenting an opportunity to sell the products and or services.

Starting a Challenge
A fun and engaging form of short video. And connects the consumers on a personal level.

Conclusion Short form Videos are all about quick, snackable, digestible content. We are constant learning, and staying on level of improvements, marketing trends and updates to keep the clients ahead of the game.

Resource:
Mwandango, G. (2023). Short Form Video: The Most Powerful Marketing Tool Today. Digital Marketing Content Services | Training Data | Data Management – Reactionpower. https://reactionpower.com/why-short-form-video-is-the-most-powerful-marketing-tool-today/

Lesbarkeit

Bei der Auswahl von Farbkombinationen für das Lesen von Text auf einem farbigen Hintergrund sind einige Faktoren zu berücksichtigen, z. B. Kontrast, Lesbarkeit und Zugänglichkeit. Hier sind einige empfohlene Farbkombinationen nach einem Experiment:

1. Schwarzer Text auf weißem Hintergrund: Dies ist eine klassische und gut lesbare Kombination mit hohem Kontrast.

2. Dunkelblauer Text auf hellblauem Hintergrund: Blautöne können gut miteinander kombiniert werden, solange ein ausreichender Kontrast zwischen Vorder- und Hintergrund vorhanden ist.

3. Dunkelgrüner Text auf hellgrünem Hintergrund: Ähnlich wie bei der blauen Kombination funktioniert dies gut, wenn ein ausreichender Kontrast zwischen den Farbtönen vorhanden ist.

4. Schwarzer Text auf einem hellgelben Hintergrund: Gelbe Hintergründe können auffällig sein, und schwarzer Text bietet einen starken Kontrast für die Lesbarkeit.

5. Weißer Text auf einem dunkelgrauen oder marineblauen Hintergrund: Diese Kombination kann ein elegantes und raffiniertes Aussehen erzeugen und bietet einen hohen Kontrast für eine gute Lesbarkeit.

6. Weißer oder heller Text auf einem dunkelbraunen Hintergrund: Wenn sie richtig eingesetzt werden, können dunkelbraune Hintergründe ein warmes und einladendes Gefühl vermitteln, und heller Text sorgt für gute Lesbarkeit.

Hier sind einige Farbkombinationen, die allgemein als schlechte Beispiele für das Lesen von Text auf farbigem Hintergrund gelten nach einem Experiment:

1. Roter Text auf grünem Hintergrund: Rot und Grün sind zwar Komplementärfarben, aber sie können zu einer erheblichen visuellen Belastung führen und das Lesen erschweren.

2. Heller Text auf hellem Hintergrund oder dunkler Text auf dunklem Hintergrund: Ein mangelnder Kontrast zwischen Text und Hintergrund kann zu Problemen bei der Lesbarkeit führen, insbesondere für Menschen mit Sehbehinderungen.

3. Vibrierende oder widersprüchliche Farben: Kombinationen wie leuchtend gelber Text auf leuchtend lilafarbenem Hintergrund oder orangefarbener Text auf rotem Hintergrund können visuell störend wirken und das Lesen des Textes erschweren.

4.Kontrastarme Kombinationen: Jede Farbkombination, bei der der Kontrast zwischen Text und Hintergrund zu gering ist, wie z. B. hellgrauer Text auf weißem Hintergrund oder dunkelblauer Text auf schwarzem Hintergrund, kann zu einer Überanstrengung der Augen und einer schlechteren Lesbarkeit führen.

5. Text über komplexen oder unruhigen Hintergründen: Vermeiden Sie es, Text über Bildern oder Mustern zu platzieren, die viele visuelle Elemente enthalten, da sie die Lesbarkeit des Textes erschweren und die Aufmerksamkeit des Lesers ablenken können.

