PixelProf

joined 1 year ago
[โ€“] [email protected] 5 points 1 week ago* (last edited 1 week ago) (1 children)

Oh absolutely, I'm pretty sure I'm on the same page with this. I only pose that to someone who believes they've found people who respect them, and particularly those who have felt for a long time that their voice didn't matter, it is counterproductive to approach them and their group with outward hostility.

Telling them the people who took them in and listened to them are vile, abusive, disgusting people and are exactly the problem they say everyone says you are, is just reinforcing of their views.

Consider the comment originally replied to; paraphrase because mobile is hard, "those loudest about being victimized are the most eager to take their pound of flesh". This can easily sound like:

  1. (Man) I've been victimized and nobody lets me voice this except for this gang/cult/militia. Cult says they should be allowed to "get support" and they know the way (it's bad).
  2. (Outsider) Claiming to be a victim usually means you are a terrible person.
  3. (Man) So according to outsiders, if I seek help, I'm a bad person. According to my (cult etc) if I tell them, they will offer a form of support. I can stay with these people and get something of support, or I can leave them, be ostracized, and any attempts to voice my feelings will lead me to being labeled someone eager to take a pound of flesh.

They need to be shown that those on the outside understand them and are better people than those who took them in. They are with people whose form of empathy and respect is so distorted and toxic, but it's the only model of that experience they know.

Your comment, upon my read, felt like anyone in that position would feel justified in their gang telling them that everyone on the outside is out to get them. If they already think everyone else is a predator, what is attacking their friends, their family, and their opinions, going to do?

They will only leave when they know they will arrive somewhere with the respect they craved without those toxic feelings they repressed during their time with a hateful group.

So I guess it's less about the content of the comment, more of the way it represented the ideas, the timing, and the perceived intention.

[โ€“] [email protected] 7 points 1 week ago (3 children)

I agree that much of the problem is men on men and this patriarchy - men who do not want to uphold patriarchal values can often be ostracized and demonized by those who do - but I believe OP was specifically noting that then those men who get abused and ostracized cannot speak out of seek help because many people will simply snap back at them saying that they are part of the problem and resources need to be given elsewhere. They cannot endure the abuse, and their own cohort becomes abusive, and the only way to avoid the abuse from all sides (in their view) becomes joining the "social excrement" they wanted to escape in the first place.

Angry screams tend to mask sad and lonely tears. Hatred does not end hatred; hatred ends through non-hate alone. Non-hate is not inaction, though. If we do not look at them, and ourself, with empathy and kindness and understanding and patience, they will continue living in a world devoid of and therefore ignorant to empathy and kindness and understanding and patience.

[โ€“] [email protected] 1 points 1 week ago

I can appreciate that. Arguably these folks might be more likely to vote because they aren't stuck in the mud of nuance, answers they see are more clear and obvious and the other ones may as well not exist. Not contemplation of what they don't know, in a way.

But - on the other hand, as mentioned we can't really pick who votes without opening Pandora's Box - and the best thing we can do is not to punish, but to rehabilitate. To model stronger behaviours, to identify why they behave in this way, and to try to help them build stronger critical thinking skills. Punishment is polarizing.

Fun, maybe related note: I've researched some more classical AI approaches and took classes with some greats in the field whom are now my colleagues. One of which has many children who are absurdly successful globally, every one of them. He mathematically proved that (at least this form of AI) when you reward good behaviour and punish bad behaviour (correct responses, incorrect responses), the AI takes much longer to learn and spends a long time stuck on certain correct points and fails to, or takes a long time to, develop a varied strategy. If you just reward correct responses and don't punish incorrect responses, the AI builds a much stronger model for answering a variety of questions. He said he applied that thinking to his kids, too, to what he considered a great success.

I think there's something to that, and I've seen it in my own teaching, but the difficulty now has been getting students with this mindset to even try to get something correct or incorrect in the first place, so they just.... Give up, or only kick into action after it's too late and they don't know how to handle it at that stage because they didn't learn. Inaction is often the worst action, as it kills any hope of learning or building the skills of learning.

[โ€“] [email protected] 5 points 1 week ago* (last edited 1 week ago)

Yeah, this point about really needing time is pretty real. I recently came to the conclusion that some folks really just need to retake the core courses multiple times (and seeing if we can change this pattern) because it just takes them a long time to unlearn helplessness in the field and adapt.

