What Makes XR Dark? Examining Emerging Dark Patterns in Augmented and Virtual Reality through Expert Co-Design

IF 4.8 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS ACM Transactions on Computer-Human Interaction Pub Date : 2024-04-22 DOI:10.1145/3660340
Veronika Krauss, Pejman Saeghe, Alexander Boden, Mohamed Khamis, Mark McGill, Jan Gugenheimer, Michael Nebeling
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引用次数: 1

Abstract

Dark Patterns are deceptive designs that influence a user's interactions with an interface to benefit someone other than the user. Prior work has identified dark patterns in WIMP interfaces and ubicomp environments, but how dark patterns can manifest in Augmented and Virtual Reality (collectively XR) requires more attention. We therefore conducted ten co-design workshops with 20 experts in XR and deceptive design. Our participants co-designed 42 scenarios containing dark patterns, based on application archetypes presented in recent HCI/XR literature. In the co-designed scenarios, we identified ten novel dark patterns in addition to 39 existing ones, as well as ten examples in which specific characteristics associated with XR potentially amplified the effect dark patterns could have on users. Based on our findings and prior work, we present a classification of XR-specific properties that facilitate dark patterns: perception, spatiality, physical/virtual barriers, and XR device sensing. We also present the experts’ assessments of the likelihood and severity of the co-designed scenarios and highlight key aspects they considered for this evaluation, for example, technological feasibility, ease of upscaling and distributing malicious implementations, and the application's context of use. Finally, we discuss means to mitigate XR dark patterns and support regulatory bodies to reduce potential harms.
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是什么让 XR 变得黑暗?通过专家协同设计研究增强现实和虚拟现实中新出现的黑暗模式
黑暗模式是一种欺骗性设计,它会影响用户与界面的交互,从而使用户以外的其他人受益。先前的研究已经发现了 WIMP 界面和泛在环境中的黑暗模式,但如何在增强现实和虚拟现实(统称 XR)中体现黑暗模式还需要更多的关注。因此,我们与 20 位 XR 和欺骗性设计方面的专家开展了 10 次共同设计研讨会。我们的参与者根据近期人机交互/XR文献中介绍的应用原型,共同设计了42个包含暗色图案的场景。在共同设计的场景中,除了 39 种现有的黑暗模式外,我们还发现了 10 种新颖的黑暗模式,以及 10 个与 XR 相关的特定特征可能会放大黑暗模式对用户影响的例子。根据我们的研究结果和先前的工作,我们对促进黑暗模式的 XR 特性进行了分类:感知、空间性、物理/虚拟障碍和 XR 设备感应。我们还介绍了专家们对共同设计场景的可能性和严重性的评估,并强调了他们在评估中考虑的关键因素,例如技术可行性、恶意实施的升级和传播难易程度以及应用程序的使用环境。最后,我们讨论了减轻 XR 黑暗模式的手段,并支持监管机构减少潜在危害。
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来源期刊
ACM Transactions on Computer-Human Interaction
ACM Transactions on Computer-Human Interaction 工程技术-计算机:控制论
CiteScore
8.50
自引率
5.40%
发文量
94
审稿时长
>12 weeks
期刊介绍: This ACM Transaction seeks to be the premier archival journal in the multidisciplinary field of human-computer interaction. Since its first issue in March 1994, it has presented work of the highest scientific quality that contributes to the practice in the present and future. The primary emphasis is on results of broad application, but the journal considers original work focused on specific domains, on special requirements, on ethical issues -- the full range of design, development, and use of interactive systems.
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