Auswahl der wissenschaftlichen Literatur zum Thema „Dark pattern design“

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Zeitschriftenartikel zum Thema "Dark pattern design"

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Hardy, Kristin M., Richard M. Dillaman, Bruce R. Locke und Stephen T. Kinsey. „A skeletal muscle model of extreme hypertrophic growth reveals the influence of diffusion on cellular design“. American Journal of Physiology-Regulatory, Integrative and Comparative Physiology 296, Nr. 6 (Juni 2009): R1855—R1867. http://dx.doi.org/10.1152/ajpregu.00076.2009.

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Muscle fibers that power swimming in the blue crab Callinectes sapidus are <80 μm in diameter in juveniles but grow hypertrophically, exceeding 600 μm in adults. Therefore, intracellular diffusion distances become progressively greater as the animals grow and, in adults, vastly exceed those in most cells. This developmental trajectory makes C. sapidus an excellent model for characterization of the influence of diffusion on fiber structure. The anaerobic light fibers, which power burst swimming, undergo a prominent shift in organelle distribution with growth. Mitochondria, which require O2 and rely on the transport of small, rapidly diffusing metabolites, are evenly distributed throughout the small fibers of juveniles, but in the large fibers of adults they are located almost exclusively at the fiber periphery where O2 concentrations are high. Nuclei, which do not require O2, but rely on the transport of large, slow-moving macromolecules, have the inverse pattern: they are distributed peripherally in small fibers but are evenly distributed across the large fibers, thereby reducing diffusion path lengths for large macromolecules. The aerobic dark fibers, which power endurance swimming, have evolved an intricate network of cytoplasmically isolated, highly perfused subdivisions that create the short diffusion distances needed to meet the high aerobic ATP turnover demands of sustained contraction. However, fiber innervation patterns are the same in the dark and light fibers. Thus the dark fibers appear to have disparate functional units for metabolism (fiber subdivision) and contraction (entire fiber). Reaction-diffusion mathematical models demonstrate that diffusion would greatly constrain the rate of metabolic processes without these developmental changes in fiber structure.
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Jiang, Qianling, Li-Chieh Chen, Chun Yang und Jie Zhang. „Pattern Preference Analysis of Black-and-White Plaid Shirts“. Sustainability 10, Nr. 10 (17.10.2018): 3739. http://dx.doi.org/10.3390/su10103739.

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The market economy has shifted the decision-making power of the garment industry from the enterprise to the consumer. Research on consumer clothing preferences is an essential part of sustainable development of the garment industry. Based on data statistics from eight fast fashion brands, black and white are most commonly used in two-color plaid shirts. This paper carried out a psychophysical experiment to investigate factors affecting pattern preferences for black-and-white shirts and the differences and similarities between male and female pattern preferences. Twenty-eight different representative patterns of plaid shirts were selected by five fashion designers together from 190 different black-and-white plaid shirts from eight fast fashion brands, which were then classified into three categories: gingham, tartans, and windowpane. Based on these patterns, 28 male and female shirts were simulated in three dimensions and presented on a calibrated computer display. The simulations were assessed by 42 observers (consisting of 21 males and 21 females) in terms of four semantic scales, including light–dark, delicate–rough, simple–complex, and like–dislike. The experimental results revealed that there was no significant difference of pattern preference between females and males for 89.29% of the black-and-white plaid shirts, and also described features of the patterns that the females and males liked or disliked. Furthermore, the study also demonstrated the formulation between the four semantic scales and three pattern features (including the percentage of black region, the size of the minimum repeat unit, and the descriptor of the pattern complexity). The findings could be used to develop a more robust and comprehensive theory of pattern preferences and provide a reference for pattern design for black-and-white plaid shirts. More comprehensive pattern preference theory is not only an effective tool to solve the problem of plaid shirt inventory in the garment industry but also an important theoretical basis for the “sustainable design” of clothing, which is of great significance to the sustainable development of the garment industry.
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Zhou, Xiaoxi, und Hang Xu. „Understanding the preferences of males at different ages for plaid shirts“. International Journal of Clothing Science and Technology 32, Nr. 1 (20.11.2019): 85–95. http://dx.doi.org/10.1108/ijcst-07-2018-0099.

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Purpose Except the physiological comfort, the design aesthetic of plaid shirts is the decisive factor affecting the purchase decision making of consumers. However, as there is subjectivity and indeterminacy in evaluation of the aesthetic, current research in the literature has little information about the appearance design of checks. The purpose of this paper is to extract the check design features, which influence consumer evaluation, and determine the preferences of men of different ages for the check designs, and the preference differences between them. Design/methodology/approach Through cluster and preference experiments, the perception and evaluation of the subjects were gained. By cluster analysis, typical classifications of check designs were fixed. With Multidimensional Scaling (MDS) algorithm, users’ perceptual space was revealed as to the plaid samples. In the PREFMAP analysis, results of the ideal vectors of men of different ages were drawn. Findings The study results revealed four typical classifications of check designs, identified three design dimensions that had effects on users’ evaluation, and built the relationship between design features of checks and consumer evaluation. Besides, in the study, the differences in preference for check designs between men of different ages were also explored. It was found that young men liked modern check designs, but disliked “small and complex” check patterns. Middle aged men preferred dark and cool colors, with dislike for “youthful vigor style.” While they cared more about check colors, young men attached more importance to the design style. Originality/value Currently, there is little information in the literature about the evaluation of pattern design. In this study, the use of MDS and PREFMAP analysis reveals visualized complex statistical results. The visualization approach is also applicable to design and positioning of other apparel, and can help designers better understand and position design styles and effects, given their consumer groups and design samples.
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Syauqy, Ahmad, Etika Ratna Noer, Alifia Mukti Fajrani, Dewi Marfu’ah Kurniawati, Rachma Purwanti, Ayu Rahadiyanti und Devi Elvina Rahma. „DIETARY PATTERNS WERE ASSOCIATED WITH OBESITY PARAMETERS AMONG HEALTHY WOMEN“. Journal of Nutrition College 9, Nr. 4 (19.11.2020): 273–78. http://dx.doi.org/10.14710/jnc.v9i4.28674.