And absolutely, as you've said, I find those who do adapt go from someone taking our most basic course three times to becoming a top student. Those who don't adapt fall to cheating and/or dropping out. I usually have about 500-800 students per term, and with about 20-30% falling into this category with more each year, one-on-one interventions are rare and you usually only catch them on their second time around once they finally heed our requests to come talk to us.

I'd be curious what other fields work with this so I could go read some papers or other materials on these mindsets, it sounds like there is quite an overlap to what we've been experiencing, I appreciate these insights!

Edit: Oh, and adding that I've spoken to some researchers in trauma informed education and I imagine the overlap here is high in terms of approach - recognizing how different behaviours can be linked to trauma and considering the approaches that can be taken to ease them back into stronger academic habits. It's been a while since my talks, but this could spark some more, as I hadn't quite connected the rote memorizes to this. Seems quite feasible for at least a subset.

[โ€“] [email protected] 8 points 1 week ago

Yeah, you can feel it pretty quickly in an interaction. I like how the other comment put it, where it seems like they are stuck in rote memory mode. Having a list of facts in their head but no connections between them, no big picture capability. I recently had a student who seemingly refused to read the six bullet points describing a problem, and couldn't comprehend that they described requirements, not step-by-step instructions. Without step-by-step instructions, this group flounders, and what should be insignificant details stand out as blockades they can't get past because they can't distinguish the roles of the details.

Reasoning blindness is an interesting term for it. Bloom's taxonomy of learning, which has its controversies, stands out to me here; it's like they are stuck at recall problems, maybe moving up to understanding a little bit but unable to get into using knowledge in new circumstances, connecting them, or being able to argue points. It works well for certain testing, it's a great skill to be particularly astute in for many lines of work, but it really is a critical thinking nightmare.

[โ€“] [email protected] 14 points 1 week ago (2 children)

Really great point - purely rote learning is definitely a major piece of this category, if not the category in itself. Basically an inability to move up Bloom's taxonomy from the first level or two. I very recently spent hours with a student who had this exact issue - they tested well, but couldn't even begin to do the applied work unless they were walked through it, precisely, step by step. Zero capability of generalizing, but fully capable of absorbing and recollecting facts... just no understanding associated with it. No connections.

That gave me something to think about, thank you!

[โ€“] [email protected] 54 points 1 week ago* (last edited 1 week ago) (11 children)

I was once teaching a student introductory programming when I was in my undergrad.

The problem was to draw two circles on the screen of different colours and detect when the mouse is inside of one.

I said, "So our goal is simple: Let's draw a circle somewhere on the screen. Consider what you'd tell me as a human - I've got the pencil, and you want to tell me to draw a circle of a certain size somewhere on this paper. We have three functions. Calling a function will draw a shape. Each function draws a different shape. We have rect(), circle(), and line(). Which of these sounds like the one we want to use? Which would get me to draw the correct shape?"

".... Rect?" "Why?" "It draws a shape." "What shape would rect draw?" "I don't know." "Guess." "A circle?" "Why do you think that?" "We need to draw a circle." "If I said that rect draws a rectangle, which of the three functions would we want to use then, to draw our picture?" "Rect?"

I've now been teaching for many years, and those situations still come up a lot. When I put up a poll in class, with the answer still written on the board, about 25% of people in a 100+ student class will get it wrong - of people who were not only admitted to a competitive university program, but have passed multiple prerequisite courses to be here.

Not only is it unknown gaps in knowledge, there is just a thought process I haven't been able to crack through that some people really can't see what is immediately before them.

[โ€“] [email protected] 14 points 2 weeks ago

I think centralization played a big role in this, at least for software. When messaging meant IRC, AIM, Yahoo, MSN, Xfire, Ventrilo, TeamSpeak, or any number of PHP forums, you had to be able to pick up new software quickly and conceptualized the thing it's doing separate from the application it's accomplished with. When they all needed to be installed from different places in different ways you conceptualize the file system and what an executable is to an extent. When every game needs a bit of debugging to get working and a bit of savvy to know when certain computer parts are incompatible, you need a bit of knowledge to do the thing you want to do.

That said, fewer people did it. I was in highschool when Facebook took off, and the number of people who went from never online to perpetually online skyrocketed.

