Many technology companies design their services to maximize the time people spend on them and how often they come back, frequently at the expense of users' digital wellbeing. While previous typologies of dark patterns mainly focused on financial and privacy harms, Attention-Capture Damaging Patterns (ACDPs) target what is arguably our most precious resource: attention.

We identified ACDPs through a systematic literature review of 43 papers, published at CHI 2023 in collaboration with Kai Lukoff and Luigi De Russis. We define an ACDP as:

A recurring pattern in digital interfaces that a designer uses to exploit psychological vulnerabilities and capture attention, often leading the user to lose track of their goals, lose their sense of time and control, and later feel regret.

The typology distinguishes between seductive designs, which tempt users with short-term satisfaction to encourage passive and continuous use, and deceptive designs, which manipulate users into false beliefs.

Animated smartphone mockup of a social media feed that keeps scrolling: new posts and loading spinners keep appearing, with no end in sight.
Infinite Scroll (P1): new posts keep loading as the user scrolls, removing any natural stopping point.
P1 seductive

Infinite Scroll

New content loads automatically as the user scrolls down, so the feed never ends. By removing natural stopping points, it makes it easy to keep consuming content well beyond what was intended.

Examples: Social media feeds, e.g., Facebook, Instagram, and X/Twitter.

P2 seductive

Casino Pull-to-Refresh

Swiping down reloads the page with an animation that may or may not reveal new content. Like a slot machine, the unpredictable outcome acts as a variable reward that encourages compulsive refreshing.

Examples: Mobile social media apps.

P3 seductive

Neverending Autoplay

When a video ends, the next one starts automatically, while the option to stop it is hidden or not available. Users no longer need to decide whether to keep watching, which undermines their sense of agency.

Examples: YouTube's autoplay countdown; autoplaying videos and stories on Facebook and Instagram.

P4 seductive

Guilty Pleasure Recommendations

Personalized suggestions target users' known weak spots, tempting them to consume more content. Users often end up regretting the time spent and feeling guilty afterwards.

Examples: Video recommendations on YouTube; suggested content on Facebook and Instagram.

P5 deceptive

Disguised Ads and Recommendations

Advertisements and recommendations are camouflaged as regular content, e.g., posts or stories from friends, so users engage with them without realizing what they are.

Examples: Sponsored posts and stories on Instagram and Facebook; suggested posts from non-followed accounts on X/Twitter.

P6 seductive

Recapture Notifications

Notifications are deliberately sent to draw users back into the service, often about content or activity they never engaged with, starting new and unplanned usage sessions.

Examples: Activity alerts on Facebook; video suggestions from YouTube.

P7 seductive

Playing by Appointment

The service dictates when users have to come back, and they risk losing points, progress, or rewards if they do not show up at the right time.

Examples: Crops to harvest in FarmVille; Snapchat streaks; BeReal's daily notification.

P8 seductive

Grinding

Users have to repeat the same tedious tasks over and over to unlock achievements or rewards, artificially extending the time they spend on the service.

Examples: Experience points in online games, e.g., World of Warcraft; activity-based badges on social media.

P9 deceptive

Attentional Roach Motel

Getting into the service is easy, but getting out is hard: logging out, deactivating, or deleting an account requires hidden settings and many steps, keeping users attached.

Examples: Account logout and deletion flows on Facebook.

P10 deceptive

Time Fog

The interface hides or reduces cues about how much time has passed, so users lose track of their time.

Examples: Video players that do not show the elapsed time; full-screen mobile games that hide the device clock.

P11 deceptive

Fake Social Notifications

Messages pretend to come from other people or report social activity that the user never engaged with, exploiting social pressure to draw users back into the service.

Examples: "User X just joined" or "User X tweeted after a while" notifications; invitations sent on behalf of friends in games.

How to cite

Alberto Monge Roffarello, Kai Lukoff, and Luigi De Russis. 2023. Defining and Identifying Attention Capture Deceptive Designs in Digital Interfaces. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (CHI '23). ACM, New York, NY, USA, Article 194, 19 pages. https://doi.org/10.1145/3544548.3580729

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