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Designed to Deceive: Dark Patterns by Age in UX Design

UX design is powerful—but not always for the right reasons.

by Sep 2, 2025UX/UI

Home / UX/UI / Designed to Deceive: Dark Patterns by Age in UX Design

As a designer, I’ve come to realize that the same tools we use to guide users through joyful, intuitive experiences can also be twisted into something far more manipulative. These are what we call dark patterns, interfaces intentionally crafted to nudge users into choices they might not fully understand or even want.

What’s worse? These dark patterns don’t treat all users equally. They’re tailored. Tuned. Custom-built to exploit the vulnerabilities of kids, teens, and adults differently. And once you notice it, you can’t unsee it.

Cookie trap illustrating deceptive UX design.

First, What Are Dark Patterns in UX?

Coined by designer Harry Brignull, dark patterns are interface designs that deliberately trick users into doing something they didn’t intend—like spending more money, giving up data, or returning to an app compulsively.

In the gaming world, dark patterns often hide behind:

  • Reward loops
  • Manipulative monetization
  • Exploitative social mechanics
  • Psychological traps like FOMO or loss aversion

One Pattern Doesn’t Fit All: UX Design Traps for Every Age

Kids (Under 13): Naïve by Design

UX Traits:

  • Bright colors, cute characters, big buttons
  • Emphasis on instant gratification
  • Minimal text, maximum animation

Dark Patterns Commonly Used:

  • Nagging (“Pester Power”) – Characters encourage kids to unlock or buy content.
  • Endless Levels – Games never end, nudging kids to keep playing.
  • Premium Currency Confusion – Replacing real money with coins, gems, or stars.
  • Rewarded Ads – Watch-to-earn ads that are hard to skip or close.

Why It Works:

Kids can’t tell the difference between content and advertising. They don’t understand the concept of money in games or what “real cost” means. The UX is frictionless by design, until they click “buy.”

UX Ethics Tip:

If your audience includes children, apply parental gates, clear “learning moments,” and avoid monetization strategies altogether unless a parent is directly involved.

Teenagers (13–17): Vulnerable to Social Pressure

UX Traits:

  • Gamified systems (XP bars, achievements)
  • Leaderboards, rankings, and social validation features
  • Fast onboarding, high emotional feedback

Dark Patterns Commonly Used:

  • Limited-Time Exclusives – Cosmetic skins or loot only available in short windows.
  • Loot Boxes / Gacha – Gambling-like reward systems.
  • Pay-to-Win Mechanics – Giving an edge in competitive games.
  • Friend Pressure – Notifications about what friends have achieved or unlocked.

Why It Works:

Teens crave status and identity. UX that offers prestige, scarcity, or social dominance is irresistible. The urgency created by dark patterns like flash sales or limited drops plays directly into the FOMO trap.

UX Ethics Tip:

For teenage users, minimize social manipulation, clearly disclose odds in random systems, and prioritize skill-based progression over monetized advantages.

Adults (18+): Rational, but Emotionally Hackable

UX Traits:

  • Clean UI, subtle animations, efficient task flows
  • In-app convenience features
  • Stress-reducing sounds, UI delight, and personalization.

Dark Patterns Commonly Used:

  • Pay to Skip – Allowing users to bypass gameplay by paying.
  • Subscription Traps – Hidden auto-renewals and hard-to-cancel flows.
  • Loss Aversion Nudges – “Don’t lose your streak!” reminders.
  • Artificial Scarcity – Timers, fake stock counters, urgency copywriting.

Why It Works:

Adults often pay for convenience, not fun. They’re busy, tired, and susceptible to guilt. Emotional UX cues like “keep going” or “you’re almost there” can bypass critical thinking.

UX Ethics Tip:

Design for autonomy, not addiction. Give users clear opt-outs, honest pricing, and friction-free cancellation flows. Treat their time and money with respect.

When UX Design Dark Patterns Cross the Ethical Line

Good UX respects the user. Dark UX manipulates them, especially by exploiting their developmental stage or emotional state.

User GroupVulnerabilityCommon Exploits
ChildrenNaivety & trustPester power, cartoon UIs
TeenagersIdentity & social statusLoot boxes, limited drops
AdultsFatigue & time scarcityPay-to-skip, subscriptions

Designing Responsibly: A UX Manifesto

If you’re a UX designer or developer, here’s how to lead ethically:

  1. Design for clarity: Remove ambiguity in pricing, progress, and choices.
  2. Respect age differences: Ask yourself—would I design this if my child or parent were using it?
  3. Avoid psychological traps: Don’t gamify emotions to drive monetization.
  4. Offer friction in the right places: Adding friction can protect users—especially around spending or sharing.
  5. Test with empathy: Do usability testing with real users of varying ages and listen deeply to how they respond.


Beyond UX Design Dark Patterns: Designing with Empathy and Integrity

UX design holds immense power. And with that power comes responsibility—especially when we craft experiences that reach across generations.

Designing for engagement doesn’t have to mean designing for exploitation.

Let’s make UX that respects human attention, honors user autonomy, and leaves every player—no matter their age—feeling better, not tricked.

About the author

<a href="https://bitskingdom.com/blog/author/rene/" target="_self">René Verdugo</a>
René Verdugo
As a designer at the intersection of design and technology, I specialize in creating intuitive and engaging user interfaces and experiences. My focus is on ensuring interfaces adapt seamlessly to users’ needs, making technology accessible and enjoyable. Beyond UX/UI design, I have expertise in brand identity and graphic design, creating cohesive and visually compelling brand presences. I believe users should effortlessly understand and interact with interfaces tailored to their expectations and behaviors.

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