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Background: Obesity is a growing major health problem in some developing countries including Indonesia. Study examined the association between dietary patterns and obesity parameters using both body mass index (BMI) and waist circumference (WC) among healthy women in Indonesia was still rare. Objectives: The objective of this study was to evaluate the correlation between dietary patterns and obesity parameters using BMI and WC among healthy women.Methods: This study used a cross-sectional design with consecutive sampling. Healthy women aged 20 and above were selected in this study. Dietary data were collected using a food frequency questionnaire (FFQ). For categorical data, chi-squared test was done to compare the differences in the characteristics of the subjects among tertiles of dietary patterns. For continuous variables, a general linear model test was used for comparison. To evaluate the association between dietary patterns and obesity parameters (BMI and WC), we used multiple linear regression analysis adjusting for multiple confounding variables (age, current smoking, current drinking, and physical activity). Results: Dietary pattern 1 consisted of 12 food items: snack cooked with oil, fish and seafood, processed food, organ meats, meat, poultry, rice- or flour-based products, staples cooked with oil, sugary drinks, refined dessert, and tea and coffee. Dietary pattern 2 consisted of 5 food items: eggs, light-colored vegetables, dark-colored vegetables, fruits, and soybeans. Dietary pattern 3 consisted of 7 food items: milk products, legumes, processed fruits, wholegrain, snacks cooked without oil, root crops, and jam/honey. Dietary pattern 1 was positively associated with obesity parameters including BMI and WC (P < 0.05); whereas, dietary pattern 2 and dietary pattern 3 were inversely correlated (P < 0.05).Conclusions: Our study find that dietary patterns were associated with BMI and WC among healthy women.
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Iizuka, Tatsuya, Takushi Kawamorita, Choku Takenaka, Hajime Tsuji, Hiroyuki Kanai, Toshihiro Hirai, Hiroo Suzuki, Tomoya Handa und Hitoshi Ishikawa. „High Visibility Conditions in a Sunset Environment“. Applied Sciences 11, Nr. 16 (05.08.2021): 7229. http://dx.doi.org/10.3390/app11167229.

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There is no standard for high-visibility safety clothing for general pedestrians, nor is it widely used. Therefore, this study investigated visibility in order to examine the standards for high-visibility safety clothing for general pedestrians. Methods: Twenty healthy participants (mean age, 22.4 ± 4.4 years) without ocular disease, except for refractive errors, were studied. All participants had healthy visual acuity in corrected vision. This study assumed sunset conditions in Japan. The light source was set up in a dark room, and the illuminance in front of the visual target was set to 300 lx. We investigated the visibility of 142 patterns of black and yellow combination samples with different spatial frequencies, pattern types, angles, and color ratios. Results: The highest visibility was found at 5.0 cycles per degree of the stripe pattern at the spatial frequency, yellow ratio of 75%, and a stripe angle of 165°. Conclusions: Under sunset conditions, the brightness decreased when black was combined with yellow. However, it forms a two-color pattern and becomes more conspicuous. The highest visibility was obtained by arranging black and yellow in a diagonal stripe pattern. We predict that establishing clothing standards based on the results of this study will help design safety clothing with increased visibility.
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Kepakisan, Nareswari, Frysa Wiriantari und Suardana I Nyoman Gde. „PENERAPAN PENDEKATAN ARSITEKTUR PERILAKU DALAM MERANCANG PERPUSTAKAAN UMUM GUNA MENDUKUNG KEGIATAN LITERASI DI KOTA DENPASAR“. Jurnal Anala 8, Nr. 2 (29.09.2020): 25–32. http://dx.doi.org/10.46650/anala.8.2.979.25-32.

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The decline in statistics on public visits to the library draws attention to review. Changing patterns and lifestyles of people shift people's views about libraries. The fast-paced era of digital literacy has shifted people's interest in libraries. Increasing time and era, libraries are no longer used as a lifestyle by the community. Human behavior, which is implemented as a form of architecture, is also known to shape human behavior. The buildings that were originally designed and shaped by humans as their fulfillment will then assist the human way in living their social life and values ​​in life. The old paradigm of society towards the library is an old building that is dark, stuffy, lonely, and even haunted. Therefore it is necessary to have a study of what kind of design can captivate the hearts of today's people so that they can then apply it in an architectural design by studying the patterns and lifestyles of today's society with the aim of obtaining a library design concept that is in accordance with the lifestyle of the community (especially students) today and the reactivation of library building facilities which are increasingly disappearing from the pattern of people's lives.
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Cowley, J. M. „A New Detector System For The HB5 Stem Instrument“. Proceedings, annual meeting, Electron Microscopy Society of America 43 (August 1985): 134–35. http://dx.doi.org/10.1017/s0424820100117674.

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The HB5 STEM instrument at ASU has been modified previously to include an efficient two-dimensional detector incorporating an optical analyser device and also a digital system for the recording of multiple images. The detector system was built to explore a wide range of possibilities including in-line electron holography, the observation and recording of diffraction patterns from very small specimen regions (having diameters as small as 3Å) and the formation of both bright field and dark field images by detection of various portions of the diffraction pattern. Experience in the use of this system has shown that sane of its capabilities are unique and valuable. For other purposes it appears that, while the principles of the operational modes may be verified, the practical applications are limited by the details of the initial design.
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Zhang, Tao, Xinyang Li, Jianfeng Li und Zhi Xu. „CMOS Fixed Pattern Noise Elimination Based on Sparse Unidirectional Hybrid Total Variation“. Sensors 20, Nr. 19 (28.09.2020): 5567. http://dx.doi.org/10.3390/s20195567.

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With the improvement of semiconductor technology, the performance of CMOS Image Sensor has been greatly improved, reaching the same level as that of CCD in dark current, linearity and readout noise. However, due to the production process, CMOS has higher fix pattern noise than CCD at present. Therefore, the removal of CMOS fixed pattern noise has become the research content of many scholars. For current fixed pattern noise (FPN) removal methods, the most effective one is based on optimization. Therefore, the optimization method has become the focus of many scholars. However, most optimization models only consider the image itself, and rarely consider the structural characteristics of FPN. The proposed sparse unidirectional hybrid total variation (SUTV) algorithm takes into account both the sparse structure of column fix pattern noise (CFPN) and the random properties of pixel fix pattern noise (PFPN), and uses adaptive adjustment strategies for some parameters. From the experimental values of PSNR and SSM as well as the rate of change, the SUTV model meets the design expectations with effective noise reduction and robustness.
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Das, Subasish, Kartikeya Jha, Kay Fitzpatrick, Marcus Brewer und Tahmida Hossain Shimu. „Pattern Identification from Older Bicyclist Fatal Crashes“. Transportation Research Record: Journal of the Transportation Research Board 2673, Nr. 6 (22.04.2019): 638–49. http://dx.doi.org/10.1177/0361198119841863.

