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Tricker


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Tricker

Tricker is a term used in the field of design, particularly in the context of user experience (UX) and user interface (UI) design, to describe a design element or interaction that intentionally deceives or misleads users into taking an action they might not otherwise take. Trickers exploit psychological vulnerabilities and cognitive biases to manipulate user behavior, often for the benefit of the designer or the organization behind the design. Examples of trickers include disguised advertisements, hidden costs, forced continuity, and confusing navigation patterns. While trickers can be effective in achieving certain design goals, such as increasing user engagement or generating revenue, they raise significant ethical concerns. Trickers undermine user trust, autonomy, and well-being, and they can contribute to a hostile and manipulative online environment. As a result, many designers and design communities advocate for transparent, honest, and user-centered design practices that prioritize user needs and values over deceptive tactics.

dark patterns, manipulative design, unethical design, user deception, cognitive biases, psychological vulnerabilities, disguised advertisements, hidden costs, forced continuity

— Helen James


Tricker Definition

Tricker on Design+Encyclopedia

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