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	<id>https://frictiondesign.fba.up.pt/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hmiguel</id>
	<title>Friction Design Archive - User contributions [en]</title>
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	<updated>2026-08-18T13:46:38Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=418</id>
		<title>Template:Friction Pattern</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=418"/>
		<updated>2026-07-27T12:19:20Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for structuring Friction Design Patterns.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;friction-header&amp;quot; style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Summary:&#039;&#039;&#039; &#039;&#039;{{{Summary|}}}&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pattern Description ==&lt;br /&gt;
{{{Description|}}}&lt;br /&gt;
&lt;br /&gt;
== Interaction Design Implications ==&lt;br /&gt;
{{{Implications|}}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{{Usage|}}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{{Examples|}}}&lt;br /&gt;
&lt;br /&gt;
== Metadata &amp;amp; Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Heuristic Violations&lt;br /&gt;
| {{{Violates|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Sub-patterns&lt;br /&gt;
| {{{Subpatterns_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Related Patterns&lt;br /&gt;
| {{{Related_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Source&lt;br /&gt;
| {{{Source|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | License&lt;br /&gt;
| [{{{License|}}} CC BY 4.0]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pattern]]&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Property_Audit_Row&amp;diff=417</id>
		<title>Template:Property Audit Row</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Property_Audit_Row&amp;diff=417"/>
		<updated>2026-07-27T12:18:19Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=416</id>
		<title>Template:Friction Pattern</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=416"/>
		<updated>2026-07-27T12:17:32Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for structuring Friction Design Patterns.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;friction-header&amp;quot; style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 1.1em; line-height: 1.6em; color: #444; margin-bottom: 20px; border-bottom: 1px solid #ccc; padding-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; &#039;&#039;{{{Summary|}}}&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pattern Description ==&lt;br /&gt;
{{{Description|}}}&lt;br /&gt;
&lt;br /&gt;
== Interaction Design Implications ==&lt;br /&gt;
{{{Implications|}}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{{Usage|}}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{{Examples|}}}&lt;br /&gt;
&lt;br /&gt;
== Metadata &amp;amp; Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Heuristic Violations&lt;br /&gt;
| {{{Violates|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Sub-patterns&lt;br /&gt;
| {{{Subpatterns_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Related Patterns&lt;br /&gt;
| {{{Related_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Source&lt;br /&gt;
| {{{Source|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | License&lt;br /&gt;
| [{{{License|}}} CC BY 4.0]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pattern]]&lt;br /&gt;
{{#set:&lt;br /&gt;
 |Archive_Category=Pattern&lt;br /&gt;
 |Pattern_Name={{{Name|}}}&lt;br /&gt;
 |Summary={{{Summary|}}}&lt;br /&gt;
 |Description={{{Description|}}}&lt;br /&gt;
 |Implications={{{Implications|}}}&lt;br /&gt;
 |Has_Heuristic_Violation={{{Violates|}}}|+sep=,&lt;br /&gt;
 |Source={{{Source|}}}&lt;br /&gt;
 |License={{{License|}}}&lt;br /&gt;
 |Subpatterns={{{Sub1|}}}&lt;br /&gt;
 |Subpatterns={{{Sub2|}}}&lt;br /&gt;
 |Subpatterns={{{Sub3|}}}&lt;br /&gt;
 |Subpatterns={{{Sub4|}}}&lt;br /&gt;
 |Related_To={{{Rel1|}}}&lt;br /&gt;
 |Related_To={{{Rel2|}}}&lt;br /&gt;
 |Related_To={{{Rel3|}}}&lt;br /&gt;
 |Related_To={{{Rel4|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50%; margin-bottom: 15px; font-weight: bold; text-align: center; color: #333;&amp;quot;&amp;gt;&lt;br /&gt;
   PAGE STATUS: {{{Status|Needs Review}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=415</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=415"/>
		<updated>2026-07-15T22:01:40Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ i2ADS Project Page]&lt;br /&gt;
&lt;br /&gt;
==Project Outputs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EVENTS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Play as Method” Master Class by Miguel Sicart (Think Tank #1) | 4 December 2025  [Porto, PT]&lt;br /&gt;
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“Monetisation of Characters in Gacha Games” Lecture by Joleen Blom | 2 March 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://frictiondesign.fba.up.pt/unloop/ UNLOOP 2026: Symposium on Interaction and Computational Media Design] (Think Tank #2) | 26 June 2026 [Porto, PT], with the Keynote Address by Laura Belloff titled “Chickens and Bones: from Fossils to Algorithms”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;CONFERENCE PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
​​Pedro Cardoso, Miguel Carvalhais, Eliana Santiago, Fabrício Fava and Henrique Miguel. 2026. “Friction Design Archive: An Online Collection.”&amp;lt;i&amp;gt;Breaking the Code: Hacktivating Non-Normative Algorithms&amp;lt;/i&amp;gt;, Porto, Portugal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, ​​Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.” &amp;lt;i&amp;gt;Intermediartes: International Conference on Media, Arts and Interaction,&amp;lt;/i&amp;gt; Vila do Conde.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eliana Santiago,  Pedro Cardoso, Pedro Sá Couto, Fabrício Fava and Miguel Carvalhais. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” &amp;lt;i&amp;gt;DiGRA 2026 Conference: Intersectional Pleasures&amp;lt;/i&amp;gt;, Maynooth, Ireland.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “An Open Access Database of Friction Design Patterns.” &amp;lt;i&amp;gt;Space to Space: 1st International Conference on Design, Animation &amp;amp; Media&amp;lt;/i&amp;gt;, Faro, Portugal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JOURNAL PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
Something Went Right: Friction Design as an Aesthetic Strategy Towards User Intention Instead of User Retention. IJFMA. Submitted. https://revistas.ulusofona.pt/index.php/ijfma/announcement/view/239&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EDITED PUBLICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, and Pedro Cardoso. 2027. &amp;lt;i&amp;gt;Friction in Computational Media: A Glossary of Possible Futures&amp;lt;/i&amp;gt;[Forthcoming on U.Porto Press]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, Fabrício Fava, eds. 2027. &amp;lt;i&amp;gt;Break the UNLOOP: Friction in Interaction and Computational Media Design.&amp;lt;/i&amp;gt; JDMI special issue [Forthcoming on Journal of Digital Media &amp;amp; Interaction]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, and Fabrício Fava, eds. 2026. &amp;lt;i&amp;gt;UNLOOP 2026: Book of Abstracts of the Symposium on Interaction and Computational Media Design&amp;lt;/i&amp;gt;. Porto, Portugal: i2ADS—Research Institute in Art, Design and Society. https://doi.org/10.34626/2026/9r94-sx78.&lt;br /&gt;
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Carvalhais, Miguel and Pedro Cardoso. 2025. “Friction in Games and Computational Media (Editorial)” &amp;lt;i&amp;gt;Journal of Digital Media &amp;amp; Interaction&amp;lt;/i&amp;gt; 8 (20):5–10. https://doi.org/10.34624/jdmi.v8i20.42275.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;b&amp;gt;MASTER DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gurpreet Kaur, &amp;lt;i&amp;gt;Designing Sonic Friction for Reflective Interaction in Digital Media&amp;lt;/i&amp;gt;(provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Fabrício Fava and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beatriz Reis,&amp;lt;i&amp;gt;Micro-narrativas para o disengagement em media digitais&amp;lt;/i&amp;gt; (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sofia Silva,&amp;lt;i&amp;gt;Microinterações para o disengagement em interfaces digitais&amp;lt;/i&amp;gt; (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
José Santos,&amp;lt;i&amp;gt;The Game that Lies: A Study on Deceptive Game Design Patterns.&amp;lt;/i&amp;gt; 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duarte Cunha,&amp;lt;i&amp;gt;Affordances in Visual-Focused Game Mechanics as Tools to Subvert Player Perception in 2D Platformers.&amp;lt;/i&amp;gt; 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;PHD DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since 2025, Isabella Silva, “Design Friction in User Interfaces to Support AI–Human Alignment” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso + Duarte Folgado).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since 2025, Maria Isabel Quaresma, “There Is Nothing Fun Here: Friction in the Playful Space as Reflection and Resistance for Democracy” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since 2025, Rita Malaquias, “Deception in Video Games: A Framework for Game Design” (provisional title). Doctoral Dissertation (Doctoral Program in Digital Games Development) – IADE, Faculty of Design, Technology and Communication / European University; IPCA + Polytechnic Institute of Cávado and Ave. (Supervision: Pamela Teubig + Eva Oliveira + Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;WORKSHOPS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design Methods with Pedro Cardoso and Henrique Miguel. &amp;lt;i&amp;gt;Thursdays with Science Session&amp;lt;/i&amp;gt; @ Fraunhofer AICOS | 12 March 2026  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design with Lara Portelinha @ FBAUP | 22 June 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;COMMUNICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “Aesthetic Friction in Game Design.” Keynote Presentation.&amp;lt;i&amp;gt; ETD25: 11th Ergotrip Design Conference.&amp;lt;/i&amp;gt; Aveiro, Portugal. 3 December, 2025.  https://ergotrip25.web.ua.pt/en/programa/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “From Friction in the Design of Play to Breaking the Loop in Non-Game Contexts.” &amp;lt;i&amp;gt;Thursdays with Science Session&amp;lt;/i&amp;gt; at Fraunhofer AICOS. Porto, Portugal. 12 March 2026. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Santiago, Eliana. 2026. “Friction Design Archive: An Online Collection.”&amp;lt;i&amp;gt; Breaking the Code: Hacktivating Non-Normative Algorithms&amp;lt;/i&amp;gt;, Porto, Portugal. 19 June 2026.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.” &amp;lt;i&amp;gt;Intermediartes: International Conference on Media, Arts and Interaction&amp;lt;/i&amp;gt;, Vila do Conde. 21 May 2026.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.”&amp;lt;i&amp;gt;DiGRA 2026 Conference: Intersectional Pleasures&amp;lt;/i&amp;gt;, Maynooth, Ireland. 18 June 2026&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Miguel, Henrique. 2026. “An Open Access Database of Friction Design Patterns.” &amp;lt;i&amp;gt;Space to Space: 1st International Conference on Design, Animation &amp;amp; Media&amp;lt;/i&amp;gt;, Faro, Portugal. 22 May 2026. https://algarvedesignmeeting.ualg.pt/conference/&lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/func_geral.formview?p_codigo=591400 Eliana Santiago]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://i2ads.up.pt/membros/fabricio-fava/ Fabrício Fava]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://henrimiguel.net/ Henrique Miguel]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://www.behance.net/laraportelinha Lara Portelinha]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=486488 Pedro Cardoso]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://pedrosacouto.com/ Pedro Sá Couto]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=414</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=414"/>