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Estimates from the U.S. Census Bureau indicate that the elderly (age 65 and older) people represented 12% of the total population in 2005. Bicycling is becoming popular among people of all groups. In 2016, 130 elderly bicyclists were killed (20% higher than 2014) on the U.S. roadways. The sharp rise of elderly bicyclist fatal crashes calls for a rigorous study to determine the key associated factors in elderly bicyclist crashes. Graphical methods, such as joint correspondence analysis (JCA), are useful in identifying the association patterns from a complex data set with multiple variables by producing a proximity map of the variable categories in a low dimensional plane. This study used 3 years (2014 to 2016) of data on elderly bicyclist fatal crashes from the Fatality Analysis Reporting System (FARS) in the U.S. to determine the key associations between the contributing factors by using JCA. Some of the key findings include bicyclist fatal crashes on roadways with high posted speed being very random; higher crash occurrences on roadways with bicycle lane/shoulder/parking lane under dark conditions with no lighting, on two-way undivided roadways with bicyclists on the travel lane, and at signalized intersections (pedestrian/bicycle signal presence is unknown) with “motorists fail to yield” related crashes. The findings from the current study can help in refining the policies and safe design practices that explicitly recognize this issue and will better serve a growing segment of the nation’s population.
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Ng, Alena (Praneet), Mahsa Jessri und Mary R. L’Abbe. „Using partial least squares to identify a dietary pattern associated with obesity in a nationally-representative sample of Canadian adults: Results from the Canadian Community Health Survey—Nutrition 2015“. PLOS ONE 16, Nr. 8 (05.08.2021): e0255415. http://dx.doi.org/10.1371/journal.pone.0255415.

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Background Hybrid methods of dietary patterns analysis have emerged as a unique and informative way to study diet-disease relationships in nutritional epidemiology research. Objective To identify an obesogenic dietary pattern using weighted partial least squares (wPLS) in nationally representative Canadian survey data, and to identify key foods and/or beverages associated with the defined dietary pattern. Design Data from one 24-hr dietary recall data from the cross-sectional Canadian Community Health Survey-Nutrition (CCHS) 2015 (n = 12,049) were used. wPLS was used to identify an obesogenic dietary pattern from 40 standardized food and beverage categories using the variables energy density, fibre density, and total fat as outcomes. The association between the derived dietary pattern and likelihood of obesity was examined using weighted multivariate logistic regression. Key dietary components highly associated with the derived pattern were identified. Results Compared to quartile one (i.e. those least adherent to an obesogenic dietary pattern), those in quartile four had 2.40-fold increased odds of being obese (OR = 2.40, 95% CI = 1.91, 3.02, P-trend< 0.0001) with a monotonically increasing trend. Using a factor loading significance cut-off of ≥|0.17|, three food/beverage categories loaded positively for the derived obesogenic dietary pattern: fast food (+0.32), carbonated drinks (including energy drinks, sports drinks and vitamin water) (+0.30), and salty snacks (+0.19). Seven categories loaded negatively (i.e. in the protective direction): whole fruits (-0.40), orange vegetables (-0.32), “other” vegetables (-0.32), whole grains (-0.26), dark green vegetables (-0.22), legumes and soy (-0.18) and pasta and rice (-0.17). Conclusion This is the first study to apply weighted partial least squares to CCHS 2015 data to derive a dietary pattern associated with obesity. The results from this study pinpoint key dietary components that are associated with obesity and consumed among a nationally representative sample of Canadians adults.
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Dissertationen zum Thema "Dark pattern design"

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Pedersen, Line. „Dark pattern design inom e-handel : Från UX-designers perspektiv“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20083.

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Dark Pattern Design är ett paraplybegrepp för design vars syfte är att förvirra, vilseleda eller utnyttja användaren. Detta görs genom att man konstruerar gränssnittet på ett sådant sätt att det döljer, försvårar eller omöjliggör en viss handling för användaren – dessa sätt att designa ett gränssnitt på går att identifiera genom olika mönster. Brignull (2010) och Gray m.fl. (2018) har gjort skapat olika kategorier och definitioner för dessa mönster, men det existerar även andra standarder upprättade av andra forskare och branschexperter. Näthandeln är ett av de vanligaste ställena där man kan hitta mörka mönster, och då Dark Pattern Design kan skapa stora konsekvenser för användaren följs ämnet av en debatt kring etik. Det existerar ett flertal etiska ramverk och hederskodexar ämnade för att hjälpa designers skapa mer etiskt korrekta artefakter som bland annat hederskodexen etablerad av ACM (2018), Berdichevsky och Neuenschwanders (1999) ramverk kring övertygande teknik, med flera. En intervjustudie genomfördes för att undersöka hur UX-designers uppfattade Dark Pattern Design inom näthandeln, vilken roll etiska ramverk hade vid utformningen av artefakter ämnade för näthandel, samt om det existerade ett behov av att etablera en så kallad branschstandard där man särskiljer på vilka mönster som är acceptabla att använda eller inte. Resultatet från intervjustudien visar att UX-designers känner till fenomenet Dark Pattern Design och kan exemplifiera mönster som man vanligtvis stöter på inom näthandeln. Etiska ramverk har ingen större roll vid utformningen av artefakter ämnade för näthandel, men andra ramverk som GDPR och WCAG spelar större roll. Resultatet visar att det inte existerar något behov av att etablera en branschstandard, men respondenterna är öppna för idéen.
Dark Pattern Design is an umbrella term for design whose purpose is to confuse, mislead, or exploit the user. This is done by designing the interface in such a way that it hides, complicates, or makes a certain action inaccessible to the user – these ways of designing an interface can be identified by different patterns. Brignull (2010) and Gray et al. (2018) have created different categories and definitions for these patterns, but there are also other standards established by other scientists and industry experts. E-commerce is one of the most common places where you can find dark patterns, and since Dark Pattern Design can create major consequences for the user, the topic is followed by a debate about ethics. There are several ethical frameworks and codes of honor intended to help designers create more ethically correct artifacts, ACM’s (2018) Code of Ethics, and Berdichevsky and Neuenschwanders (1999) framework regarding persuasive technology are two examples of such. An interview study was conducted to investigate how UX designers perceived Dark Pattern Design in e-commerce, what role ethical frameworks played in the design process for artifacts intended for e-commerce, and whether there was a need to establish an industry standard where one distinguishes which patterns that are acceptable to use or not. The results from the interview study show that UX designers are familiar with the phenomenon of Dark Pattern Design and can exemplify patterns that are usually encountered in e-commerce. Ethical frameworks do not play a major role in the design process of artifacts intended for e-commerce, but other frameworks such as GDPR and WCAG play a greater role. The results show that there is not a need to establish an industry standard, but the respondents are open to the idea.
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Džigurski, Saša, und Jesper Karbing. „Dark Design Patterns in Coin Master : An In-Depth Game Analysis“. Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-416662.