An all-encompassing corporate identity guideline

– by Elena Waschl

Zusammenfassung von der Netfilx Serie Abstract

@Ilse Crawford

  • Ca. 87% unseres Lebens verbringen wir in geschlossenen Räumen
    > Design derer beeinflusst unser Gemüt
  • Dabei sollten wir beim Design den Mensch in den Mittelpunkt stellen (Empathie*)
  • Sich fragen „Wie erleben wir einen Raum?“  – wenn man merkt es wurde mit Liebe gemacht fühlen wir uns gleich wohler

* Das wichtigste ist beim Thema Empathie: Fragen stellen, Zuhören & Beobachten = der Mensch hat 2 Augen, zwei Ohren und einen Mund >> Nutzen wir diese im gegebenen Verhältnis!

  • Material ist unter Kombination und im richtigen Licht zu wählen
  • Räume schaffen in denen wir uns Wohlfühlen > Hygge (dänisch)
  • Wellbeing ist zur Philosophie geworden.

Das alltägliche verstehen und aus etwas Gewöhnlichem etwas Außergewöhnliches zu machen.

@Paula Scher (Pentagram NYC)

„Man kann alleine durch eine Schriftart eine ganze Identität schaffen“
Schrift kann man mit Bedeutung aufladen

Identitätsysteme entwerfen = gute sollten auch nach 5-10 Jahre anpassungsfähig / Veränderbar sein!

„Man muss entspannt sein für gutes Design“

Design beinhaltet immer die menschliche Komponente und muss deswegen auch menschliches Verhalten und menschliche Emotionen berücksichtigen!

Design ist eine Kombination aus Strategie und Intuition

Bestehende Philosophien müssen verstanden werden, die Facetten die schon vorherrschen müssen auf einen gemeinsamen Nenner gebracht werden.

Design ist oftmals nicht der schwierigste Teil für einen Selbst – der schwierigste Teil ist oft die Kunden zu überzeugen

Klangexperimente

In der Vergangenheit wurde am Konzept gearbeitet, versucht das Theremin doch noch zum funktionieren zu bringen (was bisher noch nicht gelang) und einige weitere Versuch mit den klanglichen Möglichkeiten durchgeführt.

Dafür sind zwei Becken mit einem Kontaktlautsprecher ausgestattet worden und in einigen Metern voneinander aufgestellt worden. Die Aufnahme erfolgte mit einem Zoom H4N und integrierten Mikrofonen. Das Signal wurde mit subtraktiver Synthese erstellt, bearbeitet und über ein Interface wiedergegeben. Für eine bessere Vergleichbarkeit wurden sowohl Aufnahmen mit perkussiven und langen Sounds gemacht als auch eine mit meinen Monitoren, um den Effekt der Becken zu beurteilen.

Legato Becken

Legato monitore

Staccato Becken

Zusammenfassend lässt sich feststellen, dass die Becken den Klang einfärben und etwas mehr Nachhall hinzufügen. In der zum Abschluss geplanten Installation wird die Auswahl der Sounds/Synthese ein entscheidender Faktor werden, das die Eigenheiten/Vorteile des Beckenlautsprechersystems betont werden sollten.

Visual Storytelling in Editorial Design: Introduction

I decided to redefine my research topic a bit for this blog post because I wanted to learn about more uses of visual storytelling, not just in a comic or illustration context like in my previous blog posts. As I communication designer, I am also interested in editorial design and how to motivate people to read a booklet, brochure, etc. So, I tried to first gather some aspects or notes on how to use the power of visual storytelling in editorial design projects.

Cover Design

The first thing we notice about any print publication is the cover, so the cover of a magazine or a book sets the tone and invites readers into the content. The cover should hint and connect with the content, themes, or stories within the publication, so it’s good to use compelling imagery, typography, and composition to create a cover that catches the attention of the viewer and appeals to the target audience.

Illustrations and Graphics

Of course, illustrations and other graphics can also enhance the storytelling aspect of an editorial design project. I already wrote a lot about visual storytelling in illustrations and narrative art in my previous blog posts, but in editorial projects, illustrations can also have important roles. They can be used as visual metaphors, add depth to the narrative, or illustrate the essence of the written text in a unique way. They can also be used to show anecdotes or characters, adding another layer of storytelling beyond the written content.