		<updated>2026-07-15T21:58:48Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ i2ADS Project Page]&lt;br /&gt;
&lt;br /&gt;
==Project Outputs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EVENTS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Play as Method” Master Class by Miguel Sicart (Think Tank #1) | 4 December 2025  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
“Monetisation of Characters in Gacha Games” Lecture by Joleen Blom | 2 March 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
[https://frictiondesign.fba.up.pt/unloop/ UNLOOP 2026: Symposium on Interaction and Computational Media Design] (Think Tank #2) | 26 June 2026 [Porto, PT], with the Keynote Address by Laura Belloff titled “Chickens and Bones: from Fossils to Algorithms”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;CONFERENCE PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
​​Pedro Cardoso, Miguel Carvalhais, Eliana Santiago, Fabrício Fava and Henrique Miguel. 2026. “Friction Design Archive: An Online Collection.”&amp;lt;i&amp;gt;Breaking the Code: Hacktivating Non-Normative Algorithms&amp;lt;/i&amp;gt;, Porto, Portugal.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, ​​Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.” &amp;lt;i&amp;gt;Intermediartes: International Conference on Media, Arts and Interaction,&amp;lt;/i&amp;gt; Vila do Conde.&lt;br /&gt;
&lt;br /&gt;
Eliana Santiago,  Pedro Cardoso, Pedro Sá Couto, Fabrício Fava and Miguel Carvalhais. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” &amp;lt;i&amp;gt;DiGRA 2026 Conference: Intersectional Pleasures&amp;lt;/i&amp;gt;, Maynooth, Ireland.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “An Open Access Database of Friction Design Patterns.” &amp;lt;i&amp;gt;Space to Space: 1st International Conference on Design, Animation &amp;amp; Media&amp;lt;/i&amp;gt;, Faro, Portugal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JOURNAL PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something Went Right: Friction Design as an Aesthetic Strategy Towards User Intention Instead of User Retention. IJFMA. Submitted. https://revistas.ulusofona.pt/index.php/ijfma/announcement/view/239&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EDITED PUBLICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, and Pedro Cardoso. 2027. &amp;lt;i&amp;gt;Friction in Computational Media: A Glossary of Possible Futures&amp;lt;/i&amp;gt;[Forthcoming on U.Porto Press]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, Fabrício Fava, eds. 2027. &amp;lt;i&amp;gt;Break the UNLOOP: Friction in Interaction and Computational Media Design.&amp;lt;/i&amp;gt; JDMI special issue [Forthcoming on Journal of Digital Media &amp;amp; Interaction]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, and Fabrício Fava, eds. 2026. &amp;lt;i&amp;gt;UNLOOP 2026: Book of Abstracts of the Symposium on Interaction and Computational Media Design&amp;lt;/i&amp;gt;. Porto, Portugal: i2ADS—Research Institute in Art, Design and Society. https://doi.org/10.34626/2026/9r94-sx78.&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel and Pedro Cardoso. 2025. “Friction in Games and Computational Media (Editorial)” &amp;lt;i&amp;gt;Journal of Digital Media &amp;amp; Interaction&amp;lt;/i&amp;gt; 8 (20):5–10. https://doi.org/10.34624/jdmi.v8i20.42275.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MASTER DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gurpreet Kaur, &amp;lt;i&amp;gt;Designing Sonic Friction for Reflective Interaction in Digital Media&amp;lt;/i&amp;gt;(provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Fabrício Fava and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Beatriz Reis,&amp;lt;i&amp;gt;Micro-narrativas para o disengagement em media digitais&amp;lt;/i&amp;gt; (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Sofia Silva,&amp;lt;i&amp;gt;Microinterações para o disengagement em interfaces digitais&amp;lt;/i&amp;gt; (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
José Santos,&amp;lt;i&amp;gt;The Game that Lies: A Study on Deceptive Game Design Patterns.&amp;lt;/i&amp;gt; 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Duarte Cunha,&amp;lt;i&amp;gt;Affordances in Visual-Focused Game Mechanics as Tools to Subvert Player Perception in 2D Platformers.&amp;lt;/i&amp;gt; 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;PHD DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since 2025, Isabella Silva, “Design Friction in User Interfaces to Support AI–Human Alignment” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso + Duarte Folgado).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Maria Isabel Quaresma, “There Is Nothing Fun Here: Friction in the Playful Space as Reflection and Resistance for Democracy” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Rita Malaquias, “Deception in Video Games: A Framework for Game Design” (provisional title). Doctoral Dissertation (Doctoral Program in Digital Games Development) – IADE, Faculty of Design, Technology and Communication / European University; IPCA + Polytechnic Institute of Cávado and Ave. (Supervision: Pamela Teubig + Eva Oliveira + Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;WORKSHOPS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design Methods with Pedro Cardoso and Henrique Miguel. &amp;lt;i&amp;gt;Thursdays with Science Session&amp;lt;/i&amp;gt; @ Fraunhofer AICOS | 12 March 2026  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design with Lara Portelinha @ FBAUP | 22 June 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;COMMUNICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “Aesthetic Friction in Game Design.” Keynote Presentation.&amp;lt;i&amp;gt; ETD25: 11th Ergotrip Design Conference.&amp;lt;/i&amp;gt; Aveiro, Portugal. 3 December, 2025.  https://ergotrip25.web.ua.pt/en/programa/&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “From Friction in the Design of Play to Breaking the Loop in Non-Game Contexts.” &amp;lt;i&amp;gt;Thursdays with Science Session&amp;lt;/i&amp;gt; at Fraunhofer AICOS. Porto, Portugal. 12 March 2026. &lt;br /&gt;
&lt;br /&gt;
Santiago, Eliana. 2026. “Friction Design Archive: An Online Collection.”&amp;lt;i&amp;gt; Breaking the Code: Hacktivating Non-Normative Algorithms&amp;lt;/i&amp;gt;, Porto, Portugal. 19 June 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.” &amp;lt;i&amp;gt;Intermediartes: International Conference on Media, Arts and Interaction&amp;lt;/i&amp;gt;, Vila do Conde. 21 May 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.”&amp;lt;i&amp;gt;DiGRA 2026 Conference: Intersectional Pleasures&amp;lt;/i&amp;gt;, Maynooth, Ireland. 18 June 2026&lt;br /&gt;
&lt;br /&gt;
Miguel, Henrique. 2026. “An Open Access Database of Friction Design Patterns.” &amp;lt;i&amp;gt;Space to Space: 1st International Conference on Design, Animation &amp;amp; Media&amp;lt;/i&amp;gt;, Faro, Portugal. 22 May 2026. https://algarvedesignmeeting.ualg.pt/conference/&lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/func_geral.formview?p_codigo=591400 Eliana Santiago]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://i2ads.up.pt/membros/fabricio-fava/ Fabrício Fava]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://henrimiguel.net/ Henrique Miguel]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://www.behance.net/laraportelinha Lara Portelinha]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=486488 Pedro Cardoso]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://pedrosacouto.com/ Pedro Sá Couto]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=413</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=413"/>
		<updated>2026-06-29T14:26:30Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ i2ADS Project Page]&lt;br /&gt;
&lt;br /&gt;
==Project Outputs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EVENTS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Play as Method” Master Class by Miguel Sicart (Think Tank #1) | 4 December 2025  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
“Monetisation of Characters in Gacha Games” Lecture by Joleen Blom | 2 March 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
[https://frictiondesign.fba.up.pt/unloop/ UNLOOP 2026: Symposium on Interaction and Computational Media Design] (Think Tank #2) | 26 June 2026 [Porto, PT], with the Keynote Address by Laura Belloff titled “Chickens and Bones: from Fossils to Algorithms”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;CONFERENCE PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
​​Pedro Cardoso, Miguel Carvalhais, Eliana Santiago, Fabrício Fava and Henrique Miguel. 2026. “Friction Design Archive: An Online Collection.”&amp;lt;i&amp;gt;Breaking the Code: Hacktivating Non-Normative Algorithms&amp;lt;/i&amp;gt;, Porto, Portugal.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, ​​Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.” &amp;lt;i&amp;gt;Intermediartes: International Conference on Media, Arts and Interaction,&amp;lt;/i&amp;gt; Vila do Conde.&lt;br /&gt;
&lt;br /&gt;
Eliana Santiago,  Pedro Cardoso, Pedro Sá Couto, Fabrício Fava and Miguel Carvalhais. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” &amp;lt;i&amp;gt;DiGRA 2026 Conference: Intersectional Pleasures&amp;lt;/i&amp;gt;, Maynooth, Ireland.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “An Open Access Database of Friction Design Patterns.” &amp;lt;i&amp;gt;Space to Space: 1st International Conference on Design, Animation &amp;amp; Media&amp;lt;/i&amp;gt;, Faro, Portugal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JOURNAL PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something Went Right: Friction Design as an Aesthetic Strategy Towards User Intention Instead of User Retention. IJFMA. Submitted. https://revistas.ulusofona.pt/index.php/ijfma/announcement/view/239&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EDITED PUBLICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, and Pedro Cardoso. 2027. &amp;lt;i&amp;gt;Friction in Computational Media: A Glossary of Possible Futures&amp;lt;/i&amp;gt;[Forthcoming on U.Porto Press]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, Fabrício Fava, eds. 2027. &amp;lt;i&amp;gt;Break the UNLOOP: Friction in Interaction and Computational Media Design.&amp;lt;/i&amp;gt; JDMI special issue [Forthcoming on Journal of Digital Media &amp;amp; Interaction]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, and Fabrício Fava, eds. 2026. &amp;lt;i&amp;gt;UNLOOP 2026: Book of Abstracts of the Symposium on Interaction and Computational Media Design&amp;lt;/i&amp;gt;. Porto, Portugal: i2ADS—Research Institute in Art, Design and Society. https://doi.org/10.34626/2026/9r94-sx78.&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel and Pedro Cardoso. 2025. “Friction in Games and Computational Media (Editorial)” &amp;lt;i&amp;gt;Journal of Digital Media &amp;amp; Interaction&amp;lt;/i&amp;gt; 8 (20):5–10. https://doi.org/10.34624/jdmi.v8i20.42275.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MASTER DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gurpreet Kaur, &amp;lt;i&amp;gt;Designing Sonic Friction for Reflective Interaction in Digital Media&amp;lt;/i&amp;gt;(provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Fabrício Fava and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Beatriz Reis,&amp;lt;i&amp;gt;Micro-narrativas para o disengagement em media digitais&amp;lt;/i&amp;gt; (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Sofia Silva,&amp;lt;i&amp;gt;Microinterações para o disengagement em interfaces digitais&amp;lt;/i&amp;gt; (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
