"What a stupid way to do business": Towards an Understanding of Older Adults' Perceptions of Deceptive Patterns and Ways to Develop Resistance

There are growing efforts to reduce the harmful effects of deceptive patterns pervasively employed on e-commerce websites. However, efforts to produce new guidelines and introduce ethical design standards geared towards older adults have been limited. We investigate the potential of a serious game in fostering older adults' resilience against manipulative designs in e-commerce through two studies. First, a survey with older adults (N = 61), explored their attitudes towards deceptive patterns and identified characteristics influencing them. We then created a serious game, 'Shopopolis', to bolster older adults' resistance to manipulative designs online and evaluated its efficacy with older adults (N = 65). Our findings show that Shopopolis is a valuable tool for enhancing awareness, concern, and recognition skills related to e-commerce deceptive patterns. We discuss older adults' unique perspectives on deceptive patterns and consider how insights can shape the design of targeted protective measures like Shopopolis for older adults in e-commerce contexts.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-14
DOI
https://doi.org/10.1145/3677113
Citations
6
Primary Topic
Technology Use by Older Adults
Type
article
Field-Weighted Citation Impact
10.25

Funders

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article

"What a stupid way to do business": Towards an Understanding of Older Adults' Perceptions of Deceptive Patterns and Ways to Develop Resistance

Aneesha Singh, Kalya Win Aung, Ewan Soubutts
6 citations
Proceedings of the ACM on Human-Computer Interaction
Technology Use by Older Adults
10.25
article

"What a stupid way to do business": Towards an Understanding of Older Adults' Perceptions of Deceptive Patterns and Ways to Develop Resistance

Aneesha Singh, Kalya Win Aung, Ewan Soubutts
article en
6 citations

Abstract

There are growing efforts to reduce the harmful effects of deceptive patterns pervasively employed on e-commerce websites. However, efforts to produce new guidelines and introduce ethical design standards geared towards older adults have been limited. We investigate the potential of a serious game in fostering older adults' resilience against manipulative designs in e-commerce through two studies. First, a survey with older adults (N = 61), explored their attitudes towards deceptive patterns and identified characteristics influencing them. We then created a serious game, 'Shopopolis', to bolster older adults' resistance to manipulative designs online and evaluated its efficacy with older adults (N = 65). Our findings show that Shopopolis is a valuable tool for enhancing awareness, concern, and recognition skills related to e-commerce deceptive patterns. We discuss older adults' unique perspectives on deceptive patterns and consider how insights can shape the design of targeted protective measures like Shopopolis for older adults in e-commerce contexts.

Proceedings of the ACM on Human-Computer InteractionVol. 8(CHI PLAY)
London Centre for Nanotechnology (GB), University College London (GB)
Engineering and Physical Sciences Research Council
Openalex Percentile: Top 2%
Technology Use by Older Adults
10.25
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"What a stupid way to do business": Towards an Understanding of Older Adults' Perceptions of Deceptive Patterns and Ways to Develop Resistance — Aneesha Singh, Kalya Win Aung, et al. · Proceedings of the ACM on Human-Computer Interaction (2024) | TGRS Research Map | TGRS