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.
In this study, we present a large-scale descriptive analysis of the use of an AI-based learning assistant (Syntea) in higher education. Based on objective log data from 77,543 students enrolled in distance studies, we examine usage patterns across gender, age group, study cluster…
Video games present players with complex, spatially distributed information across interface elements, with attention shaped by visual features and task goals. Eye tracking provides a useful method for examining player attention through gaze behaviour during gameplay. Yet empiric…
The growing integration of AI agents into human teams calls for a principled understanding of how collective intelligence emerges in hybrid systems. Recent frameworks clarify how attention, memory, and reasoning differences shape human-AI interaction at the individual and dyadic…
How different populations visually explore artworks bears on cognitive science and on accessibility design, yet most eye-tracking work in autism has used social scenes rather than art, and has analysed where the eyes land while ignoring when and in what order. We present a compar…
Proactive robots are increasingly deployed in public environments where people are encountered not as isolated individuals but as members of cohesive social groups. Yet whether the prevailing design paradigm in proactive human-robot interaction (HRI) accounts for the relational s…
Gay dating applications have become critical platforms for sexual minority men to seek relationships and community, yet they also expose users to deceptive interactions that remain underexplored in HCI and CSCW research. This study examines how gay male users in China experience,…