José Santos,&amp;lt;i&amp;gt;The Game that Lies: A Study on Deceptive Game Design Patterns.&amp;lt;/i&amp;gt; 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Duarte Cunha,&amp;lt;i&amp;gt;Affordances in Visual-Focused Game Mechanics as Tools to Subvert Player Perception in 2D Platformers.&amp;lt;/i&amp;gt; 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;PHD DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since 2025, Isabella Silva, “Design Friction in User Interfaces to Support AI–Human Alignment” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso + Duarte Folgado).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Maria Isabel Quaresma, “There Is Nothing Fun Here: Friction in the Playful Space as Reflection and Resistance for Democracy” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Rita Malaquias, “Deception in Video Games: A Framework for Game Design” (provisional title). Doctoral Dissertation (Doctoral Program in Digital Games Development) – IADE, Faculty of Design, Technology and Communication / European University; IPCA + Polytechnic Institute of Cávado and Ave. (Supervision: Pamela Teubig + Eva Oliveira + Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;WORKSHOPS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design Methods with Pedro Cardoso and Henrique Miguel. &amp;lt;i&amp;gt;Thursdays with Science Session&amp;lt;/i&amp;gt; @ Fraunhofer AICOS | 12 March 2026  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design with Lara Portelinha @ FBAUP | 22 June 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;COMMUNICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “Aesthetic Friction in Game Design.” Keynote Presentation.&amp;lt;i&amp;gt; ETD25: 11th Ergotrip Design Conference.&amp;lt;/i&amp;gt; Aveiro, Portugal. 3 December, 2025.  https://ergotrip25.web.ua.pt/en/programa/&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “From Friction in the Design of Play to Breaking the Loop in Non-Game Contexts.” &amp;lt;i&amp;gt;Thursdays with Science Session&amp;lt;/i&amp;gt; at Fraunhofer AICOS. Porto, Portugal. 12 March 2026. &lt;br /&gt;
&lt;br /&gt;
Santiago, Eliana. 2026. “Friction Design Archive: An Online Collection.”&amp;lt;i&amp;gt; Breaking the Code: Hacktivating Non-Normative Algorithms&amp;lt;/i&amp;gt;, Porto, Portugal. 19 June 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.” &amp;lt;i&amp;gt;Intermediartes: International Conference on Media, Arts and Interaction&amp;lt;/i&amp;gt;, Vila do Conde. 21 May 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.”&amp;lt;i&amp;gt;DiGRA 2026 Conference: Intersectional Pleasures&amp;lt;/i&amp;gt;, Maynooth, Ireland. 18 June 2026&lt;br /&gt;
&lt;br /&gt;
Miguel, Henrique. 2026. “An Open Access Database of Friction Design Patterns.” &amp;lt;i&amp;gt;Space to Space: 1st International Conference on Design, Animation &amp;amp; Media&amp;lt;/i&amp;gt;, Faro, Portugal. 22 May 2026. https://algarvedesignmeeting.ualg.pt/conference/&lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/func_geral.formview?p_codigo=591400 Eliana Santiago]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://i2ads.up.pt/membros/fabricio-fava/ Fabrício Fava]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://henrimiguel.net/ Henrique Miguel]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://www.behance.net/laraportelinha Lara Portelinha]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=486488 Pedro Cardoso]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://pedrosacouto.com/ Pedro Sá Couto]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=412</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=412"/>
		<updated>2026-06-29T14:25:04Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ i2ADS Project Page]&lt;br /&gt;
&lt;br /&gt;
==Project Outputs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EVENTS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Play as Method” Master Class by Miguel Sicart (Think Tank #1) | 4 December 2025  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
“Monetisation of Characters in Gacha Games” Lecture by Joleen Blom | 2 March 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
[https://frictiondesign.fba.up.pt/unloop/ UNLOOP 2026: Symposium on Interaction and Computational Media Design] (Think Tank #2) | 26 June 2026 [Porto, PT], with the Keynote Address by Laura Belloff titled “Chickens and Bones: from Fossils to Algorithms”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;CONFERENCE PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
​​Pedro Cardoso, Miguel Carvalhais, Eliana Santiago, Fabrício Fava and Henrique Miguel. 2026. “Friction Design Archive: An Online Collection.”&amp;lt;i&amp;gt;Breaking the Code: Hacktivating Non-Normative Algorithms&amp;lt;/i&amp;gt;, Porto, Portugal.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, ​​Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.” &amp;lt;i&amp;gt;Intermediartes: International Conference on Media, Arts and Interaction,&amp;lt;/i&amp;gt; Vila do Conde.&lt;br /&gt;
&lt;br /&gt;
Eliana Santiago,  Pedro Cardoso, Pedro Sá Couto, Fabrício Fava and Miguel Carvalhais. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” &amp;lt;i&amp;gt;DiGRA 2026 Conference: Intersectional Pleasures&amp;lt;/i&amp;gt;, Maynooth, Ireland.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “An Open Access Database of Friction Design Patterns.” &amp;lt;i&amp;gt;Space to Space: 1st International Conference on Design, Animation &amp;amp; Media&amp;lt;/i&amp;gt;, Faro, Portugal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JOURNAL PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something Went Right: Friction Design as an Aesthetic Strategy Towards User Intention Instead of User Retention. IJFMA. Submitted. https://revistas.ulusofona.pt/index.php/ijfma/announcement/view/239&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EDITED PUBLICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, and Pedro Cardoso. 2027. &amp;lt;i&amp;gt;Friction in Computational Media: A Glossary of Possible Futures&amp;lt;/i&amp;gt;[Forthcoming on U.Porto Press]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, Fabrício Fava, eds. 2027. &amp;lt;i&amp;gt;Break the UNLOOP: Friction in Interaction and Computational Media Design.&amp;lt;/i&amp;gt; JDMI special issue [Forthcoming on Journal of Digital Media &amp;amp; Interaction]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, and Fabrício Fava, eds. 2026. &amp;lt;i&amp;gt;UNLOOP 2026: Book of Abstracts of the Symposium on Interaction and Computational Media Design&amp;lt;/i&amp;gt;. Porto, Portugal: i2ADS—Research Institute in Art, Design and Society. https://doi.org/10.34626/2026/9r94-sx78.&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel and Pedro Cardoso. 2025. “Friction in Games and Computational Media (Editorial)” &amp;lt;i&amp;gt;Journal of Digital Media &amp;amp; Interaction&amp;lt;/i&amp;gt; 8 (20):5–10. https://doi.org/10.34624/jdmi.v8i20.42275.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MASTER DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gurpreet Kaur, &amp;lt;i&amp;gt;Designing Sonic Friction for Reflective Interaction in Digital Media&amp;lt;/i&amp;gt;(provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Fabrício Fava and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Beatriz Reis,&amp;lt;i&amp;gt;Micro-narrativas para o disengagement em media digitais&amp;lt;/i&amp;gt; (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Sofia Silva,&amp;lt;i&amp;gt;Microinterações para o disengagement em interfaces digitais&amp;lt;/i&amp;gt; (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
José Santos,&amp;lt;i&amp;gt;The Game that Lies: A Study on Deceptive Game Design Patterns.&amp;lt;/i&amp;gt; 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Duarte Cunha,&amp;lt;i&amp;gt;Affordances in Visual-Focused Game Mechanics as Tools to Subvert Player Perception in 2D Platformers.&amp;lt;/i&amp;gt; 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;PHD DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since 2025, Isabella Silva, “Design Friction in User Interfaces to Support AI–Human Alignment” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso + Duarte Folgado).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Maria Isabel Quaresma, “There Is Nothing Fun Here: Friction in the Playful Space as Reflection and Resistance for Democracy” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Rita Malaquias, “Deception in Video Games: A Framework for Game Design” (provisional title). Doctoral Dissertation (Doctoral Program in Digital Games Development) – IADE, Faculty of Design, Technology and Communication / European University; IPCA + Polytechnic Institute of Cávado and Ave. (Supervision: Pamela Teubig + Eva Oliveira + Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;WORKSHOPS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design Methods with Pedro Cardoso and Henrique Miguel. &amp;lt;i&amp;gt;Thursdays with Science Session&amp;lt;/i&amp;gt; @ Fraunhofer AICOS | 12 March 2026  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design with Lara Portelinha @ FBAUP | 22 June 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;COMMUNICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “Aesthetic Friction in Game Design.” Keynote Presentation.&amp;lt;i&amp;gt; ETD25: 11th Ergotrip Design Conference.&amp;lt;/i&amp;gt; Aveiro, Portugal. 3 December, 2025.  https://ergotrip25.web.ua.pt/en/programa/&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “From Friction in the Design of Play to Breaking the Loop in Non-Game Contexts.” &amp;lt;i&amp;gt;Thursdays with Science Session&amp;lt;/i&amp;gt; at Fraunhofer AICOS. Porto, Portugal. 12 March 2026. &lt;br /&gt;
&lt;br /&gt;
Santiago, Eliana. 2026. “Friction Design Archive: An Online Collection.”&amp;lt;i&amp;gt; Breaking the Code: Hacktivating Non-Normative Algorithms&amp;lt;/i&amp;gt;, Porto, Portugal. 19 June 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.” &amp;lt;i&amp;gt;Intermediartes: International Conference on Media, Arts and Interaction&amp;lt;/i&amp;gt;, Vila do Conde. 21 May 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.”&amp;lt;i&amp;gt;DiGRA 2026 Conference: Intersectional Pleasures&amp;lt;/i&amp;gt;, Maynooth, Ireland. 18 June 2026&lt;br /&gt;
&lt;br /&gt;
Miguel, Henrique. 2026. “An Open Access Database of Friction Design Patterns.” &amp;lt;i&amp;gt;Space to Space: 1st International Conference on Design, Animation &amp;amp; Media&amp;lt;/i&amp;gt;, Faro, Portugal. 22 May 2026.&lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/func_geral.formview?p_codigo=591400 Eliana Santiago]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://i2ads.up.pt/membros/fabricio-fava/ Fabrício Fava]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://henrimiguel.net/ Henrique Miguel]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://www.behance.net/laraportelinha Lara Portelinha]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=486488 Pedro Cardoso]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://pedrosacouto.com/ Pedro Sá Couto]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=411</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=411"/>
