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arXiv 2607.04573cs.HC
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识别三个年龄组中的欺骗性模式:基于启发式的移动应用认知走查研究

Identifying Deceptive Patterns Across Three Age Groups: A Heuristic-Based Cognitive Walkthrough Study of Mobile Apps

Carleton University(卡尔顿大学)

Nasra Hassan, Hala Assal

AI总结:

通过基于启发式的认知走查,研究不同年龄组移动应用的欺骗性模式,分析30个跨6类的应用,发现93%应用有唠叨模式,娱乐应用欺骗模式多,老年娱乐应用常使用偷偷摸摸模式,呼吁制定针对性设计准则。

摘要:

欺骗性模式是用于操纵用户执行意外操作的策略。如今,许多此类欺骗性模式在针对不同年龄组的移动应用中得以实现。在本文中,我们采用基于启发式的认知走查,以探究欺骗性模式如何针对三个年龄组(青少年(12 - 17岁)、成年人(18 - 49岁)和老年人(50岁以上))在不同应用类别中进行定制。通过分析涵盖6个类别的30个应用,我们发现这些应用中有93%使用了唠叨模式。此外,我们的研究结果表明,娱乐应用比其他应用类别(如音乐/书籍)包含更多的欺骗性模式。我们的数据还表明,针对老年人的娱乐应用比针对青少年或成年人的娱乐应用更频繁地使用偷偷摸摸的模式。这些发现呼吁制定更符合道德规范、针对特定年龄的设计准则,以保护用户免受有针对性的数字操纵企图。

英文摘要:

Deceptive patterns are tactics used to manipulate users into performing unintended actions. Today, many of these deceptive patterns are implemented in mobile apps targeting diverse age groups. In this paper, we employ a heuristic-based cognitive walkthrough to explore how deceptive patterns are tailored to three age groups, specifically teens (12-17), adults (18-49), and older adults (50+), across different app categories. By analyzing 30 apps spanning 6 categories, we found that 93% of these apps use the nagging pattern. Furthermore, our findings reveal that entertainment apps contain significantly more deceptive patterns than other app categories, such as music/books. Our data also shows that entertainment apps for older adults use sneaking patterns more frequently than entertainment apps for teens or adults. These findings call for the development of more ethical, age-specific design guidelines to protect users from targeted digital manipulation attempts.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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