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Ritika Gairola

Publications and source records attributed to Ritika Gairola.

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Getting Trapped in Amazon's "Iliad Flow": A Foundation for the Temporal Analysis of Dark Patterns

Dark patterns are ubiquitous in digital systems, impacting users throughout their journeys on many popular apps and websites. While substantial efforts from the research community in the last five years have led to consolidated taxonomies of dark patterns, including an emerging ontology, most applications of these descriptors have been focused on analysis of static images or as isolated pattern types. In this paper, we present a case study of Amazon Prime's "Iliad Flow" to illustrate the interplay of dark patterns across a user journey, grounded in insights from a US Federal Trade Commission complaint against the company. We use this case study to lay the groundwork for a methodology of Temporal Analysis of Dark Patterns (TADP), including considerations for characterization of individual dark patterns across a user journey, combinatorial effects of multiple dark patterns types, and implications for expert detection and automated detection.

cs.HC

Anti-Heroes: An Ethics-focused Method for Responsible Designer Intentions

HCI and design researchers have designed, adopted, and customized a range of ethics-focused methods to inscribe values and support ethical decision making in a design process. In this work-in-progress, we add to this body of resources, constructing a method that surfaces the designer's intentions in an action-focused way, encouraging consideration of both manipulative and value-centered roles. Anti-Heroes is a card deck that allows a designer to playfully take on pairs of manipulative (Anti-Hero) and value-centered (Hero) roles during design ideation/conceptualization, evaluation, and ethical dialogue. The card deck includes twelve cards with Anti-Hero and Hero faces, along with three action cards that include reflective questions for different play modes. Alongside the creation of the Anti-Hero card deck, we describe the evaluation and iteration of the card deck through playtesting sessions with four groups of three design students. We propose implications of Anti-Heros for technology and design education and practice.

cs.HC