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Re:Dark Patterns: dirty tricks designers use to make people ... by dhs on Tuesday July 13, 2010 @10:52AM (#1511526)
Oh but these are examples for making people not do stuff (like not flag, vote, or even come back to the site). I don't feel like that's evil at all.
Re:Dark Patterns: dirty tricks designers use to make people ... by toadie on Tuesday July 13, 2010 @02:03PM (#1512209)
One "feature" of HN that makes me not to vote is that you can't change your mind. On mobile devices, where it is very easy to hit the wrong arrow, I fall back to read-only mode.
Re:Dark Patterns: dirty tricks designers use to make people ... by sgift on Tuesday July 13, 2010 @11:33AM (#1511653)
What is the difference between convincing people to do something and convincing them not to do something? Both are the same thing: Convincing people to exhibit a desired behaviour.
Re:Dark Patterns: dirty tricks designers use to make people ... by dhs on Tuesday July 13, 2010 @12:09PM (#1511771)
Looking at the headline, the theme here is "dirty tricks". Evil intent. And while I agree that you can use dirty tricks to make people not do something they'd better do, I fail to see how the examples given by the GP speak of evil intent.
Re:Dark Patterns: dirty tricks designers use to make people ... by mortuus on Monday August 16, 2010 @01:09PM (#1608376)
Heard of the Dead Man Test? http://en.wikipedia.org/wiki/Applied_behavior_analysis#Behav... "If a dead man can do it, it ain't behavior, and if a dead man can't do it, then it is behavior."