Dark patterns in proxemic interactions: a critical perspective

Proxemics theory explains peoples' use of interpersonal distances to mediate their social interactions with others. Within Ubicomp, proxemic interaction researchers argue that people have a similar social understanding of their spatial relations with nearby digital devices, which can be exploited to better facilitate seamless and natural interactions. To do so, both people and devices are tracked to determine their spatial relationships. While interest in proxemic interactions has increased over the last few years, it also has a dark side: knowledge of proxemics may (and likely will) be easily exploited to the detriment of the user. In this paper, we offer a critical perspective on proxemic interactions in the form of dark patterns: ways proxemic interactions can be misused. We discuss a series of these patterns and describe how they apply to these types of interactions. In addition, we identify several root problems that underlie these patterns and discuss potential solutions that could lower their harmfulness.

[1]  Ralph Johnson,et al.  design patterns elements of reusable object oriented software , 2019 .

[2]  E. Hall,et al.  The Hidden Dimension , 1970 .

[3]  Austin Henderson,et al.  Making sense of sensing systems: five questions for designers and researchers , 2002, CHI.

[4]  Patrick Baudisch,et al.  Stitching: pen gestures that span multiple displays , 2004, AVI.

[5]  Saul Greenberg,et al.  Cross-device interaction via micro-mobility and f-formations , 2012, UIST.

[6]  Sebastian Boring,et al.  Gradual Engagement between Digital Devices as a Function of Proximity: From Awareness to Progressive Reveal to Information Transfer , 2012 .

[7]  Boris M. Velichkovsky,et al.  Towards gaze-mediated interaction: Collecting solutions of the "Midas touch problem" , 1997, INTERACT.

[8]  Sebastian Boring,et al.  Proxemic peddler: a public advertising display that captures and preserves the attention of a passerby , 2012, PerDis.

[9]  Paul Dourish,et al.  Where the action is , 2001 .

[10]  Saul Greenberg,et al.  Proxemic interaction: designing for a proximity and orientation-aware environment , 2010, ITS '10.

[11]  S. L. Crawley The psychology of selling and advertising. , 1927 .

[12]  W. Keith Edwards,et al.  Intelligibility and Accountability: Human Considerations in Context-Aware Systems , 2001, Hum. Comput. Interact..

[13]  Gerd Kortuem,et al.  Sensing and visualizing spatial relations of mobile devices , 2005, UIST.

[14]  Hayes Raffle,et al.  Social immersive media: pursuing best practices for multi-user interactive camera/projector exhibits , 2009, CHI.

[15]  Wendy Ju,et al.  Range: exploring implicit interaction through electronic whiteboard design , 2008, CSCW.

[16]  Ken Hinckley,et al.  Synchronous gestures for multiple persons and computers , 2003, UIST '03.

[17]  Max Jacobson,et al.  A Pattern Language: Towns, Buildings, Construction , 1981 .

[18]  Andrew Koenig,et al.  Patterns and Antipatterns , 1998, J. Object Oriented Program..

[19]  Pierre Dragicevic,et al.  Hybrid-Image Visualization for Large Viewing Environments , 2013, IEEE Transactions on Visualization and Computer Graphics.

[20]  David Lazer,et al.  Inferring friendship network structure by using mobile phone data , 2009, Proceedings of the National Academy of Sciences.

[21]  Per Ola Kristensson,et al.  Multi-view proxemics: distance and position sensitive interaction , 2013, PerDis.

[22]  Edward K. Strong,et al.  The psychology of selling and advertising , 1925 .

[23]  Staffan Björk,et al.  Dark patterns in the design of games , 2013, FDG.

[24]  Gregory D. Abowd,et al.  Opportunistic Annexing for Handheld Devices: Opportunities and Challenges , 2003 .

[25]  Dorée D. Seligmann,et al.  Proximity as an Interface for Video Communication , 2004, IEEE Multim..

[26]  Jörg Müller,et al.  The Audience Funnel: Observations of Gesture Based Interaction With Multiple Large Displays in a City Center , 2011, Int. J. Hum. Comput. Interact..

[27]  Sebastian Boring,et al.  Gradual engagement: facilitating information exchange between digital devices as a function of proximity , 2012, ITS.

[28]  Saul Greenberg,et al.  Informing the Design of Proxemic Interactions , 2012, IEEE Pervasive Computing.

[29]  Nicolai Marquardt,et al.  Proxemic interactions: the new ubicomp? , 2011, INTR.

[30]  Daniel Vogel,et al.  Interactive public ambient displays: transitioning from implicit to explicit, public to personal, interaction with multiple users , 2004, UIST '04.

[31]  Jan O. Borchers A pattern approach to interaction design , 2001, DIS '00.