		<updated>2026-06-29T14:16:56Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ i2ADS Project Page]&lt;br /&gt;
&lt;br /&gt;
==Project Outputs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EVENTS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Play as Method” Master Class by Miguel Sicart (Think Tank #1) | 4 December 2025  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
“Monetisation of Characters in Gacha Games” Lecture by Joleen Blom | 2 March 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
[https://frictiondesign.fba.up.pt/unloop/ UNLOOP 2026: Symposium on Interaction and Computational Media Design] (Think Tank #2) | 26 June 2026 [Porto, PT], with the Keynote Address by Laura Belloff titled “Chickens and Bones: from Fossils to Algorithms”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;CONFERENCE PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
​​Pedro Cardoso, Miguel Carvalhais, Eliana Santiago, Fabrício Fava and Henrique Miguel. 2026. “Friction Design Archive: An Online Collection.” Breaking the Code: Hacktivating Non-Normative Algorithms, Porto, Portugal.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, ​​Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.”  Intermediartes: International Conference on Media, Arts and Interaction, Vila do Conde.&lt;br /&gt;
&lt;br /&gt;
Eliana Santiago,  Pedro Cardoso, Pedro Sá Couto, Fabrício Fava and Miguel Carvalhais. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” DiGRA 2026 Conference: Intersectional Pleasures, Maynooth, Ireland.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “An Open Access Database of Friction Design Patterns.” Space to Space: 1st International Conference on Design, Animation &amp;amp; Media, Faro, Portugal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JOURNAL PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something Went Right: Friction Design as an Aesthetic Strategy Towards User Intention Instead of User Retention. IJFMA. Submitted. https://revistas.ulusofona.pt/index.php/ijfma/announcement/view/239&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EDITED PUBLICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, and Pedro Cardoso. 2027. Friction in Computational Media: A Glossary of Possible Futures [Forthcoming on U.Porto Press]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, Fabrício Fava, eds. 2027. Break the UNLOOP: Friction in Interaction and Computational Media Design. JDMI special issue [Forthcoming on Journal of Digital Media &amp;amp; Interaction]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, and Fabrício Fava, eds. 2026. UNLOOP 2026: Book of Abstracts of the Symposium on Interaction and Computational Media Design. Porto, Portugal: i2ADS—Research Institute in Art, Design and Society. https://doi.org/10.34626/2026/9r94-sx78.&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel and Pedro Cardoso. 2025. “Friction in Games and Computational Media (Editorial)” Journal of Digital Media &amp;amp; Interaction 8 (20):5–10. https://doi.org/10.34624/jdmi.v8i20.42275.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MASTER DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gurpreet Kaur, Designing Sonic Friction for Reflective Interaction in Digital Media (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Fabrício Fava and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Beatriz Reis, Micro-narrativas para o disengagement em media digitais (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Sofia Silva, Microinterações para o disengagement em interfaces digitais (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
José Santos, The Game that Lies: A Study on Deceptive Game Design Patterns. 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Duarte Cunha, Affordances in Visual-Focused Game Mechanics as Tools to Subvert Player Perception in 2D Platformers. 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;PHD DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since 2025, Isabella Silva, “Design Friction in User Interfaces to Support AI–Human Alignment” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso + Duarte Folgado).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Maria Isabel Quaresma, “There Is Nothing Fun Here: Friction in the Playful Space as Reflection and Resistance for Democracy” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Rita Malaquias, “Deception in Video Games: A Framework for Game Design” (provisional title). Doctoral Dissertation (Doctoral Program in Digital Games Development) – IADE, Faculty of Design, Technology and Communication / European University; IPCA + Polytechnic Institute of Cávado and Ave. (Supervision: Pamela Teubig + Eva Oliveira + Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;WORKSHOPS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design Methods with Pedro Cardoso and Henrique Miguel. &amp;lt;i&amp;gt;Thursdays with Science Session&amp;lt;/i&amp;gt; @ Fraunhofer AICOS | 12 March 2026  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design with Lara Portelinha @ FBAUP | 22 June 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;COMMUNICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “Aesthetic Friction in Game Design.” Keynote Presentation. ETD25: 11th Ergotrip Design Conference. Aveiro, Portugal. 3 December, 2025.  https://ergotrip25.web.ua.pt/en/programa/&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “From Friction in the Design of Play to Breaking the Loop in Non-Game Contexts.” Thursdays with Science Session at Fraunhofer AICOS. Porto, Portugal. 12 March 2026. &lt;br /&gt;
&lt;br /&gt;
Santiago, Eliana. 2026. “Friction Design Archive: An Online Collection.” Breaking the Code: Hacktivating Non-Normative Algorithms, Porto, Portugal. 19 June 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.”  Intermediartes: International Conference on Media, Arts and Interaction, Vila do Conde. 21 May 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” DiGRA 2026 Conference: Intersectional Pleasures, Maynooth, Ireland. 18 June 2026&lt;br /&gt;
&lt;br /&gt;
Miguel, Henrique. 2026. “An Open Access Database of Friction Design Patterns.” Space to Space: 1st International Conference on Design, Animation &amp;amp; Media, Faro, Portugal. 22 May 2026.&lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/func_geral.formview?p_codigo=591400 Eliana Santiago]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://i2ads.up.pt/membros/fabricio-fava/ Fabrício Fava]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://henrimiguel.net/ Henrique Miguel]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://www.behance.net/laraportelinha Lara Portelinha]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=486488 Pedro Cardoso]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://pedrosacouto.com/ Pedro Sá Couto]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=410</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=410"/>
		<updated>2026-06-29T14:15:36Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ i2ADS Project Page]&lt;br /&gt;
&lt;br /&gt;
==Project Outputs==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EVENTS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Play as Method” Master Class by Miguel Sicart (Think Tank #1) | 4 December 2025  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
“Monetisation of Characters in Gacha Games” Lecture by Joleen Blom | 2 March 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
[https://frictiondesign.fba.up.pt/unloop/ UNLOOP 2026: Symposium on Interaction and Computational Media Design] (Think Tank #2) | 26 June 2026 [Porto, PT], with the Keynote Address by Laura Belloff titled “Chickens and Bones: from Fossils to Algorithms”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;CONFERENCE PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
​​Pedro Cardoso, Miguel Carvalhais, Eliana Santiago, Fabrício Fava and Henrique Miguel. 2026. “Friction Design Archive: An Online Collection.” Breaking the Code: Hacktivating Non-Normative Algorithms, Porto, Portugal.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, ​​Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.”  Intermediartes: International Conference on Media, Arts and Interaction, Vila do Conde.&lt;br /&gt;
&lt;br /&gt;
Eliana Santiago,  Pedro Cardoso, Pedro Sá Couto, Fabrício Fava and Miguel Carvalhais. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” DiGRA 2026 Conference: Intersectional Pleasures, Maynooth, Ireland.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “An Open Access Database of Friction Design Patterns.” Space to Space: 1st International Conference on Design, Animation &amp;amp; Media, Faro, Portugal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JOURNAL PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something Went Right: Friction Design as an Aesthetic Strategy Towards User Intention Instead of User Retention. IJFMA. Submitted. https://revistas.ulusofona.pt/index.php/ijfma/announcement/view/239&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EDITED PUBLICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, and Pedro Cardoso. 2027. Friction in Computational Media: A Glossary of Possible Futures [Forthcoming on U.Porto Press]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, Fabrício Fava, eds. 2027. Break the UNLOOP: Friction in Interaction and Computational Media Design. JDMI special issue [Forthcoming on Journal of Digital Media &amp;amp; Interaction]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, and Fabrício Fava, eds. 2026. UNLOOP 2026: Book of Abstracts of the Symposium on Interaction and Computational Media Design. Porto, Portugal: i2ADS—Research Institute in Art, Design and Society. https://doi.org/10.34626/2026/9r94-sx78.&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel and Pedro Cardoso. 2025. “Friction in Games and Computational Media (Editorial)” Journal of Digital Media &amp;amp; Interaction 8 (20):5–10. https://doi.org/10.34624/jdmi.v8i20.42275.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MASTER DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gurpreet Kaur, Designing Sonic Friction for Reflective Interaction in Digital Media (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Fabrício Fava and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Beatriz Reis, Micro-narrativas para o disengagement em media digitais (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Sofia Silva, Microinterações para o disengagement em interfaces digitais (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
José Santos, The Game that Lies: A Study on Deceptive Game Design Patterns. 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Duarte Cunha, Affordances in Visual-Focused Game Mechanics as Tools to Subvert Player Perception in 2D Platformers. 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MASTER DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since 2025, Isabella Silva, “Design Friction in User Interfaces to Support AI–Human Alignment” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso + Duarte Folgado).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Maria Isabel Quaresma, “There Is Nothing Fun Here: Friction in the Playful Space as Reflection and Resistance for Democracy” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Rita Malaquias, “Deception in Video Games: A Framework for Game Design” (provisional title). Doctoral Dissertation (Doctoral Program in Digital Games Development) – IADE, Faculty of Design, Technology and Communication / European University; IPCA + Polytechnic Institute of Cávado and Ave. (Supervision: Pamela Teubig + Eva Oliveira + Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;WORKSHOPS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design Methods with Pedro Cardoso and Henrique Miguel. &amp;lt;i&amp;gt;Thursdays with Science Session&amp;lt;/i&amp;gt; @ Fraunhofer AICOS | 12 March 2026  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design with Lara Portelinha @ FBAUP | 22 June 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;COMMUNICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “Aesthetic Friction in Game Design.” Keynote Presentation. ETD25: 11th Ergotrip Design Conference. Aveiro, Portugal. 3 December, 2025.  https://ergotrip25.web.ua.pt/en/programa/&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “From Friction in the Design of Play to Breaking the Loop in Non-Game Contexts.” Thursdays with Science Session at Fraunhofer AICOS. Porto, Portugal. 12 March 2026. &lt;br /&gt;