I teach computer science, I know it isn't wholly generational, but I've watched the decline over the past decade for the basics. Highschool students were raised on Chromebooks and tablets/phones and a homogenous software scene. Concepts like files, installations, computer components, local storage, compression, settings, keyboard proficiency, toolbars, context menus - these are all barriers for incoming students.

The big difference, I think, is that way more people (nearly everyone) has some technical proficiency, whereas before it was considered a popular enough hobby but most people were completely inept, but most of students nowadays are not proficient with things past a cursory level. That said, the ones who are technically inclined are extremely technically inclined compared to my era, in larger numbers at least.

Higher minimum and maximum thresholds, but maybe lower on average.

[โ€“] [email protected] 1 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

Yeah, that's definitely the way to see it, and as that I think it's great. I think it might overload the term dark patterns a bit too much, and would have liked to have seen a different name used (as a game design academic), but I absolutely agree with and appreciate the approach otherwise.

Edit to include, I guess why I have that hesitation with an example - I couldn't link this in a class I'm teaching without loads of caveats because suddenly 80% of the curriculum gets seen as abusive when it's really just experience design and explain the grey (which we do, so this is quite helpful for that particular purpose), and I would need to caveat that when they see the term out in the wild it will be used differently.

[โ€“] [email protected] 1 points 3 weeks ago

All I'm commenting on, as a game design researched and professor, is that it's an established term in a discipline which means something else to those actually within the discipline. These are still patterns, and they can absolutely be harmful patterns, but the terminology is being overloaded and there is some interesting nuance within it.

Also, just to comment on the last quip there, and yes - to those I've spoken to, they are okay with those because they (being actively involved in the industry) know more than most people to educate and supervise and ensure that playing games with these patterns doesn't turn into harmful behaviours. They also call them out for what they are - often, very bad design.

I guess that's really the line they drew - these patterns are more gray than the examples they presented. Most are good sometimes and terrible other times depending on how it is used. The term "dark patterns" as used professionally refers to always bad, always deceptive, always harmful. I do like having that line, even if it means the dark side is a much smaller subset of the greater space, then you can easily say, "If this uses a single dark pattern, it's out. If it uses a lot of 'grey' patterns, be cautious. If it's nothing but grey patterns, it's purely abusive trash."

[โ€“] [email protected] 12 points 3 weeks ago (5 children)

Interesting. I was chatting with a lot of big name AAA designers and indie designers discussing dark patterns, and they've got a very different opinion on what constitutes a dark pattern. To them, largely, it needs to be more technical deception - like having a fake "X" button, or immediately popping up an ad over where a button was to trick you into clicking it, or bait-and-switching pricing before the user notices.

I tried to raise these kinds of patterns as problematic, and it was a mixed bag. The general vibe from them was that they'd only call it a dark pattern if it deceives the player to get more money than they were prepared to spend (or similar for ads). If the player knows what they're getting into, and they are presented with a choice to stop or continue, it's on them.

And I'll admit, while I don't go that far (and there were designers in both camps), I can at least understand how all game design is manipulation, in the same way that teaching and storytelling is manipulation, and drawing the lines can be very hard. Your job is to convince the player that they are having fun and want to keep playing. Resources in a game have no real value, only valued by the scarcity and utility of them, which the designer intentionally assigns to convince the player it's more or less valuable.

Curiously, the examples listed in the OP were exactly the patterns I see designers discuss, but don't seem to be the patterns on the website (like "illusion of control", artificial scarcity, which is like, game designs while thing).

Either way, nice to have this as a resource because honestly a lot of these elements are what I'd put in the "bad / abusive design" category rather than purely dark patterns, but still great to highlight, but I can agree that we should probably be careful blanket calling these dark patterns; examples: It mentions illusion of control being separating you into shards of leader boards so that you can be in the top 500 of a shard rather than top 200,000 world ranking or whatever, or claw machines choosing whether you successfully grab an item rather than relying on skill. How does this compare to Uncharted not letting enemies successfully shoot you in the first few seconds of an action sequence to give you time to ground yourself, or Resident Evil spawning different loot and enemies based on how good/bad you play?

I'd say, is it to extract money from you in the short term, but it's more grey than a non-designer might read into from lists like these.

[โ€“] [email protected] 4 points 3 weeks ago (1 children)

I love that friend group A is a gradient.

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