The Dark Side of Interaction Design: Nudges, Dark Patterns and Digital Addiction: Panel Presented at OZCHI 2019

J. Paay, Y. Rogers
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引用次数: 2

Abstract

Interaction designers have developed a number of techniques that are commonly used to nudge users, for example, to click on ads, stay on a site, keep playing a game and come back for more. In addition, a proliferation of books and guidelines have been published that explain how to change users' behaviour through designing persuasive interventions at the interface. Many of these are intended to be for personal improvement or social good, such as to help people get fitter, improve their work productivity, be more motivated, reduce energy consumption and so on. However, the same techniques can also be used for more nefarious ends. Sometimes, referred to as dark patterns, they have become essentially tricks that websites and apps use to make users do things they didn't intend doing, such as buying or signing up for something. At the same time, a backlash against interaction design is beginning to appear; criticizing us for our role in the rise in digital addiction, fake news, social media abuse, etc. Are we to blame for letting the genie out of the bottle? One response has been to change direction. For example, B.J. Fogg, who set up the much acclaimed Persuasive Tech Lab, has now renamed it as the Behavior Design Lab. Instead of persuading or nudging, the new agenda is to find ways of helping people take control of their lives again. For example, acknowledging that people have become compulsively glued to their phones, apps are now popping up intended to help them overcome their addictions, such as reducing screen time. But is it too little and too late? More generally, should HCI become more responsible for the new interaction techniques it develops, and prescriptive advice it offers, and, if so, how?
交互设计的黑暗面:推动,黑暗模式和数字成瘾:在OZCHI 2019上发表的小组讨论
交互设计师已经开发了许多常用的技术来推动用户,例如,点击广告,停留在网站上,继续玩游戏并回来更多。此外,大量的书籍和指南已经出版,解释如何通过在界面上设计有说服力的干预来改变用户的行为。其中许多都是为了个人进步或社会公益,比如帮助人们变得更健康,提高工作效率,更有动力,减少能源消耗等等。然而,同样的技术也可以用于更邪恶的目的。有时,它们被称为暗模式,本质上已经成为网站和应用程序用来让用户做他们不想做的事情的伎俩,比如购买或注册某些东西。与此同时,对交互设计的强烈反对开始出现;批评我们在数字成瘾、假新闻、社交媒体滥用等问题上扮演的角色。是我们把妖怪从瓶子里放出来了吗?一种回应是改变方向。例如,b·j·福格建立了广受好评的劝导技术实验室,现在已将其更名为行为设计实验室。新的议程不是说服或推动,而是找到帮助人们重新掌控自己生活的方法。例如,承认人们已经强迫性地粘在手机上,现在出现了旨在帮助他们克服上瘾的应用程序,比如减少屏幕时间。但这是否太少、太迟了呢?更一般地说,HCI是否应该对它所开发的新交互技术以及它所提供的规定性建议承担更多责任,如果是的话,如何承担责任?
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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