&lt;br /&gt;
Santiago, Eliana. 2026. “Friction Design Archive: An Online Collection.” Breaking the Code: Hacktivating Non-Normative Algorithms, Porto, Portugal. 19 June 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.”  Intermediartes: International Conference on Media, Arts and Interaction, Vila do Conde. 21 May 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” DiGRA 2026 Conference: Intersectional Pleasures, Maynooth, Ireland. 18 June 2026&lt;br /&gt;
&lt;br /&gt;
Miguel, Henrique. 2026. “An Open Access Database of Friction Design Patterns.” Space to Space: 1st International Conference on Design, Animation &amp;amp; Media, Faro, Portugal. 22 May 2026.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/func_geral.formview?p_codigo=591400 Eliana Santiago]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://i2ads.up.pt/membros/fabricio-fava/ Fabrício Fava]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://henrimiguel.net/ Henrique Miguel]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://www.behance.net/laraportelinha Lara Portelinha]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=486488 Pedro Cardoso]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://pedrosacouto.com/ Pedro Sá Couto]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=409</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=409"/>
		<updated>2026-06-29T14:15:21Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ i2ADS Project Page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Project Outputs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EVENTS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Play as Method” Master Class by Miguel Sicart (Think Tank #1) | 4 December 2025  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
“Monetisation of Characters in Gacha Games” Lecture by Joleen Blom | 2 March 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
[https://frictiondesign.fba.up.pt/unloop/ UNLOOP 2026: Symposium on Interaction and Computational Media Design] (Think Tank #2) | 26 June 2026 [Porto, PT], with the Keynote Address by Laura Belloff titled “Chickens and Bones: from Fossils to Algorithms”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;CONFERENCE PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
​​Pedro Cardoso, Miguel Carvalhais, Eliana Santiago, Fabrício Fava and Henrique Miguel. 2026. “Friction Design Archive: An Online Collection.” Breaking the Code: Hacktivating Non-Normative Algorithms, Porto, Portugal.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, ​​Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.”  Intermediartes: International Conference on Media, Arts and Interaction, Vila do Conde.&lt;br /&gt;
&lt;br /&gt;
Eliana Santiago,  Pedro Cardoso, Pedro Sá Couto, Fabrício Fava and Miguel Carvalhais. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” DiGRA 2026 Conference: Intersectional Pleasures, Maynooth, Ireland.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “An Open Access Database of Friction Design Patterns.” Space to Space: 1st International Conference on Design, Animation &amp;amp; Media, Faro, Portugal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JOURNAL PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something Went Right: Friction Design as an Aesthetic Strategy Towards User Intention Instead of User Retention. IJFMA. Submitted. https://revistas.ulusofona.pt/index.php/ijfma/announcement/view/239&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EDITED PUBLICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, and Pedro Cardoso. 2027. Friction in Computational Media: A Glossary of Possible Futures [Forthcoming on U.Porto Press]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, Fabrício Fava, eds. 2027. Break the UNLOOP: Friction in Interaction and Computational Media Design. JDMI special issue [Forthcoming on Journal of Digital Media &amp;amp; Interaction]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, and Fabrício Fava, eds. 2026. UNLOOP 2026: Book of Abstracts of the Symposium on Interaction and Computational Media Design. Porto, Portugal: i2ADS—Research Institute in Art, Design and Society. https://doi.org/10.34626/2026/9r94-sx78.&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel and Pedro Cardoso. 2025. “Friction in Games and Computational Media (Editorial)” Journal of Digital Media &amp;amp; Interaction 8 (20):5–10. https://doi.org/10.34624/jdmi.v8i20.42275.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MASTER DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gurpreet Kaur, Designing Sonic Friction for Reflective Interaction in Digital Media (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Fabrício Fava and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Beatriz Reis, Micro-narrativas para o disengagement em media digitais (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Sofia Silva, Microinterações para o disengagement em interfaces digitais (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
José Santos, The Game that Lies: A Study on Deceptive Game Design Patterns. 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Duarte Cunha, Affordances in Visual-Focused Game Mechanics as Tools to Subvert Player Perception in 2D Platformers. 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MASTER DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since 2025, Isabella Silva, “Design Friction in User Interfaces to Support AI–Human Alignment” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso + Duarte Folgado).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Maria Isabel Quaresma, “There Is Nothing Fun Here: Friction in the Playful Space as Reflection and Resistance for Democracy” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Rita Malaquias, “Deception in Video Games: A Framework for Game Design” (provisional title). Doctoral Dissertation (Doctoral Program in Digital Games Development) – IADE, Faculty of Design, Technology and Communication / European University; IPCA + Polytechnic Institute of Cávado and Ave. (Supervision: Pamela Teubig + Eva Oliveira + Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;WORKSHOPS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design Methods with Pedro Cardoso and Henrique Miguel. &amp;lt;i&amp;gt;Thursdays with Science Session&amp;lt;/i&amp;gt; @ Fraunhofer AICOS | 12 March 2026  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design with Lara Portelinha @ FBAUP | 22 June 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;COMMUNICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “Aesthetic Friction in Game Design.” Keynote Presentation. ETD25: 11th Ergotrip Design Conference. Aveiro, Portugal. 3 December, 2025.  https://ergotrip25.web.ua.pt/en/programa/&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “From Friction in the Design of Play to Breaking the Loop in Non-Game Contexts.” Thursdays with Science Session at Fraunhofer AICOS. Porto, Portugal. 12 March 2026. &lt;br /&gt;
&lt;br /&gt;
Santiago, Eliana. 2026. “Friction Design Archive: An Online Collection.” Breaking the Code: Hacktivating Non-Normative Algorithms, Porto, Portugal. 19 June 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.”  Intermediartes: International Conference on Media, Arts and Interaction, Vila do Conde. 21 May 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” DiGRA 2026 Conference: Intersectional Pleasures, Maynooth, Ireland. 18 June 2026&lt;br /&gt;
&lt;br /&gt;
Miguel, Henrique. 2026. “An Open Access Database of Friction Design Patterns.” Space to Space: 1st International Conference on Design, Animation &amp;amp; Media, Faro, Portugal. 22 May 2026.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/func_geral.formview?p_codigo=591400 Eliana Santiago]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://i2ads.up.pt/membros/fabricio-fava/ Fabrício Fava]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://henrimiguel.net/ Henrique Miguel]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://www.behance.net/laraportelinha Lara Portelinha]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=486488 Pedro Cardoso]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://pedrosacouto.com/ Pedro Sá Couto]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=408</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=408"/>
		<updated>2026-06-29T14:13:39Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ i2ADS Project Page]&lt;br /&gt;
&lt;br /&gt;
==Project Outputs==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EVENTS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Play as Method” Master Class by Miguel Sicart (Think Tank #1) | 4 December 2025  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
“Monetisation of Characters in Gacha Games” Lecture by Joleen Blom | 2 March 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
[https://frictiondesign.fba.up.pt/unloop/ UNLOOP 2026: Symposium on Interaction and Computational Media Design] (Think Tank #2) | 26 June 2026 [Porto, PT], with the Keynote Address by Laura Belloff titled “Chickens and Bones: from Fossils to Algorithms”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;CONFERENCE PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
​​Pedro Cardoso, Miguel Carvalhais, Eliana Santiago, Fabrício Fava and Henrique Miguel. 2026. “Friction Design Archive: An Online Collection.” Breaking the Code: Hacktivating Non-Normative Algorithms, Porto, Portugal.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, ​​Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.”  Intermediartes: International Conference on Media, Arts and Interaction, Vila do Conde.&lt;br /&gt;
&lt;br /&gt;
