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Show HN: Interactive game teaching dark patterns in UX design

games.productartistry.com

31–40 of 68 posts

Re: Show HN: Interactive game teaching dark patterns in UX design

#31
post #26

Cool idea, pretty good execution, but your UI is confusing. 1. There's so much happening on the screen between your app's UI and the fake UI with the dark patterns that it's confusing. IMO you should show the objective first, and then let the user click to reveal the fake UI and challenge. For example, simply show, "Challenge #1 — Find the button that actually lets you cancel the subscription." Then have a button tha…

Just adding on to number 4 - I didn't realize there was additional information explaining the pattern further below the interactive challenge for the first couple steps. When completed, it should then show the explanation and a button to continue.

Re: Show HN: Interactive game teaching dark patterns in UX design

#32
post #19

It's a nice game but I have some feedback: The first two levels want you to click the non-misleading option and then the third requires you to click the misleading option, which then has a "Report as Deceptive Marketing" button. This feels counterproductive if you're trying to teach people to not fall for dark patterns, you've just rewarded them for falling for it and punished anyone who didn't!. Then, a later level…

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Re: Show HN: Interactive game teaching dark patterns in UX design

#35
post #33

The forced 5 second wait time is killing me. Why not just let me click between the puzzles? Also feels like a left-to-right orientation would be easier to browse, as opposed to the mobile style stacked cards.

Yes. I tried to click on that twice; the first time within the text of the toast button and then on the right chevron. I really hate having to wait when it's arbitrary and doesn't add anything to the challenge.

Re: Show HN: Interactive game teaching dark patterns in UX design

#36
post #19

It's a nice game but I have some feedback: The first two levels want you to click the non-misleading option and then the third requires you to click the misleading option, which then has a "Report as Deceptive Marketing" button. This feels counterproductive if you're trying to teach people to not fall for dark patterns, you've just rewarded them for falling for it and punished anyone who didn't!. Then, a later level…

Yeah this confused me quite a bit too. I thought the point was to spot the misleading options and avoid them/do whatever was necessary to fix the sneaky tricks the site pulled, not deliberately fall for it to find out why it's misleading.

Re: Show HN: Interactive game teaching dark patterns in UX design

#37
So, am I the only one who finds it kinda amusing that right after a game about avoiding dark patterns, we get a Substack email sign up that seems like it's subtly trying to manipulate you into using it (the bouncing arrow, obvious border/highlight/etc)?

But as far as the game itself goes, it's good, but kinda confusing in its design. Sometimes it seems like you're meant to show you won't fall for the tricks by clicking the right option, whereas sometimes you're forced to do the wrong thing first so the game can explain why it's the wrong choice. It'd be better if you just had to do what was needed without clicking the wrong/misleading option, since it'd be a better test of your ability to recognise online manipulation.

Also the delay between each puzzle felt really arbitrary, not gonna lie. Don't know why I'm forced to wait 5 seconds between rounds.

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