Trapped by Design: Deceptive Patterns Book Review by Harry Brignull
Deceptive design patterns are all around us. As customers, we daily encounter them in the physical and digital world. They are put in place by organisations to deprive us of our attention, time, energy and (of course) money.
Deceptive Patterns by Harry Brignull is an exhaustive review of the psychological principles and strategies used by companies to manipulate their customers.
As designers, we often encounter persuasive techniques to nudge customers towards a certain behaviour. Nudging is a tool: sometimes it is used for a good purpose; sometimes it is used instead to harm or manipulate people. When designers are employed by organisations that desire to achieve growth at all costs (at their customers' expense) they are faced with a moral dilemma: abide by the business objectives or contest the decisions by explaining these tactics can lead to significant economic or reputational damage. For example, have you ever booked a flight on the Ryanair website? There is an infamous section in the booking process, where the user is asked to purchase an 'optional' flight insurance. I have put 'optional' in brackets because the website hid the 'I do not need travel insurance' under the 'countries' dropdown before 2017. That was (obviously) a malicious tactic. While reading the book, I was extremely pleased to find out that Ryanair was fined by the Italian Competition Authority for €850,000 for misleading their customers. Despite that, while the experience on Ryanair.com has improved since then, the website still uses deceptive patterns on their website to mislead their customers and maximise their profit.
Another example. If you are a parent, I am sure you are also concerned with the gaming experience young children are exposed to. Game developers on the App/Play Store, Roblox, Fortnite and many other platforms extensively use deceptive patterns to cajole their young users into buying skins, add-ons, power-ups and many other virtual goods. In 2023, Epic Games (the makers of Fortnite) settled for $245M for using deceptive patterns in Fortnite. How can we make these people accountable for their actions?
Broadly speaking, the book is broken down into three main parts: exploitative strategies, deceptive patterns and legislation.
The first part is a review of well-known psychology and sociology mechanics that allow companies to tap into the pitfalls of our brain or perceptual system. These pitfalls can map to Boyd's Cycle (Observe, Orient, Decide and Act) e.g. by exploiting perceptual vulnerabilities, comprehension and decision-making to exploiting emotions and compulsory behaviours.
The second part provides a classification of deceptive patterns (which might tap into one or more vulnerabilities). Some of these classes include Sneaking, Urgency, Misdirection, Social Proof and Scarcity.
The third part focuses on the current and future legislation aimed at stopping deceptive patterns harming customers, especially those with cognitive impairment, lower education or income. The good news is that there is a lot of good legislation coming in the EU and the US to further protect us from companies exploiting those strategies to harm us and our children.
I found the book to be well-researched and written. It is concise and provides just enough examples to fully understand each class of patterns. The final section on the legislation in the US and EU is very useful for designers or product managers in an organisation with a low level of maturity towards deceptive patterns. People can easily reference one or more laws that the pattern is breaking, and give a few examples of companies that have suffered reputational or economic damage from failing to comply with the law.
While the book is overall impressive, I feel it could still use some further improvements. For example, I would have loved to see more examples of how a digital experience was redesigned to remove or avoid deceptive patterns. Chapter 12 in the book talks about the difference between persuasion and manipulation it is a bit short (3 pages). It could have been more detailed or provided more actionable guidance on how to avoid falling into the deceptive pattern trap. An idea would be to have a printable cheat sheet for designers and product managers summarising the main types of deceptive patterns, with a brief description underneath.
Last but not least, Harry and his team of collaborators are managing the deceptive patterns website, and they have been doing so for more than a decade. It includes a crowd-sourced inventory of dark patterns ‘sightings’ from Twitter. I only wish it was more tightly connected to the types of patterns, so designers can filter the 'sightings' by type – currently, you can only do so by company.