作者
Veronika Krauss, Pejman Saeghe, Alexander Boden, Mohamed Khamis, Mark McGill, Jan Gugenheimer, Michael Nebeling
发表日期
2024/3/11
期刊
ACM Transactions on Computer-Human Interaction
出版商
ACM
简介
The dark pattern literature so far has predominantly studied e-commerce platforms, online services, and user consent [8, 10, 31, 43, 54, 62], typically enacted on 2D physical displays. The emergence and consumer uptake of immersive and spatial computing technologies however offers new platforms upon which dark patterns can be enacted. Virtual Reality (VR) in particular has become known for its potential to let users engage in otherwise impossible situations, such as meeting dead relatives [36], switching your body [52], or experiencing situations that might trigger a user’s fear of heights [6]. Furthermore, Augmented Reality (AR) grows increasingly capable of mediating our perception of reality, meaning that deceptive designs that apply in virtual environments could soon find their way into our everyday physical environment. In this regard, our work is building on an increasing awareness in the HCI/XR research communities regarding potential harms caused by certain XR designs (eg, manipulative advertising [57], perception hacking [71, 73], memory manipulation [9], and privacy and security issues in XR [1, 13, 67]). While manipulations enacted in XR could be used for good purposes, for example, treating anxiety disorders [6] or being able to experience small physical spaces as a spacious virtual area through redirected walking [69], considering the past dark pattern adoption on web and mobile, we anticipate an increased likelihood of key vendors and XR application developers exploiting the affordances of immersive and spatial computing to enact harmful and deceptive design for personal gain. Further, novice designers might apply dark …
引用总数
学术搜索中的文章
V Krauss, P Saeghe, A Boden, M Khamis, M McGill… - ACM Transactions on Computer-Human Interaction, 2024