Photos

Some publications need a series of photos, so it’s important to think about how to display them, how to use white space and layout between them, and which photos to use after one another. We can tell a story through a series of carefully curated and visually striking photographs and create a cohesive narrative by selecting images that complement each other and convey the progression of events or emotions.

Typography

The choice of typography is, of course, also one of the key factors that influence how readers perceive a written text. We can experiment with typography to add visual interest and reinforce the narrative. We should consider using different fonts, sizes, or layouts to highlight keywords or phrases, evoke a specific mood, or guide readers through the text.

Section Breaks and Transitions

We can use visual cues, such as different typography, colors, or images, to show transitions between sections or articles within the layout. These visual breaks can help establish distinct stories or themes throughout the book or magazine.

Visual Hierarchy

We can use visual hierarchy to guide readers through the layout and highlight important elements. This can be done by using larger images or bold typography for headlines, including pull quotes, or changing the size and placement of visuals to create a story-like flow.

Grid Layouts

We can try using grid-based layouts to create visual stories within our design. We can play around with how we arrange images, text, and negative space to make the reading experience visually engaging and dynamic.

Infographics and Data Visualization

Infographics or data visualizations can be included to present complex information in an easy-to-understand and visually appealing way. By using creative visual storytelling techniques, we can make data-driven content more interesting and accessible.

Druckexperiment 03

Für das nächste Experiment haben Nina und ich uns vorgenommen Tinte in Wasser aufzulösen und die Farbe mit Papier aufzufangen. Wir fanden den Prozess sehr spannend, da man sehr zufällige Ergebnisse erzeugen kann und sich so sehr experimentelle Eindrücke erschaffen lassen. Leider ist die Tinte im Wasser sehr stark verschwommen und war anschließend eher grau als schwarz. Somit wurden die Bilder nachträglich nachbearbeitet, um schönere Ergebnisse zu erzeugen. 

Bezogen auf die Einbindung in digitale Prozesse könnte ich mir diese Drucktechnik sehr gut vorstellen, da die Bilder mit Nachbearbeitung noch mehr zur Geltung kamen. Die abstrakten Formen und Texturen könnte ich mir gut in Kombination mit grafischen Elementen vorstellen. Dadurch, dass die Technik sehr schnell umsetzbar ist, bringt es auch schnell einen analogen Charakter in digitale Designs. Ebenso werden wenige Ressourcen benötigt. 

Dark design pattern

When speaking about design pattern, dark pattern are a special topic within. The term dark pattern refers to design techniques in UI Design that manipulated or deceives users to agree to things which are not in their best interest. These patterns abuse the knowledge of psychological studies and behaviourial studies to influence user behavior and achieve certain goals, which are in the interest of the company. The problem with those dark patterns is the unethical part and they often lead to user frustration, confusion, or worse even financial losses or social harm. These practices might involve hidden costs, misleading information, aggressive upselling, or making it difficult to exercise consumer rights like cancellation or refunds.

Manipulation in sales, supermarketes, insurance contracts or other points of sale are not a new thing. They are also very well reasearched. Some very aggressive methodes are forbidden by law.

According to a study conducted at Princeton University in 2019 on manipulative pattern in Online-Shops, almost 40% of retail websites use dark pattern. They found three types of known dark pattern:

  1. Fake countdown timers – the deadline suggests that you have to buy this product now, else you would miss this opportunity. According to behaviourial studies this works very well, because people are always afraid to miss some good opportunity, even if they don´t need anything at all.
  2. Misleading consumers to subscribtions or more expensive products from subscriptions to more expensive products or delivery options – either through their visual design or choice of language;
  3. Hiding important information or making it less visible for consumers. That includes information related to delivery costs, the composition of products, cheaper option or manipulating them into a subscription. [1]

There are some attempts to regulate the usages of aggressive dark patterns. In the EU there is already a regulation to protect consumer rights and privacy like General Data Protection Regulation (GDPR) and the ePrivacy Directive for transparency and protection of personal data. Since December 2020 Digital Services Act (DSA) is implemented.