Eliana Santiago,  Pedro Cardoso, Pedro Sá Couto, Fabrício Fava and Miguel Carvalhais. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” DiGRA 2026 Conference: Intersectional Pleasures, Maynooth, Ireland.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “An Open Access Database of Friction Design Patterns.” Space to Space: 1st International Conference on Design, Animation &amp;amp; Media, Faro, Portugal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JOURNAL PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something Went Right: Friction Design as an Aesthetic Strategy Towards User Intention Instead of User Retention. IJFMA. Submitted. https://revistas.ulusofona.pt/index.php/ijfma/announcement/view/239&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EDITED PUBLICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, and Pedro Cardoso. 2027. Friction in Computational Media: A Glossary of Possible Futures [Forthcoming on U.Porto Press]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, Fabrício Fava, eds. 2027. Break the UNLOOP: Friction in Interaction and Computational Media Design. JDMI special issue [Forthcoming on Journal of Digital Media &amp;amp; Interaction]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, and Fabrício Fava, eds. 2026. UNLOOP 2026: Book of Abstracts of the Symposium on Interaction and Computational Media Design. Porto, Portugal: i2ADS—Research Institute in Art, Design and Society. https://doi.org/10.34626/2026/9r94-sx78.&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel and Pedro Cardoso. 2025. “Friction in Games and Computational Media (Editorial)” Journal of Digital Media &amp;amp; Interaction 8 (20):5–10. https://doi.org/10.34624/jdmi.v8i20.42275.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MASTER DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gurpreet Kaur, Designing Sonic Friction for Reflective Interaction in Digital Media (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Fabrício Fava and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Beatriz Reis, Micro-narrativas para o disengagement em media digitais (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Sofia Silva, Microinterações para o disengagement em interfaces digitais (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
José Santos, The Game that Lies: A Study on Deceptive Game Design Patterns. 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Duarte Cunha, Affordances in Visual-Focused Game Mechanics as Tools to Subvert Player Perception in 2D Platformers. 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MASTER DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since 2025, Isabella Silva, “Design Friction in User Interfaces to Support AI–Human Alignment” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso + Duarte Folgado).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Maria Isabel Quaresma, “There Is Nothing Fun Here: Friction in the Playful Space as Reflection and Resistance for Democracy” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Rita Malaquias, “Deception in Video Games: A Framework for Game Design” (provisional title). Doctoral Dissertation (Doctoral Program in Digital Games Development) – IADE, Faculty of Design, Technology and Communication / European University; IPCA + Polytechnic Institute of Cávado and Ave. (Supervision: Pamela Teubig + Eva Oliveira + Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;WORKSHOPS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design Methods with Pedro Cardoso and Henrique Miguel. &amp;lt;i&amp;gt;Thursdays with Science Session&amp;lt;/i&amp;gt; @ Fraunhofer AICOS | 12 March 2026  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design with Lara Portelinha @ FBAUP | 22 June 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;COMMUNICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “Aesthetic Friction in Game Design.” Keynote Presentation. ETD25: 11th Ergotrip Design Conference. Aveiro, Portugal. 3 December, 2025.  https://ergotrip25.web.ua.pt/en/programa/&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “From Friction in the Design of Play to Breaking the Loop in Non-Game Contexts.” Thursdays with Science Session at Fraunhofer AICOS. Porto, Portugal. 12 March 2026. &lt;br /&gt;
&lt;br /&gt;
Santiago, Eliana. 2026. “Friction Design Archive: An Online Collection.” Breaking the Code: Hacktivating Non-Normative Algorithms, Porto, Portugal. 19 June 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.”  Intermediartes: International Conference on Media, Arts and Interaction, Vila do Conde. 21 May 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” DiGRA 2026 Conference: Intersectional Pleasures, Maynooth, Ireland. 18 June 2026&lt;br /&gt;
&lt;br /&gt;
Miguel, Henrique. 2026. “An Open Access Database of Friction Design Patterns.” Space to Space: 1st International Conference on Design, Animation &amp;amp; Media, Faro, Portugal. 22 May 2026.&lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/func_geral.formview?p_codigo=591400 Eliana Santiago]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://i2ads.up.pt/membros/fabricio-fava/ Fabrício Fava]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://henrimiguel.net/ Henrique Miguel]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://www.behance.net/laraportelinha Lara Portelinha]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=486488 Pedro Cardoso]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://pedrosacouto.com/ Pedro Sá Couto]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=407</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=407"/>
		<updated>2026-06-29T14:12:44Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ i2ADS Project Page]&lt;br /&gt;
&lt;br /&gt;
==Project Outputs==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EVENTS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Play as Method” Master Class by Miguel Sicart (Think Tank #1) | 4 December 2025  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
“Monetisation of Characters in Gacha Games” Lecture by Joleen Blom | 2 March 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
UNLOOP 2026: Symposium on Interaction and Computational Media Design (Think Tank #2) | 26 June 2026 [Porto, PT], with the Keynote Address by Laura Belloff titled “Chickens and Bones: from Fossils to Algorithms”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;CONFERENCE PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
​​Pedro Cardoso, Miguel Carvalhais, Eliana Santiago, Fabrício Fava and Henrique Miguel. 2026. “Friction Design Archive: An Online Collection.” Breaking the Code: Hacktivating Non-Normative Algorithms, Porto, Portugal.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, ​​Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.”  Intermediartes: International Conference on Media, Arts and Interaction, Vila do Conde.&lt;br /&gt;
&lt;br /&gt;
Eliana Santiago,  Pedro Cardoso, Pedro Sá Couto, Fabrício Fava and Miguel Carvalhais. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” DiGRA 2026 Conference: Intersectional Pleasures, Maynooth, Ireland.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “An Open Access Database of Friction Design Patterns.” Space to Space: 1st International Conference on Design, Animation &amp;amp; Media, Faro, Portugal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;JOURNAL PAPERS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something Went Right: Friction Design as an Aesthetic Strategy Towards User Intention Instead of User Retention. IJFMA. Submitted. https://revistas.ulusofona.pt/index.php/ijfma/announcement/view/239&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EDITED PUBLICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, and Pedro Cardoso. 2027. Friction in Computational Media: A Glossary of Possible Futures [Forthcoming on U.Porto Press]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, Fabrício Fava, eds. 2027. Break the UNLOOP: Friction in Interaction and Computational Media Design. JDMI special issue [Forthcoming on Journal of Digital Media &amp;amp; Interaction]&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel, Pedro Cardoso, Eliana Santiago, and Fabrício Fava, eds. 2026. UNLOOP 2026: Book of Abstracts of the Symposium on Interaction and Computational Media Design. Porto, Portugal: i2ADS—Research Institute in Art, Design and Society. https://doi.org/10.34626/2026/9r94-sx78.&lt;br /&gt;
&lt;br /&gt;
Carvalhais, Miguel and Pedro Cardoso. 2025. “Friction in Games and Computational Media (Editorial)” Journal of Digital Media &amp;amp; Interaction 8 (20):5–10. https://doi.org/10.34624/jdmi.v8i20.42275.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MASTER DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gurpreet Kaur, Designing Sonic Friction for Reflective Interaction in Digital Media (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Fabrício Fava and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Beatriz Reis, Micro-narrativas para o disengagement em media digitais (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Sofia Silva, Microinterações para o disengagement em interfaces digitais (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
José Santos, The Game that Lies: A Study on Deceptive Game Design Patterns. 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Duarte Cunha, Affordances in Visual-Focused Game Mechanics as Tools to Subvert Player Perception in 2D Platformers. 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MASTER DISSERTATIONS SUPERVISED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since 2025, Isabella Silva, “Design Friction in User Interfaces to Support AI–Human Alignment” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso + Duarte Folgado).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Maria Isabel Quaresma, “There Is Nothing Fun Here: Friction in the Playful Space as Reflection and Resistance for Democracy” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Rita Malaquias, “Deception in Video Games: A Framework for Game Design” (provisional title). Doctoral Dissertation (Doctoral Program in Digital Games Development) – IADE, Faculty of Design, Technology and Communication / European University; IPCA + Polytechnic Institute of Cávado and Ave. (Supervision: Pamela Teubig + Eva Oliveira + Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;WORKSHOPS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design Methods with Pedro Cardoso and Henrique Miguel. &amp;lt;i&amp;gt;Thursdays with Science Session&amp;lt;/i&amp;gt; @ Fraunhofer AICOS | 12 March 2026  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design with Lara Portelinha @ FBAUP | 22 June 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;COMMUNICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “Aesthetic Friction in Game Design.” Keynote Presentation. ETD25: 11th Ergotrip Design Conference. Aveiro, Portugal. 3 December, 2025.  https://ergotrip25.web.ua.pt/en/programa/&lt;br /&gt;
&lt;br /&gt;
Cardoso, Pedro. “From Friction in the Design of Play to Breaking the Loop in Non-Game Contexts.” Thursdays with Science Session at Fraunhofer AICOS. Porto, Portugal. 12 March 2026. &lt;br /&gt;
&lt;br /&gt;
Santiago, Eliana. 2026. “Friction Design Archive: An Online Collection.” Breaking the Code: Hacktivating Non-Normative Algorithms, Porto, Portugal. 19 June 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.”  Intermediartes: International Conference on Media, Arts and Interaction, Vila do Conde. 21 May 2026.&lt;br /&gt;
&lt;br /&gt;
Fava, Fabrício. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” DiGRA 2026 Conference: Intersectional Pleasures, Maynooth, Ireland. 18 June 2026&lt;br /&gt;
&lt;br /&gt;
Miguel, Henrique. 2026. “An Open Access Database of Friction Design Patterns.” Space to Space: 1st International Conference on Design, Animation &amp;amp; Media, Faro, Portugal. 22 May 2026.&lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/func_geral.formview?p_codigo=591400 Eliana Santiago]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://i2ads.up.pt/membros/fabricio-fava/ Fabrício Fava]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://henrimiguel.net/ Henrique Miguel]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://www.behance.net/laraportelinha Lara Portelinha]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=486488 Pedro Cardoso]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://pedrosacouto.com/ Pedro Sá Couto]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=406</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=406"/>
		<updated>2026-06-26T09:09:26Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ i2ADS Project Page]&lt;br /&gt;
&lt;br /&gt;
