The Dark Side of Augmented Reality: Exploring Manipulative Designs in AR

Authors: Xian Wang, Lik-Hang Lee, Carlos Bermejo Fernandez, Pan Hui

Results of the summarizing process for the arXiv paper: 2303.02843v1

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The use of Augmented Reality (AR) applications is becoming increasingly popular, with successful examples such as Pokemon GO in the mobile environment. However, current malicious techniques can exploit the immersive and mixed nature of these environments (physical-virtual) to deceive users into providing more personal information through dark patterns. Dark patterns are deceiving techniques designed to influence individuals' behavioural decisions, often using interface tricks. Despite their potential impact, there are few studies regarding dark patterns' potential issues in AR environments. To address this gap, a team of researchers used scenario construction to build prototypes and investigate the potential future approaches that dark patterns can have in AR environments. They conducted a user study using VR mockups to analyze the effects of dark patterns on participants' behaviour. The results indicated that dark patterns were effective in immersive scenarios, and novel techniques such as "haptic grabbing" could be used to drag participants' attention and influence their movements. The study highlights the impact of malicious techniques on AR users and emphasizes the need for mitigation strategies. The authors discuss various techniques that can be employed to mitigate these risks, including education and awareness-raising campaigns for users and developers alike. Overall, this research sheds light on the darker side of AR applications and provides insights into how we can better protect ourselves from manipulative designs in AR environments.
AI-generated keywords: Augmented Reality Dark Patterns Haptic Grabbing Mitigation Strategies User Study

AI-generated Key Points

  • Augmented Reality (AR) applications are increasingly popular
  • Malicious techniques can exploit the mixed nature of physical-virtual environments to deceive users
  • Dark patterns are deceiving techniques designed to influence individuals' behavioural decisions
  • Few studies have been conducted regarding dark patterns in AR environments
  • Researchers used scenario construction and VR mockups to investigate the potential future approaches that dark patterns can have in AR environments
  • Results indicated that dark patterns were effective in immersive scenarios, and novel techniques such as "haptic grabbing" could be used to influence participants' movements
  • Mitigation strategies are needed, including education and awareness-raising campaigns for users and developers alike.
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Abstract: Augmented Reality (AR) applications are becoming more mainstream, with successful examples in the mobile environment like Pokemon GO. Current malicious techniques can exploit these environments' immersive and mixed nature (physical-virtual) to trick users into providing more personal information, i.e., dark patterns. Dark patterns are deceiving techniques (e.g., interface tricks) designed to influence individuals' behavioural decisions. However, there are few studies regarding dark patterns' potential issues in AR environments. In this work, using scenario construction to build our prototypes, we investigate the potential future approaches that dark patterns can have. We use VR mockups in our user study to analyze the effects of dark patterns in AR. Our study indicates that dark patterns are effective in immersive scenarios, and the use of novel techniques such as `haptic grabbing' to drag participants' attention can influence their movements. Finally, we discuss the impact of such malicious techniques and what techniques can mitigate them.

Submitted to arXiv on 06 Mar. 2023

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