It should ensure customer protection and social media and other online platforms have to take more responsibility for the content on their platforms. Also this DSA will prohibit some dark pattern on online platforms.

The social media platforms have to make sure that there is no inappropriate content like hate speech or deceiving product sales and remove it. Online platforms are not allowed to use manipulative methodes anymore. [2]

Dark pattern Origin

The term “dark pattern” itself was first used by Harry Brignull, a user experience (UX) designer, in 2010 on the website darkpatterns.org which goes under the URL https://www.deceptive.design/ toady. After this first attempt to show deceptive and misleading methodes (Quote: “tricks used in websites and apps that make you do things that you didn’t mean to, like buying or signing up for something.”) the academical interest in researching this subject increased. Mathur, Kshirsagr and Mayer used the resulting publications to summarize and specifically define categories in their work. [6]

There are of three psycological fators—pricing strategys, nudging and growth hacking—that preceded the dark pattern, starting with the researchfield of behavioral economics. Trying to trick customers to buy more did not start with online retail. Psychological pricing for example is used to influence consumer behaviour. Psychological pricing is setting prices slightly below round numbers. 9,99 instead of 10,00. Consumers focus on the first number and perceive these prices to be lower, even though the difference is minimal. There are a few more techniques like the anchoring effect but all are very common in real life, not just in the internet. Nudging is also based on studying behaviour in real life, resulting in methodes like: People no longer have to actively agree, they have to actively opt-out of the decision made for them, like experienced with organ donation. Or a rule is presented as a social norm to influence people’s behaviour in this direction. The last one is growth hacking. Growth hacking is about achieving a lot of growth and awareness with as little money as possible but with innovative ideas. Also the methode of A/B testing help to develop dark pattern. It is a method to compare and evaluate two different versions of a webpage, email, or marketing campaign to determine which one performs better in terms of achieving a specific goal. This research is comparatively simple in digital products and the data is immediately available, often analysed analysed and the results are trustworthy. If 90% of the users have clicked on one button but only 10% on the other, then you know for certain that this solution works better. Therefore you can generate manipulative pattern more easily. [3]

Dark pattern are not only found on e-commerce websites or subscribing to services, they are also used in the game industries and mobile apps. (José P Zagal, Staffan Björk, and Chris Lewis. 2013. Dark patterns in the design of games. In Foundations of Digital Games 2013. Society for the Advancement of the Science of Digital Games, Santa Cruz, CA, 8.)

Arunesh Mathur, Mihir Kshirsagar, and Jonathan Mayer published their study on dark patterns in 2021, based on a series of 20 papers published at conferences and in journals in the field of UX or HCI, as well as data from legal and administrative regulations that related to the use of deceptive practices. In their research they made an attempt on identifying and categorizing different types of dark patterns.

They found four main caracteristics to define a dark pattern:

  1. Characteristics of the user interface – Terminologie used to describe the UI such as: Coercive, Deceptive, Misleading, Seductive, Trickery.
  2. Mechanism of effect for influencing users – such as deceivie, confuse, trick, mislead users or undermine users autonomy
  3. Role of the user interface designer – they abuse their knowledge of human behavior for the benefit of the service
  4. Benefits and harms – Benfits for company, Harm for the User

There is also a vast variety of taxonomie for dark pattern, just as inconsistent typification and lack of clear and consitent concept. Therefore they tried another approch, found in a recent paper of Mathur et al., to define dark pattern in the form of superior attributes that should classify the pattern.

