Internet-of-Things (IoT) devices are ubiquitous, but little attention has been paid to how they may incorporate dark patterns despite consumer protections and privacy concerns arising from their unique access to intimate spaces and always-on capabilities. This paper conducts a systematic investigation of dark patterns in 57 popular, diverse smart home devices. We update manual interaction and annotation methods for the IoT context, then analyze dark pattern frequency across device types, manufacturers, and interaction modalities. We find that dark patterns are pervasive in IoT experiences, but manifest in diverse ways across device traits. Speakers, doorbells, and camera devices contain the most dark patterns, with manufacturers of such devices (Amazon and Google) having the most dark patterns compared to other vendors. We investigate how this distribution impacts the potential for consumer exposure to dark patterns, discuss broader implications for key stakeholders like designers and regulators, and identify opportunities for future dark patterns study.
In this paper, I argue that scale is an important quality of research products  and reflect upon the lessons learnt from designing and producing research products at scales ranging from one-offs to those reproduced in thousands. I describe details from a body of research completed by our studio over twenty years by examining four research projects that were designed, developed, and manufactured at four distinct levels of scale. I draw out details from these projects that have not previously been reported and discuss the methodological implications of growth not just for design and production, but also for strategies for engaging with participants. In addition, I discuss particular features of research products produced at the four levels of scale and describe the benefits and trade-offs of producing research products at different scales.
Artificial intelligence (AI) technologies are widely deployed in smartphone photography; and prompt-based image synthesis models have rapidly become commonplace. In this paper, we describe a Research-through-Design (RtD) project which explores this shift in the means and modes of image production via the creation and use of the Entoptic Field Camera. Entoptic phenomena usually refer to perceptions of floaters or bright blue dots stemming from the physiological interplay of the eye and brain. We use the term entoptic as a metaphor to investigate how the material interplay of data and models in AI technologies shapes human experiences of reality. Through our case study using first-person design and a field study, we offer implications for critical, reflective, more-than-human and ludic design to engage AI technologies; the conceptualisation of an RtD research space which contributes to AI literacy discourses; and outline a research trajectory concerning materiality and design affordances of AI technologies.
Introspection is the practice of looking inward for ongoing self- examination. It involves considering one’s past experiences and asking questions about the present and future. Our work investigates how AI could open new possibilities for supporting introspective experiences. Adopting a design fiction approach, we created a fictional company called Meta.Aware to contextualize 4 different Introspective AI product concepts in the form of video sketches. We used the Meta.Aware platform to conduct interviews with 17 participants, using the 4 concept videos as prompts for discussion. Participants had a range of reactions related to perceived benefits and tensions in this emerging design space. We interpret these results to outline future design directions for mobilizing AI as a resource to support introspective experiences over time, as well as to reflect on issues and dilemmas bound to this emerging design space.
Recent regulatory changes have enabled NCAA student-athletes to profit from their name, image, and likeness (NIL), departing from previous policies requiring those athletes to maintain their amateur status. However, despite the changes, it is unlikely that all the approximately 500,000 NCAA student-athletes will profit from NIL contracts. Within this context, we study how to design a fair and inclusive solution that may help all student-athletes secure NIL financial resources. Following a design science approach, we define design requirements after interviewing student-athletes. Subsequently, we derive three design principles: inclusiveness, fairness, and transparency. Thereafter, we suggest a blockchain-based artifact that satisfies all design principles. Our idea lies in designing collectibles as non-fungible tokens (NFTs) that pay different royalties whenever a transaction (purchase or exchange) happens in different markets (primary or secondary). Finally, we evaluate our solution by discussing its features with current student-athletes.
Providing electrical power is essential for nearly all interactive technologies, yet it often remains an afterthought. Some designs handwave power altogether as an "exercise for later." Others hastily string together batteries to meet the system's electrical requirements, enclosing them in whatever box fits. Vɪᴍ is a new approach -- it elevates power as a first-class design element; it frees power from being a series of discrete elements, instead catering to exact requirements; it enables power to take on new, flexible forms; it is fabricated using low-cost, accessible materials and technologies; finally, it advances sustainability by being rechargeable, non-toxic, edible, and compostable. Vɪᴍs are decomposable battery alternatives that rapidly charge and can power small applications for hours. We present Vɪᴍs, detail their characteristics, offer design guidelines for their fabrication, and explore their use in applications spanning prototyping, fashion, and food, including novel systems that are entirely decomposable and edible.