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In this study we will investigate the evolution of manipulative and experientially devaluative business practices in the mobile game industry from the perspective of game designers. The focus will be placed on the use of Dark Design Patterns defined in previous research by Zagal et al. (2013), significant changes since their cataloguing in said study, and the emergence of new ones. To do this, we isolate the different Game Modes of Coin Master and use Formal Analysis to break down various systems and interactions. In order to identify Dark Patterns, we use Zagal et al. (2013) study, supplemented by a list of potentially exploitable cognitive biases found in the work of Mathur et al (2019) as our theoretical framework. We discovered that many of the previously defined Dark Patterns can still be found in Coin master, along with hitherto new and undefined ones, chiefly related to company or developer interests as opposed to the players’. Dark Patterns of monetary and temporal nature appeared to have a close connection as they often manifested together, also commonly underpinned by exploitation of cognitive biases. Our findings are indicative of an increased intensity of predation on players, primarily motivated by monetary gain and to the detriment of player experience.
I denna studie undersöker vi utvecklingen av manipulativa och upplevelsemässigt nedvärderande affärsmodeller i mobil-spelsindustrin ur en speldesigners perspektiv. Undersökningens fokus riktas mot användningen och inkluderingen av Mörka Design Mönster, definierade i en tidigare studie av Zagal et al. (2013), förändringar i dessa mönster sedan deras kategorisering i sagd studie, och uppkomsten av tidigare odefinierade mönster. För att genomföra detta isolerar och analyserar vi de olika spellägena funna i spelet Coin Master med hjälp av Formell Analys, och nyttjar i syfte av identifiering Zagal et al. (2013) studie, samt som komplement den lista över kognitiva bias framtagen i en studie utförd av Mathur et al (2019) som teoretisk grundstomme. Vi upptäckte att flera utav de redan definierade mönstren i Zagal et al (2013) forskning består i sin närvaro än idag i Coin Master, beblandade med ett antal nya mönster, i överlag relaterade till företagets eller utvecklarens egna intressen istället för spelarens. Mörka Mönster av monetär och temporal karaktär påträffas ofta i samband med varandra, då i flera fall även med utnyttjande av kognitiva bias. Våra resultat är indikativa av en ökad vikt placerad på målsättningen att föregå värdet av spelupplevelsen i utvecklarens ekonomiska intressen, på spelares bekostnad.
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Malmliden, Julia, und Agnes Wollner. „Weaponised Design : En studie om hur makt, kapitalism, brist på etik och konsekvenstänk kan leda till skadligt bruk av design“. Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446274.

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Informationssystemen blir en allt större del av vår vardag och ger oss nya möjligheter attinteragera med varandra men det är dess design som bestämmer hur vi gör det. Genomanvändningen av system genereras mängder av värdefull information om oss ochproblematiken uppstår när system, direkt eller indirekt, skadar användare. Studiensforskningsfrågor handlar om hur makt, design, kapitalism, brist på etik och konsekvenstänkkan leda till skadligt bruk av design samt vad Weaponised Design är och varför begreppet ärviktigt. Studiens primära syfte är att undersöka hur man som konsument, individ ochsamhälle påverkas av design samt att definiera begreppet Weaponised Design. Studien ärkvalitativ och består av en semistrukturerad intervju samt litteraturinsamling för att kunnabesvara forskningsfrågorna. Undersökningen visade på att design kan leda till ett skadligtbruk på åtskilliga sätt. Användare kan nyttja system för att utöva makt och skada varandra.Felsteg i konsekvenstänk vid skapandet av design kan leda till skadligt bruk av design.Användares inflytande inom den digitala världen är näst intill obefintligt vilket kan leda tillett skadligt bruk av design eftersom det leder till att designteamen sitter på ensidig makt. Dendigitala kapitalismen som vill få användare att hyra tjänster via licensavtal kan leda till ettskadligt bruk av design eftersom användare inte får möjlighet till att förhandla om villkoren.Weaponised Design beskriver när ett system agerar som det är menat att agera menfortfarande leder till ett dåligt utfall. Weaponised Design är ett viktigt begrepp eftersom detger ett namn på en problematik som finns men som tidigare inte haft någon tydlig benämning.
Information systems are becoming a bigger part of our everyday lives and provide us withnew opportunities to interact with each other and its design decides how we do it. The use ofsystems generates a great amount of valuable information about us and a problem emergeswhen systems directly or indirectly harm users. The research questions concerns how power,design, capitalism, lack of ethics, and thought of consequence can lead to harmful use ofdesign and what Weaponised Design is and why the term is important. The primary purposeof the study is to research how consumers, individuals and society are affected by design andto define the concept of Weaponised Design. The study is qualitative and consists of asemi-structured interview and literature collection to be able to answer the research questions.The study shows that design can lead to harmful use in several ways. Users can use systemsto exercise power and harm each other. Incorrect steps in consequential thinking whencreating design can lead to harmful use of design. Users' influence in the digital world isalmost non-existent, which can lead to a harmful use of design as it leads to the design teamssitting on one-sided power. Digital capitalism that wants users to rent services throughlicensing agreements can lead to a harmful use of design because users are not given theopportunity to negotiate the rules. Weaponised Design describes when a system acts as it ismeant to act but still has a bad outcome. Weaponised Design is an important concept becauseit gives a name to a problem that exists but has not previously had a clear name.
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Maier, Maximilian. „Dark patterns – An end user perspective“. Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160937.

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Technology has become ubiquitous in people’s everyday life. The number of websites and mobile applications available is growing, but so are various persuasive approaches to influence human behavior and decision-making in online environments. While designing for persuasion has many potential benefits, recent years have revealed different deceptive design techniques that utilize the understanding of psychological principles to nudge people in a desired direction. This thesis outlines and explores this phenomenon known as dark patterns, which favors business goals over user values. Practitioners have laid out many deceiving design strategies in the past, but it remains unclear how the end user perceives and experiences them. Therefore, a qualitative method approach was chosen to study the end users’ perspectives on the subject. The analysis of the data shows that even though there was some awareness, many manipulative techniques were unknown. Participants blame the businesses, remark however to be partly responsible for their own fate. In addition, the acceptability of such techniques shifts depending on the respective dark pattern.
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Uddfolk, Sofia, und Rebecca Eriksson. „Är du uppmärksam? : Hur mörka designmönster kan användas för att påverkahandlingar med gott syfte“. Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22536.