Asymmetric

Asymmetrical dark patterns put an unequal burden on the available choices, highlighting those options that serve the provider best, hiding other options on other pages or positions. Often combined with other types of dark pattern.

Covert

As covert dark patterns, they describe the method of influencing the user’s decisions without showing the mechanisms of the method. Many of these covert dark patterns are perceived through the visual interface design. Primary/secondary buttons can be used very well to influence a decision, also to the disadvantage of the user.

Other hidden patterns are simply psychological tricks, such as “free” additional gifts in online shops when you order above a certain amount. There is also the well-known effect of comparison, not a purely digital strategy, in which options appear more attractive when unattractive options are presented in comparison and then influence the decision-making process.

Deceptive

Deceptive pattern evoke misleading presumptions/beliefs of users. That includes affirmatve misstatements like fake testimonials, ratings or countdowntimer or scarcity of products.

Information hiding

Important Information is hidden or presented at a very late stage. There are 3 subcategories in information hiding: Sneaking, Hidden Subscribtion, Hidden Costs. Sneaking means that there are products in your cart even if you did not put them there. Hidden subscribtions do not reveal that the are recurring and Hidden Costs show cost information at a very late stage in the process.

Restrictive

This pattern reduces the choices presented to the user. There are Forced Action pattern where two actions are summarized into one. Agreeing to terms of use and receiving marketing e-mails might be the same action. Another example is that it is easy to subscribe but hard to cancle the service again.

Disparate treatment

In this dark pattern one group of users is treated differently from another. It often appears in Games or Apps. Pay to Skip – if you pay you get better options.I would also put the new Youtube subscription in this category, because users who do not pay still have to see advertising.

When is a Dark pattern dark?

The welfare aspect is what matters. If the pattern affect the welfare of consumers/users it is considered a dark one. This includes any user interface that manipulates the choice options for the user against his or her welfare.

In three points, dark patterns can affect the welfare of the user:

  1. Financial loss
  2. Invasion of privacy
  3. Cognitive burden

[4]

UX is very much concerned with people’s perception and behavior, combining knowledge from behavioral economics, psychology and perception research. Strictly speaking, any influence on the user that happens when this knowledge is used for the benefit of others could be called manipulative. One can use this knowledge to increase the USer experience and at the same time influence it in one’s own interest. Even “normal” patterns make use of the knowledge and the collected data to ensure a good user flow. But isn’t influencing users in most cases already manipulation towards intentions that are not always in the users’ interest? So when does a pattern become dark? When the intention behind it is manipulative or only when someone comes to (financial) harm? Isn’t everything that promotes sales rarely in the consumers’ interest? Even if the consumer is not harmed, today’s well-known problems of returned goods and the destruction of new goods are certainly not in the interest of the consumer. So at what point is what we design in the interest of the user?

Examples for Dark pattern

Harry Brignull made the first„dark pattern library“ athttps://www.deceptive.design/types which lists 16 types of dark pattern.

Deceptive countdown timer and limited offers/Scarcity and Urgency

Countdown timers are used to trick the consumer into believing that the opportunity is about to end. Any time-limited special offer or promotion creates a feeling that the user has to decide quickly to get the cheaper option. This method aims to make impulsive spontaneous purchases that are not driven by reason. One of these methods is scarcity, when the user is told that there is only one item left, he has to act fast. [3]

Confirmshaming

Confirmshaming also targets our subconscious decision-making process. Our decision-making processes are dictated by options that are vital to human beeings. An important given for humans is the need for community. Confirmshaming makes the user feel bad if he chooses the option that is bad for the entrepreneur. The user should feels guilty or excluded from a special group, because thats what humans want to avoid. When unsubscribing a newsletter or canceling an account the message states that they are sad to see you leave and often tells you that you will miss good opportunities. [4]

Nagging

The term “nagging” comes from repetitive requests that the user is supposed to follow. In this method, The user is constantly urged to do something. Often it is about entering data or subscribing to newsletters.

