Abstract
Influencing systems and persuasive technology (PT) should give their users a positive experience. While that sounds attractive and many rush implementing novel ideas things such as gamification, a serious professional and scientifically rich discussion is needed to portray a holistic picture on technology influence. Relatively little research has been aimed at exploring the negative aspects, outcomes, and side effects of PT. Therefore this research aims at addressing this gap by reviewing the existing knowledge on dark patterns, demonstrating how intended Pt designs can be critically examined, introducing the Visibility-Darkness matrix to categorize and locate dark patterns, and proposing a Framework for Evaluating the Darkness of Persuasive Technology (FEDPT). The framework is instrumental for designers and developers of influential technology, as it clarifies an area where their products and services can have a negative impact on well-being, in other words, can become harmful to the users.
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Nyström, T., Stibe, A. (2020). When Persuasive Technology Gets Dark?. In: Themistocleous, M., Papadaki, M., Kamal, M.M. (eds) Information Systems. EMCIS 2020. Lecture Notes in Business Information Processing, vol 402. Springer, Cham. https://doi.org/10.1007/978-3-030-63396-7_22
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