Whack-a-Pattern: Fighting Deceptive Patterns With a Hammer

Demo at ACM MuC '25
by René Schäfer, Lennart Becker, Adrian Wagner, Kevin Fiedler, Paul Preuschoff, Sophie Hahn, Kevin Fiedler, and Jan Borchers

Abstract

Deceptive patterns are interface design strategies that manipulate users in their decision-making against their best interests. They are common in websites and apps, cost users time, money, or personal data, and often lead to anger and frustration. This makes sensitizing people about them increasingly important. This is the goal of Whack-a-Pattern. Inspired by the classic arcade game Whack-a-Mole, Whack-a-Pattern has players shatter as many deceptive patterns as they can using a soft physical hammer while sparing fair designs, in a fast-paced, high-energy game on an interactive table. Whack-a-Pattern approaches the rather dystopian topic of deceptive patterns from a new and fun perspective. It is accompanied by a version of the game that can be played online and aims to educate and spark interest in deceptive patterns in our research community and beyond.

Play the Game

You can play the game here: https://games.hci.rwth-aachen.de/whack-a-pattern/

Authors

René
Schäfer

Lennart
Becker

Adrian
Wagner

Kevin
Fiedler

Paul
Preuschoff

Sophie
Hahn

Jan
Borchers

Publications

    2025

  • René Schäfer, Lennart Becker, Adrian Wagner, Kevin Fiedler, Paul Miles Preuschoff, Sophie Hahn and Jan Borchers. Whack-a-Pattern: Fighting Deceptive Patterns With a Hammer.  In Mensch und Computer 2025 – Workshopband, MuC '25, pages 4, Gesellschaft für Informatik e.V., August 2025.
    PDF DocumentBibTeX Entry

More Deceptive Design (Dark Patterns) Research

We use cookies on our website. Some of them are essential for the operation of the site, while others help us to improve this site and the user experience (tracking cookies). You can decide for yourself whether you want to allow cookies or not. Please note that if you reject them, you may not be able to use all the functionalities of the site.