Responsible Design Part 6 of 14: Bait and Switch
Bait and switch is a dark pattern where the user sets out to do one thing but a completely different undesirable thing happens instead. Stuti Mazumdar & Symran Bhue – April 2022 How this pattern gets its name? Bait and switch have been a very common practice in the retail sector. It gets its […]
Responsible Design Part 5 of 14: Forced Continuity
Forced continuity is when your credit card continues to get billed and charged for a subscription service past the initial subscription duration. Stuti Mazumdar & Symran Bhue – April 2022 How this pattern gets its name? This dark pattern gets its name when we look at the discretionary point of view of the user. […]
Responsible Design Part 4 of 14: False Urgency
This dark pattern works on the idea of scarcity and how a user’s decision making is impacted under the pretext of scarce resources. False urgency works on the basis of loss aversion which is the notion that users prefer to avoid losses over acquiring gains. Stuti Mazumdar & Symran Bhue – April 2022 How […]
Responsible Design Part 3 of 14: Confirm Shaming or Guilt Shaming
This dark pattern uses manipulative language and emotionally-charged design tactics to shame or guilt users from cancelling or unsubscribing a service. How this pattern gets its name? The pattern gets its name from the kind of feeling it leaves the users with after they’ve read a message or statement. This dark pattern tries to make […]
Responsible Design Part 2 of 14: Friend Spam or Contact Harvesting
Friend spam or contact harvesting is when a company manipulates a user to give access to their private information, especially their contact list making it seem to the user that it would be beneficial for them but which the company later uses for its own benefit. It gets worse when the user finds out that […]
Responsible Design Part 1 of 14: When design patterns go dark
We all know that when users visit a website or download an app, they do so with an intent in mind. The design community designs on the premise that every user has a certain goal in mind when they interact with a user interface, and the role of the designer is to devise a user […]
Designing for Data creation, moving beyond Data driven Design
Being data-driven has become a synonym for being new-age. The best thing about data and its analytics is that it can show us what people do on their own. But what it doesn’t tell us much about is the context, motivations, and intent behind the data to make it useful enough. We explore how design […]
UI/UX Insights & Trends in Entertainment, OTT, News: 2021
Big shifts and rejigs are in process across the entire entertainment value chain. While the closure of public entertainment options is largely increasing the bargaining power for streaming sites, it is also creating a longer-term shift in consumer behavior and sentiments. Opportunities abound in a time of crisis – how the industry aggregates user attention […]
Design for anyone to learn anything, anywhere, anytime
Covid-19 has changed the way we live. It is now prompting us to rethink how we learn. How learning can be enabled for individuals and how learning institutions need to redesign their models of engagement and delivery. This transition from physical to digital is accelerating inquiries into what learning needs to be imparted, how learning […]
Go digital, or go dark – Learning for Enterprise
Many businesses are experiencing devastating financial consequences from the pandemic. Past recessions show that controlling costs by improving operational efficiency—a task for which digital solutions are perfectly suited—is more effective in sustaining businesses through financial turbulence than traditional cost-cutting measures alone. We look at insights for leaders to operationalize this digital migration to build their […]