==Project Outputs==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;EVENTS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Play as Method” Master Class by Miguel Sicart (Think Tank #1) | 4 December 2025  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
“Monetisation of Characters in Gacha Games” Lecture by Joleen Blom | 2 March 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
Unloop Symposium (Think Tank #2) | 26 June 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
“Chickens and Bones: from Fossils to Algorithms” Keynote Address by Laura Belloff&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;PAPERS IN CONFERENCES&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
​​Pedro Cardoso, Miguel Carvalhais, Eliana Santiago, Fabrício Fava and Henrique Miguel. 2026. “Friction Design Archive: An Online Collection.” Breaking the Code: Hacktivating Non-Normative Algorithms, Porto, Portugal.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, ​​Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “From Games to Interfaces: An Archive of Friction Approaches for Interaction Design.”  Intermediartes: International Conference on Media, Arts and Interaction, Vila do Conde.&lt;br /&gt;
&lt;br /&gt;
Eliana Santiago,  Pedro Cardoso, Pedro Sá Couto, Fabrício Fava and Miguel Carvalhais. 2026. “Against Seamlessness and Hedonistic Loops: The Cases of Pause, Reflect, Resist, and Reform, from Interaction Design into Games.” DiGRA 2026 Conference: Intersectional Pleasures, Maynooth, Ireland.&lt;br /&gt;
&lt;br /&gt;
Henrique Miguel, Fabrício Fava, Pedro Cardoso, Eliana Santiago and Miguel Carvalhais. 2026. “An Open Access Database of Friction Design Patterns.” Space to Space: 1st International Conference on Design, Animation &amp;amp; Media, Faro, Portugal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;PUBLICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Miguel Carvalhais, Pedro Cardoso, Eliana Santiago, and Fabrício Fava, eds. 2026. UNLOOP 2026: Book of Abstracts of the Symposium on Interaction and Computational Media Design. Porto, Portugal: i2ADS—Research Institute in Art, Design and Society. https://doi.org/10.34626/2026/9r94-sx78.&lt;br /&gt;
&lt;br /&gt;
Miguel Carvalhais and Pedro Cardoso. 2025. “Friction in Games and Computational Media” Journal of Digital Media &amp;amp; Interaction 8 (20):5–10. https://doi.org/10.34624/jdmi.v8i20.42275.&lt;br /&gt;
&lt;br /&gt;
Friction in Computational Media: A Glossary of Possible Futures [Forthcoming on U.Porto Press]&lt;br /&gt;
JDMI special issue 2 [Forthcoming on Journal of Digital Media &amp;amp; Interaction]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;THESES DEVELOPED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gurpreet Kaur, Designing Sonic Friction for Reflective Interaction in Digital Media (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Fabrício Fava and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Beatriz Reis, Micro-narrativas para o disengagement em media digitais (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Sofia Silva, Microinterações para o disengagement em interfaces digitais (provisional title). 2025-2026. Dissertation (Masters in Multimedia) – Faculty of Engineering, University of Porto (supervised by Eliana Santiago and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
José Santos, The Game that Lies: A Study on Deceptive Game Design Patterns. 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Duarte Cunha, Affordances in Visual-Focused Game Mechanics as Tools to Subvert Player Perception in 2D Platformers. 2024-2025. Dissertation (Masters in Digital Game Development) - University of Aveiro (supervised by Mário Vairinhos and Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Isabella Silva, “Design Friction in User Interfaces to Support AI–Human Alignment” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso + Duarte Folgado).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Maria Isabel Quaresma, “There Is Nothing Fun Here: Friction in the Playful Space as Reflection and Resistance for Democracy” (provisional title). Doctoral Dissertation (Doctoral Program in Design) – University of Porto + University of Aveiro. (Supervision: Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
Since 2025, Rita Malaquias, “Deception in Video Games: A Framework for Game Design” (provisional title). Doctoral Dissertation (Doctoral Program in Digital Games Development) – IADE, Faculty of Design, Technology and Communication / European University; IPCA + Polytechnic Institute of Cávado and Ave. (Supervision: Pamela Teubig + Eva Oliveira + Pedro Cardoso).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;WORKSHOPS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design Methods with Pedro Cardoso and Henrique Miguel. Thursdays with Science Session @ Fraunhofer AICOS | 12 March 2026  [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
Workshop on Friction Design with Lara Portelinha @ FBAUP | 22 June 2026 [Porto, PT]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;COMMUNICATIONS&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pedro Cardoso. “Aesthetic Friction in Game Design.” Keynote Presentation. ETD25: 11th Ergotrip Design Conference. 3 December, 2025. Aveiro, Portugal. https://ergotrip25.web.ua.pt/en/programa/&lt;br /&gt;
&lt;br /&gt;
Pedro Cardoso. “From Friction in the Design of Play to Breaking the Loop in Non-Game Contexts.” Thursdays with Science Session at Fraunhofer AICOS. 12 March 2026. Porto, Portugal. &lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/func_geral.formview?p_codigo=591400 Eliana Santiago]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://i2ads.up.pt/membros/fabricio-fava/ Fabrício Fava]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://henrimiguel.net/ Henrique Miguel]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://www.behance.net/laraportelinha Lara Portelinha]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=486488 Pedro Cardoso]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://pedrosacouto.com/ Pedro Sá Couto]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=405</id>
		<title>MediaWiki:Citizen-footer-desc</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=405"/>
		<updated>2026-06-25T10:41:58Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Friction Design Archive&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This archive collects Tactics, Patterns, Models, Taxonomies, Toolkits, Archetypes, Principles, Symptoms, Philosophies, Manifestos, and Emerging Approaches related to Friction Design.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 15px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:FDA logos v04.png|700px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Break the Loop: Driving meaningful interactions with inconvenient game design strategies&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This work is financed by national funds through the Portuguese funding agency, FCT - Fundação para a Ciência e a Tecnologia, within the project &amp;lt;b&amp;gt;«2023.14448.PEX» [DOI 10.54499/2023.14448.PEX].&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=404</id>
		<title>MediaWiki:Citizen-footer-desc</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=404"/>
		<updated>2026-06-25T10:41:51Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Friction Design Archive&amp;lt;/b&amp;gt;&lt;br /&gt;
This archive collects Tactics, Patterns, Models, Taxonomies, Toolkits, Archetypes, Principles, Symptoms, Philosophies, Manifestos, and Emerging Approaches related to Friction Design.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 15px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:FDA logos v04.png|700px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Break the Loop: Driving meaningful interactions with inconvenient game design strategies&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This work is financed by national funds through the Portuguese funding agency, FCT - Fundação para a Ciência e a Tecnologia, within the project &amp;lt;b&amp;gt;«2023.14448.PEX» [DOI 10.54499/2023.14448.PEX].&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=403</id>
		<title>MediaWiki:Citizen-footer-desc</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=403"/>
		<updated>2026-06-25T10:41:26Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This archive collects Tactics, Patterns, Models, Taxonomies, Toolkits, Archetypes, Principles, Symptoms, Philosophies, Manifestos, and Emerging Approaches related to Friction Design.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 15px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:FDA logos v04.png|700px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Break the Loop: Driving meaningful interactions with inconvenient game design strategies&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This work is financed by national funds through the Portuguese funding agency, FCT - Fundação para a Ciência e a Tecnologia, within the project &amp;lt;b&amp;gt;«2023.14448.PEX» [DOI 10.54499/2023.14448.PEX].&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=402</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=402"/>
		<updated>2026-06-25T10:14:45Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ i2ADS Project Page]&lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/func_geral.formview?p_codigo=591400 Eliana Santiago]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://i2ads.up.pt/membros/fabricio-fava/ Fabrício Fava]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://henrimiguel.net/ Henrique Miguel]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://www.behance.net/laraportelinha Lara Portelinha]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=486488 Pedro Cardoso]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://pedrosacouto.com/ Pedro Sá Couto]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=401</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=401"/>
		<updated>2026-06-25T10:12:40Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: /* Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ More About This Project]&lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/func_geral.formview?p_codigo=591400 Eliana Santiago]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://i2ads.up.pt/membros/fabricio-fava/ Fabrício Fava]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://henrimiguel.net/ Henrique Miguel]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://www.behance.net/laraportelinha Lara Portelinha]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=486488 Pedro Cardoso]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://pedrosacouto.com/ Pedro Sá Couto]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=400</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=400"/>
		<updated>2026-06-25T10:12:26Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ More About This Project]&lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/func_geral.formview?p_codigo=591400 Eliana Santiago]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://i2ads.up.pt/membros/fabricio-fava/ Fabrício Fava&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://henrimiguel.net/ Henrique Miguel]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://www.behance.net/laraportelinha Lara Portelinha]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=486488 Pedro Cardoso]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://pedrosacouto.com/ Pedro Sá Couto]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=399</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=399"/>
