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Auswahl der wissenschaftlichen Literatur zum Thema „Dark pattern design“
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Zeitschriftenartikel zum Thema "Dark pattern design"
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.
Der volle Inhalt der QuelleJiang, 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.
Der volle Inhalt der QuelleZhou, 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.
Der volle Inhalt der QuelleSyauqy, 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.
Der volle Inhalt der QuelleIizuka, 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.
Der volle Inhalt der QuelleKepakisan, 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.
Der volle Inhalt der QuelleCowley, 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.
Der volle Inhalt der QuelleZhang, 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.
Der volle Inhalt der QuelleDas, 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.
Der volle Inhalt der QuelleNg, 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.
Der volle Inhalt der QuelleDissertationen zum Thema "Dark pattern design"
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.
Der volle Inhalt der QuelleDark 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.
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.
Der volle Inhalt der QuelleI 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.
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.
Der volle Inhalt der QuelleInformation 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.
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.
Der volle Inhalt der QuelleUddfolk, 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.
Der volle Inhalt der QuelleAs 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.
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.
Der volle Inhalt der QuelleDark 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.
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.
Der volle Inhalt der QuelleAchieving 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.
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.
Der volle Inhalt der QuelleThe 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.
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.
Der volle Inhalt der QuelleInte 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.
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.
Der volle Inhalt der QuelleThe 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
Buchteile zum Thema "Dark pattern design"
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.
Der volle Inhalt der QuelleDieter, 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.
Der volle Inhalt der QuelleBelchin, 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.
Der volle Inhalt der Quelle„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.
Der volle Inhalt der Quelle„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.
Der volle Inhalt der QuellePeebles, 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.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Dark pattern design"
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.
Der volle Inhalt der QuelleGray, 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.
Der volle Inhalt der QuelleYuan 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.
Der volle Inhalt der QuelleSoe, 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.
Der volle Inhalt der QuelleLiu, 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.
Der volle Inhalt der QuelleGoodell, 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.
Der volle Inhalt der QuelleAhmad, 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.
Der volle Inhalt der QuelleBerichte der Organisationen zum Thema "Dark pattern design"
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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