Lean Processes
Processes should be as simple and short as technically possible for the user. Design userflows in a way that a user can still fully graps and if needed decide on an action, but keep unneeded additional steps away that could possibly confuse or manipulate the user.
Interaction Contexts
- checkout
- selection
- settings
Supported Goals
- clarity
- control
- satisfaction
- transparency
Symbiosis
Dark counterparts to this bright pattern
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Creating BarriersView pair →Deliberately complicating or restricting certain actions. -
Roach MotelView pair →Starting an action is easy, but leaving or reversing it is difficult. -
Adding StepsView pair →Requires users to complete extra, unnecessary interactions before finishing a task. -
ObstructionView pair →Adds unnecessary steps or barriers. -
Choice OverloadView pair →Presenting an excessive number of options can overwhelm users, leading to indecision, dissatisfaction, or regret. -
NaggingView pair →Repeated interruptions distract users from their intended tasks, pressuring them to take unwanted actions or make decisions.
Sources
Pattern Levels
Source not found.
Approach: semantic vs flipping
Two different approaches to Bright Patterns:
1
Semantic Approach
This approach is used by Sandhaus. It defines concrete Bright Patterns for specific contexts — for example the Bright Pattern "Usage Limits", which describes an interface that restricts the usage time of a service to a healthy level.
2
Flipping Dark Patterns
The original way the term "Bright Pattern" was introduced: the direction of the manipulation is switched from harming the user to being user-friendly. For example, instead of highlighting the option that harms the user, the user-friendly option is highlighted.
Source: