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Dark patterns are a symptom, not a strategy

10.03.2026 · Design

Nobody starts a product project by saying, "Let's trick our users." Dark patterns usually emerge more gradually: through a series of reasonable decisions made in pursuit of narrow metrics. Reduce friction. Increase conversion. Keep people engaged. Remove another interruption. Each decision may look harmless on its own. Together, they can create an experience that users no longer fully control. The infinite scroll is a useful example. It was originally designed to make browsing feel smoother by removing unnecessary pagination. Instead of stopping at the end of a page and deciding whether to continue, users could simply keep loading more content. From a short-term usability perspective, this made sense. The problem was not necessarily the interaction itself. The problem was what happened when it became part of systems whose business models depended on attention. A pattern designed to remove friction could also remove the moment when someone pauses, reflects, and decides to stop. At a UX meetup in Basel, this example was discussed as part of a broader conversation about responsible design. The talk referred to Aza Raskin's estimate that infinite scroll has contributed to an enormous amount of wasted human time. It is a striking estimate rather than a precise measurement, but it illustrates how a small interface decision can have large consequences at scale. This is where metrics become complicated. Longer sessions can mean that a product is useful. They can also mean that it is difficult to leave. More clicks can indicate a clear interface. They can also indicate that attention is being fragmented. A higher conversion rate tells us that more people completed an action. It does not tell us whether they understood it, wanted it, or will regret it later. Metrics are not the problem. Treating them as the only definition of success is. Human-centred design remains an important foundation, but it is not a complete answer. Focusing only on the primary user and immediate use case can overlook communities, moderators, bystanders, future users, or the wider environment. It can also solve today's problem without asking what happens when the product becomes ten times larger. Responsible design expands the frame. It asks who benefits, who might be harmed, which behaviours become easier, and what a successful outcome should look like beyond business performance. It also asks what should happen when the product works exactly as intended, but at a scale nobody initially imagined. This does not mean adding friction everywhere or turning every interaction into a warning dialog. The better question is: where does a person need a pause in order to make an informed decision? Sometimes that pause is a clear exit, an honest explanation of cost or consent, or a visible endpoint instead of an endless feed. Dark patterns are rarely the result of one careless designer. They are signals that goals were defined too narrowly, affected stakeholders were ignored, or consequences were considered too late. Removing the pattern at the surface may improve the interface, but it does not fix the conditions that produced it. Product Design is therefore not only about making actions easier. It is also about deciding which actions should be easy, when they should end, and who should be considered. That is not a rejection of growth. It is a more demanding definition of what growth is worth.