Some types of digital designs are created to be addictive or manipulative, often at the expense of user well-being and autonomy. These designs frequently exploit psychological vulnerabilities and cognitive biases.
Here are some common examples:
Addictive Designs:
- Infinite Scroll: Continuously loading content (like on social media feeds) removes natural stopping points, encouraging users to keep scrolling without a conscious decision to continue.1 https://parentsanonymous.org/how-to-break-your-toxic-infinite-scroll-habit-on-tiktok/
- Autoplay: Automatically playing the next video or piece of content keeps users engaged passively, often leading to extended and unintentional usage.2 https://www.ofcom.org.uk/online-safety/safety-technology/does-autoplay-distort-what-we-watch-online
- Variable Rewards: Features like “pull-to-refresh” on social media or loot boxes in games provide unpredictable rewards, tapping into the brain’s reward system and creating a compulsion to keep engaging.3 https://wlr.law.wisc.edu/a-window-of-opportunity-to-regulate-addictive-technologies/
This is similar to how slot machines work.
- “Likes,” Comments, and Notifications: These create social validation loops, triggering dopamine release and encouraging frequent checking and posting. The red notification badge, in particular, often creates a sense of urgency. 4 https://www.newmilfordcounselingcenter.com/blog/addiction/the-dark-side-of-likes-exploring-the-impact-of-social-media-addiction-on-mental-health/
- Streaks: Encouraging daily engagement (like Snapchat streaks) creates a fear of missing out (FOMO) and a sense of loss if the streak is broken, motivating continued use.5 https://socialmediavictims.org/mental-health/fomo/#:~:text=Snapchat%20Streaks&Many%20users%20end%20up%20with,respond%20on%20a%20given%20day
- Gamification for Engagement (when excessive): Using points, badges, and leaderboards to encourage constant interaction, even when the activity itself might not be inherently valuable or enjoyable in the long run.6 https://profiletree.com/the-psychology-of-user-interaction/
- Push Notifications (poorly timed or excessive): Bombarding users with notifications, even for trivial updates, trains them to constantly check their devices.7 https://www.tandfonline.com/doi/full/10.1080/15213269.2024.2334025
Manipulative Designs (also known as “Dark Patterns”):
- Confirmshaming: Using guilt-tripping language to dissuade users from opting out of something (e.g., “No thanks, I don’t want to save money”).8 https://www.atipik.ch/en/blog/definition-dark-patterns-ux-design
- Trick Questions: Using confusing or double-negative phrasing in forms or checkboxes to make users unintentionally agree to something (e.g., “Uncheck if you don’t want to receive promotional emails”).9 https://usercentrics.com/knowledge-hub/dark-patterns-and-how-they-affect-consent/
- Roach Motel (Easy In, Hard Out): Making it very easy to sign up for a service but extremely difficult to cancel (e.g., burying cancellation options deep in settings or requiring contact with customer support).10 https://www.deceptive.design/types/hard-to-cancel
- Hidden Costs: Revealing unexpected fees or charges only at the very end of a process (e.g., during checkout).11 https://www.deceptive.design/types/hidden-costs#:~:text=The%20user%20is%20enticed%20with,when%20they%20reach%20the%20checkout
- Bait and Switch: Promising one outcome but delivering another (e.g., advertising a “free” product but then charging for essential features).12 https://www.loeb.com/en/insights/publications/2022/11/if-you-dont-read-this-article-about-dark-patterns
- Privacy Zuckering: Tricking users into sharing more personal information than they intended.13 https://www.cozen.com/news-resources/publications/2025/unpacking-dark-patterns#:~:text=Subverting%20Privacy%20Preferences%20%E2%80%94%20tricking%20users,to%20give%20consent%20but%20not
This can involve misleading wording or deceptive interface elements.14 https://fpf.org/blog/manipulative-and-deceptive-design-new-challenges-in-immersive-environments/
- Nagging: Repeatedly prompting users for something (e.g., app reviews, permissions) in a way that becomes intrusive and annoying, eventually leading them to give in just to stop the interruptions.
- False Scarcity: Creating a false sense of urgency by claiming limited availability (e.g., “Only 3 left!”) to pressure users into making immediate purchases.15 https://competition-bureau.canada.ca/en/deceptive-marketing-practices/types-deceptive-marketing-practices/fake-urgency-cues
- Hidden Discounts: Advertising a sale but requiring users to meet obscure conditions (e.g., spending a large amount) to actually get the discount.
- Forced Continuity: Offering a free trial that automatically converts to a paid subscription without clear warning or easy cancellation.16 https://usercentrics.com/knowledge-hub/dark-patterns-and-how-they-affect-consent/
- Interface Interference: Designing interfaces that deliberately make it difficult for users to perform actions that benefit them (e.g., making the “decline” button less prominent or visually appealing than the “accept” button).17 https://www.eleken.co/blog-posts/dark-patterns-examples#:~:text=15.,placement%2C%20to%20hide%20critical%20information
These examples highlight how digital design can be intentionally crafted to keep users hooked or to subtly influence their decisions in ways that might not be in their best interest. Recognizing these patterns is the first step towards advocating for more humane and respectful digital environments.
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