Social proof

Social proof relies on people doing things that others do, for example, showing that other customers have bought the same product. Or that testimonials were satisfied and that others have rated the product well. This should strengthen our trust in the product. Often it is not obvious for the user if it is a fake message.

Obstruction

There are several methods in this category. All of them aim to make an action difficult for the user. This includes deleting accounts or cancelling options.

  • Roach motels make it very easy to subscribe but very hard to get out again.
  • Price comparision prevention make it very hard for the users to compare the prices of products or there are confusing price options.
  • Intermediate currency means that you purchase with something else than money like tokens and you have to pay the receit later. It also includes payment by instalments and the option of paying by credit card.
  • Immortal accounts are accounts wher you cannot delete your data.

Sneaking

Sneaking can mean that you have something in the cart you did not add or that there are hidden costs or hidden subcriptions. Like Airlines offer a very cheap price but there are several extra costs like taxes and luggage. Bait and switch means, that in the offer you see another product than what you get.

Interface interference

Any knowledge and method can be used against the interests of the user. Laws of Design can be used to make the userflow seamless and help the user, but it can also be manipulative – like false hierachies where the more expensive product is featured. The same is true for UX writing – trick questions can be used as a trap for manipulating the user to do somthing not in his best interest.

Interface interference means that there is hidden information, preselction or visual distraction. Toying with emotions is a methode not only seen in the digital world – it means to manipulate with emotional messages.

The disguised ad is also not just found in the digital world. It can be found in every newspaper, where an ad pretents to be a journalistic article. The layout and font are a little bit differnt and there is a very tiny hint at the end of the page that states that this text is an ad. The same works for newspaper ads.

And something else that is truly not a secret is that humans love beautiful things. The shinier the better – it is called Cuteness in terms of dark pattern.

Forced action

Forced actions can be Friend spam or address book leeching where information about others is shared while Privacy Zuckering means that the user is tricked into sharing his own personal. With Forced Registration Users give their data even if it is not necessary – like with analog customer cards. Gamification is also a powerful tool to influence users and can be used against the interests of the user.

[5]

[1] Dark Patterns at Scale: Findings from a Crawl of 11K Shopping Websites, Mathur, Arunesh and Acar, Gunes and Friedman, Michael and Lucherini, Elena and Mayer, Jonathan and Chetty, Marshini and Narayanan, Arvind, 2019, Proc. ACM Hum.-Comput. Interact., ACM, Volume 1; November 2019 (Consumer protection: manipulative online practices found on 148 out of 399 online shops screened Brussels, 30 January 2023; Press release https://ec.europa.eu/commission/presscorner/detail/en/ip_23_418)

[2]https://digital-strategy.ec.europa.eu/en/policies/digital-services-act-package

[3] Arvind Narayanan, Arunesh Mathur, Marshini Chetty, and Mihir Kshirsagar. 2020. Dark Patterns: Past, Present, and Future: The evolution of tricky user interfaces. Queue 18, 2, Pages 10 (March-April 2020), 26 pages. https://doi.org/10.1145/3400899.3400901

[4] Arunesh Mathur, Mihir Kshirsagar, and Jonathan Mayer. 2021. What Makes a Dark Pattern… Dark? Design Attributes, Normative Considerations, and Measurement Methods. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (CHI ’21). Association for Computing Machinery, New York, NY, USA, Article 360, 1–18. https://doi.org/10.1145/3411764.3445610

[5] Jamie Luguri, Lior Jacob Strahilevitz, Shining a Light on Dark Patterns, Journal of Legal Analysis, Volume 13, Issue 1, 2021, Pages 43–109, https://doi.org/10.1093/jla/laaa006 – Table 1 p.11 in: Jamie Luguri, Lior Jacob Strahilevitz, Shining a Light on Dark Patterns, Journal of Legal Analysis, Volume 13, Issue 1, 2021, Pages 43–109, https://doi.org/10.1093/jla/laaa006