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Corona pandemin fortsätter in i 2021 och den svenska kollektivtrafiken fortsätter att ta resenärer till sina destinationer. Den svenska strategin för hantering av pandemin har varit attl åta individerna själva ansvara för att hålla nere smittspridningen genom social distansering, och om möjligt jobba hemifrån med färre kollektiva resor (Ludvigsson 2020). Genom att individer själva ansvarar för att hålla smittan nere är det individen själv som ansvarar för sina val i kollektivtrafiken. Ett digitalt verktyg som Västtrafik kan användas som lösning för att nå ut till resenärer för att påverka deras resval och bidra till hantering av trängseln i Västra Götalandsregionen. När företag vill påverka sina användares handlingar subjektivt används ett strategiskt tillvägagångssätt som kallas för mörka designmönster. Det är ett sätt att manipulera en användares handlingar. Vi skribenter av den här studien är nyfikna på om mörka mönster går att implementeras för ett gott syfte och därmed påverka resenärers resvanor. Val av undersökningsmetoder till den här studien är en kvalitativ metod med 6 deltagare, 3 män och 3 kvinnor i åldrar 30 - 65 år och en litteraturgenomgång med verktyget HKR Summon. Studiens resultat visar att hantering av färg, form och kontrast uppfattas olika och kan bidra till olika användarupplevelser.
As the COVID-19 pandemic carries into 2021, the Swedish public transportation system continues to take its passengers to their destination. Unlike most countries, the Swedish approach to the pandemic has been to put the individual in the driver’s seat and thereby making each citizen personally responsible for keeping the spread of infection down. Eitherthrough social distancing, ordering takeaway and if possible, work from home with fewertrips on public transportation (Ludvigsson 2020). In other words, it is up to each individual tomake responsible choices when it comes to their behavior in the public space. This includesthe use of public transportation. There are several ways in which companies can influence user behavior, one of which is the use of dark patterns. This approach to design is often used by big corporations to manipulate their consumers to act in favor of the company. By the implementation of specific design features, users are manipulated to act in a way that they would not otherwise have done. Although this method is often criticized as being unfair towards the user, dark patterns are undoubtedly effective in it’s objective to create a positive outcome for the company in question. This study aims to evaluate whether a design pattern such as this can be implemented in a way in which it could have a positive impact on people’s habits traveling with public transportation. By implementing dark patterns in a digital tool such as the Västtrafik app, this method can be used to influence choices in travel that contribute to better management of congestion throughout the Västra Götaland region. Selection of survey methods for this study is a qualitative method with six participants, three men and three women aged between 30 and 65 years and a literature review with the tool HKR Summon. The results of this study show that through certain handling of color, shape and contrast is perceived differently and can be made to contribute to different user experiences.
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Neem, Laahanen William. „Dark Patterns in Swedish Ecommerce Websites“. Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-300396.

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Dark patterns are a type of user experience technique and persuasive design where, with the help of knowledge about human behavior, a design has been created that enables users or customers to make disadvantageous decisions that you would not otherwise have made. One of the areas in which dark patterns have come to be used is ecommerce websites. This study aims to find out what type of dark patterns are used on Swedish shopping websites, how often they occur, and to gain an understanding of how people who work in the industry view the phenomenon. To do this, a taxonomy based on previous work in dark patterns has been developed. This taxonomy was used to manually analyze 96 of the largest Swedish e-commerce websites. The results showed that Hidden Costs, Low Stock Messages, Misdirections and Activity Messages were the most frequently occurring dark patterns on these websites. The interviews also showed that people working in the ecommerce industry are aware that dark patterns are used. However, they do not see it as a big problem that e-commerce websites try to influence the customer to make certain decisions as long as they do not directly use false information. With this report, we contribute insights into how, and to what extent, dark patterns are used in Swedish shopping websites and therefore also raise the awareness of coercive design and its effects.
Dark patterns är en typ av användarupplevelse och konverterande design där man med hjälp av psykologi och kunskap inom mänskligt beteende skapat en design som möjliggör att du tar ogynnsamma beslut som du annars inte hade tagit. Ett av de områden som dark patterns har kommit att användas på är e-handelshemsidor. Denna studie syftar till att ta reda på vilken typ av dark patterns som används på svenska shoppinghemsidor, hur ofta de förekommer, samt få en förståelse för hur människor som jobbar inom branschen ser på fenomenet. För att göra detta har en taxonomi baserat på tidigare arbeten inom dark patterns tagits fram. Denna taxonomi har sedan fått utgöra grunden för den manuella undersökning av de 96 största svenska e-handelshemsidorna som gjorts. Resultatet visade på att Hidden Costs, Low Stock Messages, Misdirections, och Activity Messages var de allra mest frekvent förekommande dark patterns på dessa hemsidor. Intervjuerna visade även på att folk inom branschen är medvetna om att dark patterns används och ser det inte som något stort problem att man på e-handelshemsidor försöker påverka kunden till att ta särskilda beslut, så länge man inte direkt använder sig av falska uppgifter. Med denna rapport bidrar vi med insikter hur dark patterns används inom Sverige på e-handelshemsidor och därmed också för att öka medvetenheten om tvingande design och effekterna av den.
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Holm, Englund Jesper, und Platon Woxler. „Där spelbarhet möter mörk design : Måste befintlig spelbarhetsheuristik revideras?“ Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263426.

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Att göra en användarupplevelse smidig och smärtfri är något som ofta eftersträvas när tillverkare av mjukvara jobbar med design och en produkt som uppnår detta sägs ha en hög användbarhet. Inom spel används på ett liknande sätt begreppet spelbarhet istället, som ett mått på ett spels kvalitet. Alla dessa begrepp ger intrycket av att användarens vilja och mål är i fokus, men det finns också designmönster som har i syfte att skapa beteenden hos användaren som användaren själv kanske inte tycker är önskvärda. Denna studie grundar sig i en denna typen av designmönster, som med avsikt har implementerats för att styra eller vilseleda användaren. Fenomenet har kommit att kallas för Dark Design Patterns. Vårt intresse ligger i att uppmärksamma dessa mönster och diskutera huruvida en utvärdering ämnad för att upptäcka spelbarhetsproblem, också kan upptäcka instanser av dark design patterns. För att ta reda på detta låter vi deltagare utvärdera tre olika mobila gratisspel ur ett spelbarhetsperspektiv som vi också, i en separat granskning, hittar mörka designmönster i. Genom att jämföra resultaten från de olika utvärderingarna kan vi sedan avgöra ifall spelbarhetsutvärderingen kan upptäcka dessa mönster. Det vi kommer fram till är att utvärderingen kan upptäcka vissa tillämpningar av mönster men inte tillräckligt många för att kallas tillförlitlig i detta syfte. Antingen behöver utvärderingen utvecklas eller så får man försöka validera en annan typ av utvärdering ifall man vill kunna identifiera dessa dark design patterns.
Achieving a smooth and pain free user experience is something you often want when designing a new product. A product that achieves this is said to have high usability. In the gaming industry the word playability is used in the same way to describe the general quality of a game. These concepts of usability and playability both take into account the will and wellbeing of the end user, but there is also ways of using design as a way of creating behaviour in the user that doesn’t align with their own will and goals. This paper will study these types of design patterns, which has been implemented with the purpose of controlling and deceiving the user. These kind of patterns are called darkdesign patterns. Our interest lies in highlighting these patterns and whether an evaluation made to find playability problems can, simultaneously, find instances of dark design patterns. In order to find answers to this we let participants do a playability evaluation on different mobile games that we also, in a different examination, had found dark design patterns in. When comparing results from the different tests we could assess whether the playability evaluation successfully identified the different dark design patterns. What we find is that some of the dark design patterns can be found more easily than others. The playability evaluation does not identify enough of the dark design patterns to be called satisfactory in that regard. So you would either need to remodel the evaluation or take a whole new approach if you want to identify all the dark design patterns.
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Wagenius, Carolina, und Magdalena Zetterström. „Köp nu, betala senare : En explorativ studie om beteendedesign och hur användare väljer betalmetod i e-handeln“. Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104911.

