Deceptive Patterns
‹ All examples Two Dots

Two Dots: Muscle Memory.

Author
Gray et al.
Date
1 Oct 2015
Publisher
UXP2 Lab

“The similarity of the colour and location of the ‘start’ and ‘buy more moves’ buttons means that as users develop muscle memory in response to constantly restarting the game, they may accidentally click on the option to buy more moves when they run out.”

Two Dots was catalogued by the UXP2 Lab over the placement of its buttons. According to the entry, the similarity in colour and location of the “start” and “buy more moves” buttons means that as users develop muscle memory from constantly restarting the game, they may accidentally tap the option to buy more moves when they run out.

Disclaimer: examples in the Hall of Shame are generally drawn from public submissions and cited sources; they have not been independently verified and may contain inaccuracies. They are presented as illustrations of design patterns, not findings of fact, unlawful conduct, or intent.