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Skuldsättningen kopplad till konsumtion ökar i det svenska samhället, vilket gått hand i hand med e-handelns framväxt och faktura som populär betalmetod. Betallösningar som tillhandahåller faktura och delbetalning som betalmetoder åt e-handlare har i och med det fått kritik av media och ny lagstiftning mot viss typ av beteendedesign i betallösningarnas tjänster har även införts. Trots samhällsdebatten har det saknats forskning på hur kunder väljer betalmetod och deras upplevelser av påverkan från beteendedesign inom betallösningarna. Denna studie har därför haft som syfte att ge inledande insikter och kunskap om detta. Kvalitativa metoder har använts tillsammans med teori om beteendedesign och hur människor fattar beslut. Specifikt har teorin bestått av Theory of Planned Behaviour och tre typer av beteendedesign - persuasive design, digital nudging och dark patterns. En utvärdering av betallösningarna Klarna och Qliro genomfördes med syfte att identifiera beteendedesign i deras tjänster. Därefter genomfördes intervjuer med användare för att förstå deras beslutsprocess vid val av betalmetod och hur beteendedesign kan tänkas påverka dem i denna kontext. Resultaten visade att informanterna hade ett invant beteende vid val av betalmetod när de genomför köp online. Oavsett om den föredragna betalmetoden var kortbetalning eller faktura verkar valet främst baseras på upplevd kontroll. Hur enkel och trygg betalmetoden känns är de främsta faktorerna som påverkar valet. Beteendedesign tycktes inte ha en direkt påverkan på valet av betalmetod för användarna i denna studie, troligen på grund av att de vanor och attityder som användarna redan har är så pass välgrundade. Om beteendedesign haft en inverkan på hur dessa vanor och attityder har formats från början kan däremot inte resultaten från studien ge svar på.
The amount of debt connected to consumption is increasing in the Swedish society. This increase has coincided with the emergence of e-commerce and invoice as a popular payment method. Payment solutions that provides invoice and installment as payment methods for e-commerce sites has because of this received criticism by media and a new legislation against a certain type of behavioral design in payment solutions has been introduced. Despite the public debate there is a lack of research about how users choose payment method and their experiences about the impact that behavioral design has within this context. The aim of this study was to provide initial insights and knowledge about this topic. Qualitative methods were used together with theory about behavioral design and human decision making. Specifically, Theory of Planned Behavior and three types of behavioral design – persuasive design, digital nudging and dark patterns. An evaluation of the two payment solutions Klarna and Qliro, was carried out to identify behavioral design in their services. This was followed by interviews with users to get an understanding about their decision process when choosing payment method and how behavioral design impact this process. The results showed that the users in this study had a habitual behavioral when it comes to choosing payment method when shopping online. Regardless if the preferred method is invoice or card payment it seems as if the choice is mainly based on perceived control. How easy and safe the payment method feels are the main factors that impacts the choice. Behavioral design does not seem to have a direct impact on the choice of payment method for the users in this study, probably because the habits and attitudes that they already have are well-grounded. However, if behavioral design had an impact in forming the habits and attitudes from the start is something the result from this study cannot answer.
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Larsson, Clara, und Josefine Kvarnåsen. „Restriktivt, impulsivt och effektivt? : En studie om hur dark patterns påverkar konsumenter vid näthandel“. Thesis, Högskolan Väst, Avd för medier och design, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-15525.

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Not all designs have the user's best in mind. Dark patterns are web design whose goal is to exploit, deceive and negatively affect the consumer. Based on this, the purpose of this study is to give consumers an increased understanding of how they can be affected by dark patterns in their everyday lives. The question "How effective are dark patterns in e-commerce in order to negatively affect consumers' decisions?" was investigated through the use of a web-based survey. Through this survey, the respondents answered questions about their habits and experiences regarding situations where dark patterns are common on e-commerce sites. The study has focused on dark patterns called hidden costs, hidden information, countdown timers, limited-time messages and low stock messages. The survey has revealed that hidden costs was the dark pattern that most effectively fulfills its purpose of negatively affecting the consumer. Limited-time messages were also shown to have a clear impact on consumers' decision-making when purchasing online. Countdown timers as well as low stock messages were shown to have low efficiency in affecting consumers, meanwhile, data regarding hidden information could not show reliable results and needs further research.
Inte all design har användarens bästa i åtanke. Dark patterns är webbdesign vars mål är att utnyttja, lura och påverka konsumenten negativt. Med detta som grund är syftet med denna studie att ge konsumenter en ökad förståelse för hur de kan påverkas av dark patterns i sin vardag. Frågeställningen "Hur effektiva är dark patterns inom näthandel i sitt syfte att påverka konsumenters besluttaganden negativt?" undersöktes genom användningen av en webbaserad enkät. Respondenterna har genom denna enkät besvarat frågor om sina vanor och upplevelser angående situationer där dark patterns är vanligt förekommande inom näthandelsidor. Studien har fokuserat på dark patterns vid namn hidden costs, hidden information, countdown timers, limited-time messages och low stock messages. Genom undersökningen har det framkommit att hidden costs var det dark pattern som mest effektivt uppfyller sitt syfte att påverka konsumenten negativt. Limited-time messages visades också ha tydlig påverkan på konsumenters beslutstagande vid onlineköp. Countdown timers samt low stock messages visades ha låg effektivitet i att påverka konsumenter, medan data angående hidden information kunde inte visa pålitliga resultat och behöver vidare forskning.
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Johansson, Emelia. „En intervjustudie om speldesign och spelarbeteende“. Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-253016.

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Syftet med denna studie är att undersöka vad det är som får spelarna att stanna kvar i spelet under en spelsession. Spelmarknaden kan delas upp i två typer av spel, antingen Open World-spel där användaren fritt kan ströva omkring i en virtuell värld och ges en betydande frihet i att välja hur denne skall nå sina mål eller linjära spel där användaren styrs av start och slutscener. Det är mycket vanligt i designen av den andra varianten (linjära spel) att användaren själv, aktivt väljer att starta nästa omgång. För att begränsa omfattning på denna studie har studien gjorts på linjära spel där användaren aktivt väljer att påbörja en ny omgång och exempel på speltyper som ofta inkluderas i linjära spel är MOBA, Battle Royal eller Första Personskjutare. Detta beslut har gjorts för att kunna jämföra resultatet med andra studier om binge-beteende. Binge är ett begrepp många inte har hört idag men som det talas allt mer om. Begreppet används ofta för att beskriva konsumenter som sträcktittar på TV-serier men har även börjat appliceras på flera aktiviteter då man gör något överdrivet under en period.  För att svara på frågeställningen ”Vilka faktorer uppmuntrar användaren till ett bingebeteende?” Har jag valt att se på problemet från två olika vinklar och delat upp detta i två arbetsfrågor ”Vilka externa faktorer utanför spelets design påverkar användaren?” och ”Vilka implementerade funktioner påverkar användaren?” Resultatet från intervjustudien visar att den sociala miljön som datorspel erbjuder, men som också skapas av användaren själv genom att man bygger en social umgängeskrets i spelmiljön påverkar användaren att fortsätta spela. Under intervjuerna gav intervjupersonerna exempel på att om man blir ombedd att spela en omgång till av kompisarna eller att man har så roligt tillsammans att man inte vill avbryta så leder det till att man fortsätter spela trots att kan från början inte har planerat det.    Studien visade även på en stor betydelse av den implementerade designimplementationen grinding, förmågan att genom att spela längre låsa upp nya saker, gå upp i level eller klättra i ett rankat tävlingssystem.  En slutsats efter denna intervjustudie är att det finns bingebeteende i relation med datorspel, exakt i vilken form och till vilken grad det uppkommer beror på hur man definierar binge. Det går även påvisa att grinding och den sociala aspekten i spelen bidrar i hög grad till att spelsessionerna blir längre än vad personerna först planerade.
The purpose of this study is to investigate what causes the players to remain in the game during a game session. The gaming market can be divided into two types of games, either Open World games where the user can freely roam in a virtual world and is given considerable freedom in choosing how to achieve their goals or linear games where the user is guided by start and end scenes. It is very common in the design of the second type (linear games) that the user himself, actively chooses to start the next round. To limit the scope of this study has the study has been focused on linear games where the user actively chooses to start a new round and examples of game types that are often included in linear games are MOBA, Battle Royal or First-Person Shooter. This decision has been made to compare the results with other studies on binge behavior. Binge is a concept many have not heard about today but as it is more and more common. The term is often used to describe consumers who is watching an excessive amount of TV series but has also started to apply to several activities when doing something exaggerated during a period. To answer the question "What factors encourage the user’s binge behavior?" Have I chosen to look at the problem from two different angles and divided this into two work issues "What external factors outside the game's design affect the user?" And "What implemented functions affect the user?" The result of the interview study shows that the social environment that computer games offers, but which is also created by the user himself by building a social circle in the gaming environment, affects the user to continue playing. During the interviews, the interviewees gave for example that you have so much fun playing together that you do not want to interrupt, this will lead to them continuing to play. The study also showed a great importance of the design implementation grinding, the ability to, by playing longer, unlocking new things, increasing in levels or climbing in a ranked system. One conclusion after this interview study is that there is a binge behavior in relation to computer games, exactly in what form and to what degree it occurs depends on how one defines binge. It is also possible to demonstrate that grinding and the social aspect of the games greatly contribute to the fact that the gaming sessions are longer than the people first planned
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Buchteile zum Thema "Dark pattern design"

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MacDonald, Diana. „Anti-patterns and dark patterns“. In Practical UI Patterns for Design Systems, 193–221. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4938-3_5.

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Dieter, Michael. „Dark Patterns: Interface Design, Augmentation and Crisis“. In Postdigital Aesthetics, 163–78. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137437204_13.

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Belchin, Moises, und Patricia Juberias. „Implementing Design Patterns and Creating Web Components“. In Web Programming with Dart, 389–406. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4842-0556-3_29.

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„Algorithm for Automatic Pattern Classification Designed for Real Metallographic Images“. In Advances in Multimedia and Interactive Technologies, 165–79. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4896-8.ch013.

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The problem of automatic pattern classification in real metallographic images from the steel plant ArcelorMittal Ostrava is addressed. The goal is to monitor the process quality in the steel plant. In the images of metal, there are dark dots that are produced by imperfections along the central axis of each plate. It is necessary to determine automatically the number and sizes of these dots. The number and sizes of the dots is a measure of how imperfect each plate is. The process is presented that segments the area of plates that contains segregation, identifies those rows of pixels along which the dots lie, and counts the pixels that are marked as dots by evaluating all the vertical columns of pixels that intersect the rows that contain the dots. The threshold value is set to be 95% of the mean value of grey scale for each column of pixels and makes the dots white. White dots that are most likely noise are removed to identify dots that are smaller than 4 connected pixels across. The explanations related to the obtained results are firmly related to the information provided by human experts.
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„Exploited or Engaged? Dark Game Design Patterns in Clicker Heroes, FarmVille 2, and World of Warcraft“. In Transgression in Games and Play. The MIT Press, 2019. http://dx.doi.org/10.7551/mitpress/11550.003.0019.

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Peebles, P. J. E. „The Age of Abundance of Cosmological Models“. In Cosmology's Century, 300–322. Princeton University Press, 2020. http://dx.doi.org/10.23943/princeton/9780691196022.003.0008.

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This chapter examines why in the early 1980s cosmologists co-opted the astronomers' subluminal mass and the particle physicists' nonbaryonic matter in what became known as the standard cold dark matter, or sCDM, cosmological model. The letter “s” might be taken to mean that the model was designed to be simple (as it was) but it instead signified “standard,” not because it was established but because it came first. A large part of the cosmology community soon adopted variants of the sCDM model as bases for exploration of how galaxies might have formed in the observed patterns of their space distribution and motions, and for analyses of the effect of galaxy formation on the angular distribution of the sea of thermal radiation. This widespread adoption was arguably overenthusiastic, because it was easy to devise other models, less simple to be sure, that fit what we knew at the time. And it was complicated by the nonempirical feeling that space sections surely are flat.
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Konferenzberichte zum Thema "Dark pattern design"

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Mejtoft, Thomas, Erik Frängsmyr, Ulrik Söderström und Ole Norberg. „Deceptive Design: Cookie Consent and Manipulative Patterns“. In Digital Support from Crisis to Progressive Change. University of Maribor Press, 2021. http://dx.doi.org/10.18690/978-961-286-485-9.29.

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As a larger proportion of our lives moves onto the web, so does important and valuable information. This has led to an increase in different kinds of manipulative patterns (dark patterns) in web design with the sole purpose of being deceptive and tricking users. This paper discusses the comprehensive suite of deceptive design patterns on Internet services where the users are expected to comply with the use of cookies. This was done by analyzing 50 different home cooking recipe websites, regarding their appliance to GDPR and how they use different dark patterns in their design. Even though legislation tries to move the choices from the website to the user, it is clear that by using deceptive design patterns it is possible to “bypass” the legislation and trick the user into making a favorable choice for the owners behind the website. The results show that out of the websites that were GDPR approved, a majority still use two types of deceptive design patterns - misdirection and sneak into basket.
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Gray, Colin M., Yubo Kou, Bryan Battles, Joseph Hoggatt und Austin L. Toombs. „The Dark (Patterns) Side of UX Design“. In CHI '18: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3173574.3174108.

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Yuan Weijuan, Su Junqiang und Liu Guolian. „Study on bust dart angle of 2D pattern based on 3D scanned body system“. In 2009 IEEE 10th International Conference on Computer-Aided Industrial Design & Conceptual Design. IEEE, 2009. http://dx.doi.org/10.1109/caidcd.2009.5375119.

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Soe, Than Htut, Oda Elise Nordberg, Frode Guribye und Marija Slavkovik. „Circumvention by design - dark patterns in cookie consent for online news outlets“. In NordiCHI '20: Shaping Experiences, Shaping Society. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3419249.3420132.

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Liu, Chao, Shuang Xu, Cheng Liao und Yufei Liu. „Mask Design Method for Un-Patterned Dark Field Defect Inspection System“. In 2021 China Semiconductor Technology International Conference (CSTIC). IEEE, 2021. http://dx.doi.org/10.1109/cstic52283.2021.9461547.

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Goodell, Matthew N., Takara E. Truong, Stephanie R. Marston, Brett J. Smiley, Elliot R. Befus, Alex Bingham, Kent Allen et al. „Autonomous Light Assessment Drone for Dark Skies Studies“. In ASME 2020 Dynamic Systems and Control Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/dscc2020-3205.

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Abstract The improper use of artificial light causing skyglow is detrimental to many types of wildlife and can potentially cause irregular human sleeping patterns. Studies have been performed to analyze light pollution on a global scale. However, light pollution data on a local scale is not of ten available and the effects at local scale have rarely been studied. Herein, a new custom-designed autonomous light assessment drone (ALAD) is described for evaluating light pollution at local scale. The ALAD is designed and equipped with a sky quality meter (SQM) to measure skyglow and a low-cost illuminance sensor to measure light from artificial sources. Outdoor field tests are performed at a remote site in central Utah and the measured results are validated against data from lightpollution-map.info. The SQM measurements are in agreement with the estimates from the light pollution map, and the initial results demonstrate feasibility of the ALAD for local-scale skyglow assessment.
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Ahmad, Farhan, und David S. Nobes. „A Novel Scanning Molecular Tagging Velocimetry Technique for Two Dimensional Microfluidic Applications“. In ASME 2011 9th International Conference on Nanochannels, Microchannels, and Minichannels. ASMEDC, 2011. http://dx.doi.org/10.1115/icnmm2011-58151.

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Micro particle image velocimetry forms the basis of modern microscale flow measurement techniques. However, the motion of tracking particles that have been introduced into the fluid to measure flow velocity in micro fluidic flows can be affected by a number of different body forces that may not affect the carrier fluid. Under these conditions, molecular tagging velocity (MTV) has a distinct advantage in resolving fluid motion. A MTV approach, based on the photobleaching mechanism, is presented that allows any desired pattern of flow markers to be written into the region-of-interest to track the flow. This allows standard particle master shadowgraphy algorithms to be used to track groups of tagged molecules in the flow resolving two components of the bulk fluid motion. The MTV techniques developed so far for microfluidic application provide only a one dimensional flow measurement, typically along the axial direction perpendicular to the tagged region. Other tagging methods include the use of a grid and a structured mask for macro-scale and micro-scale flows respectively. One of the limitations of these approaches is that velocity information for only a predefined pattern is available. The MTV technique presented here is capable of resolving two dimensional flow velocity information with the limitations associated with the application of a mask. The salient feature of the presented approach is the use of a laser scanner which allows unrestricted, repeatable and accurate movement of the write laser within the field-of-view. The temporal displacement of the tagged region is captured onto an imaging device. The proof of concept of the technique is presented in the current work. A known flow velocity through a curved section of a 750 μm wide serpentine channel is measured using the designed system. The tagged regions are in the form of dark dots which advect with the flow. The temporal and spatial evolution of these tagged regions is tracked to reveal the flow information. The aim of this technique is to perform velocity measurements in a dielectrophoretic flow of a mixture of nanoparticles and the caged fluorescent dye, which may show different flow behavior, possibly in two opposite directions due to the charge on them.
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Berichte der Organisationen zum Thema "Dark pattern design"

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Muhoza, Cassilde, Wikman Anna und Rocio Diaz-Chavez. Mainstreaming gender in urban public transport: lessons from Nairobi, Kampala and Dar es Salaam. Stockholm Environment Institute, Mai 2021. http://dx.doi.org/10.51414/sei2021.006.

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The urban population of Africa, the fastest urbanizing continent, has increased from 19% to 39% in the past 50 years, and the number of urban dwellers is projected to reach 770 million by 2030. However, while rapid urbanization has increased mobility and created a subsequent growth in demand for public transport in cities, this has not been met by the provision of adequate and sustainable infrastructure and services. The majority of low-income residents and the urban poor still lack access to adequate transport services and rely on non-motorized and public transport, which is often informal and characterized by poor service delivery. Lack of access to transport services limits access to opportunities that aren’t in the proximity of residential areas, such as education, healthcare, and employment. The urban public transport sector not only faces the challenge of poor service provision, but also of gender inequality. Research shows that, in the existing urban transport systems, there are significant differences in the travel patterns of and modes of transport used by women and men, and that these differences are associated with their roles and responsibilities in society. Moreover, the differences in travel patterns are characterized by unequal access to transport facilities and services. Women are generally underrepresented in the sector, in both its operation and decision-making. Women’s mobility needs and patterns are rarely integrated into transport infrastructure design and services and female users are often victims of harassment and assault. As cities rapidly expand, meeting the transport needs of their growing populations while paying attention to gender-differentiated mobility patterns is a prerequisite to achieving sustainability, livability and inclusivity. Gender mainstreaming in urban public transport is therefore a critical issue, but one which is under-researched in East Africa. This research explores gender issues in public transport in East Africa, focusing in particular on women’s inclusion in both public transport systems and transport policy decision-making processes and using case studies from three cities: Nairobi, Kampala and Dar es Salaam.
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