		<updated>2026-06-25T10:12:10Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: /* Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ More About This Project]&lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/func_geral.formview?p_codigo=591400 Eliana Santiago]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://i2ads.up.pt/membros/fabricio-fava/ Fabrício Fava&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://henrimiguel.net/ Henrique Miguel]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://www.behance.net/laraportelinha Lara Portelinha]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=486488 Pedro Cardoso]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://pedrosacouto.com/] Pedro Sá Couto&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=398</id>
		<title>Frictiondesign:About</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Frictiondesign:About&amp;diff=398"/>
		<updated>2026-06-25T10:06:56Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Context ==&lt;br /&gt;
Human-centred design (HCD) is a central paradigm in interaction design research, teaching, and practice. HCD focuses on the characteristics of the users of the medium or tool being designed, their needs and wants, contexts of usage, and their tasks and workflows. HCD is concerned with learning processes and cognitive stresses and tries to develop products that accommodate humans and are ready-to-hand, promoting user-friendliness, facilitation of workflows, comfort, and a mental state of flow. The successes of HCD philosophies and methodologies, and their role in shaping the current media landscape are undeniable, but they are not without downsides.&lt;br /&gt;
&lt;br /&gt;
The application of HCD methods can result in media and tools that are conducive to hedonistic loops — the optimisation and normalisation of what is already known and familiar to users — and to the overuse of strategies and patterns that exploit computational media’s potential for persuasiveness. This may result in diminished critical thinking and metacognition in users. Mistaking usability with effortlessness can lead to negative impacts on diversity and to increases in radicalisation, as well as to a dilution of the ergodic potential, impairing the creation of meaning and the development of creative processes, as well as increasing alienation, something which is paradoxically opposed to one of the main goals of flow theory. Ultimately, HCD’s methods can incentivise shallow relationships with digital media and other humans, leading to unreflected interactions and convergent thinking.&lt;br /&gt;
&lt;br /&gt;
Interaction design’s influence on most human activities is paramount. The way computational tools and media are designed increasingly impacts what we are able to create with and for them due to their affordances and how they expand human creativity.&lt;br /&gt;
&lt;br /&gt;
Examples can be found in how generative artificial intelligence systems are brought to creative software and how algorithms mediate interactions on social networks and digital media, with impacts on culture, politics, ecology, and a growing number of other fronts. This research intends to expand the methods available to HCD and to develop tools for countering these shortcomings.&lt;br /&gt;
&lt;br /&gt;
==Break The Loop Research Project==&lt;br /&gt;
&lt;br /&gt;
This project intends to bring contributions from other disciplines, chiefly game design, to interaction design. Game design often suffers from excessive facilitation and the commodification of flow”, but it is a field where these negative effects have a far more direct impact on the quality of products. As such, there is a growing body of research focused on inconvenient play, transgressive and no-fun games, abusive game design, and other strategies to induce friction in games and to lead to increases in meaningfulness and the quality of experience. Relevant bodies of research are also being developed in fields adjacent to interaction and game design, such as computational arts, electronic literature, or digital narrative.&lt;br /&gt;
&lt;br /&gt;
This project’s main research question is: How can friction, inconvenience, and playful strategies stemming from game design be used in interaction design as inducers of meaning, reflectiveness and higher-order thinking by users? Secondary questions include: How can flow be constructively interrupted and moderated through the use of friction in the interaction with digital media? What are the purposes for breaking flow in digital media? What kinds of teaching and learning materials can be developed for these methods?&lt;br /&gt;
&lt;br /&gt;
This website intends to archive current discourses and practices, providing updated knowledge on theories, models, methods, frameworks, strategies, principles, patterns, or tools, for countering these shortcomings. The focus of the site is on strategies to induce friction in the interaction with computational systems and how this may lead to increases in meaningfulness and the quality of experience with computational artefacts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;doi&amp;lt;/b&amp;gt;: https://doi.org/10.54499/2023.14448.PEX&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords&amp;lt;/b&amp;gt;: Interaction Design; Game Design; User Experience; Design Education and Training.&lt;br /&gt;
&lt;br /&gt;
[https://i2ads.up.pt/en/projetos/btl/ More About This Project]&lt;br /&gt;
&lt;br /&gt;
==Participating Institutions==&lt;br /&gt;
Institute for Research in Art, Design and Society (i2ADS), FBAUP - Leader &amp;lt;br&amp;gt;&lt;br /&gt;
Centro de Investigação em Média Digitais e Interação (DigiMedia), UA&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Eliana Santiago&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Fabrício Fava&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Henrique Miguel&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Lara Portelinha&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://sigarra.up.pt/fbaup/en/FUNC_GERAL.FORMVIEW?p_codigo=243375 Miguel Carvalhais]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Pedro Cardoso&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Pedro Sá Couto&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=397</id>
		<title>MediaWiki:Citizen-footer-desc</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=397"/>
		<updated>2026-06-25T10:00:28Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This archive collects Tactics, Patterns, Models, Taxonomies, Toolkits, Archetypes, Principles, Symptoms, Philosophies, Manifestos, and Emerging Approaches related to Friction Design.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 15px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:FDA logos v04.png|700px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This work is financed by national funds through the Portuguese funding agency, FCT - Fundação para a Ciência e a Tecnologia, within the project &amp;lt;b&amp;gt;«2023.14448.PEX» [DOI 10.54499/2023.14448.PEX].&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=396</id>
		<title>MediaWiki:Citizen-footer-desc</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=396"/>
		<updated>2026-06-25T10:00:09Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This archive collects Tactics, Patterns, Models, Taxonomies, Toolkits, Archetypes, Principles, Symptoms, Philosophies, Manifestos, and Emerging Approaches related to Friction Design.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 15px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:FDA logos v04.png|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This work is financed by national funds through the Portuguese funding agency, FCT - Fundação para a Ciência e a Tecnologia, within the project &amp;lt;b&amp;gt;«2023.14448.PEX» [DOI 10.54499/2023.14448.PEX].&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=395</id>
		<title>MediaWiki:Citizen-footer-desc</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=395"/>
		<updated>2026-06-25T09:59:59Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This archive collects Tactics, Patterns, Models, Taxonomies, Toolkits, Archetypes, Principles, Symptoms, Philosophies, Manifestos, and Emerging Approaches related to Friction Design.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 30px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:FDA logos v04.png|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This work is financed by national funds through the Portuguese funding agency, FCT - Fundação para a Ciência e a Tecnologia, within the project &amp;lt;b&amp;gt;«2023.14448.PEX» [DOI 10.54499/2023.14448.PEX].&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=394</id>
		<title>MediaWiki:Citizen-footer-desc</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=394"/>
		<updated>2026-06-25T09:58:00Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This archive collects Tactics, Patterns, Models, Taxonomies, Toolkits, Archetypes, Principles, Symptoms, Philosophies, Manifestos, and Emerging Approaches related to Friction Design.&lt;br /&gt;
&lt;br /&gt;
[[File:FDA logos v04.png|500px]]&lt;br /&gt;
&lt;br /&gt;
This work is financed by national funds through the Portuguese funding agency, FCT - Fundação para a Ciência e a Tecnologia, within the project &amp;lt;b&amp;gt;«2023.14448.PEX» [DOI 10.54499/2023.14448.PEX].&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=File:FDA_logos_v04.png&amp;diff=393</id>
		<title>File:FDA logos v04.png</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=File:FDA_logos_v04.png&amp;diff=393"/>
		<updated>2026-06-25T09:57:48Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=392</id>
		<title>MediaWiki:Citizen-footer-desc</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=392"/>
		<updated>2026-06-25T09:56:38Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This archive collects Tactics, Patterns, Models, Taxonomies, Toolkits, Archetypes, Principles, Symptoms, Philosophies, Manifestos, and Emerging Approaches related to Friction Design.&lt;br /&gt;
&lt;br /&gt;
[[File:FDA logos v03.png|500px]]&lt;br /&gt;
&lt;br /&gt;
This work is financed by national funds through the Portuguese funding agency, FCT - Fundação para a Ciência e a Tecnologia, within the project &amp;lt;b&amp;gt;«2023.14448.PEX» [DOI 10.54499/2023.14448.PEX].&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=391</id>
		<title>MediaWiki:Citizen-footer-desc</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=391"/>
		<updated>2026-06-25T09:56:24Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This archive collects Tactics, Patterns, Models, Taxonomies, Toolkits, Archetypes, Principles, Symptoms, Philosophies, Manifestos, and Emerging Approaches related to Friction Design.&lt;br /&gt;
&lt;br /&gt;
[[File:FDA logos v03.png]]&lt;br /&gt;
&lt;br /&gt;
This work is financed by national funds through the Portuguese funding agency, FCT - Fundação para a Ciência e a Tecnologia, within the project &amp;lt;b&amp;gt;«2023.14448.PEX» [DOI 10.54499/2023.14448.PEX].&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=File:FDA_logos_v03.png&amp;diff=390</id>
		<title>File:FDA logos v03.png</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=File:FDA_logos_v03.png&amp;diff=390"/>
		<updated>2026-06-25T09:52:43Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Offer_Mulitple_Points_of_View&amp;diff=389</id>
		<title>Offer Mulitple Points of View</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Offer_Mulitple_Points_of_View&amp;diff=389"/>
		<updated>2026-04-14T10:44:02Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: Hmiguel moved page Offer Mulitple Points of View to Offer Multiple Points of View: Corrected Title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Offer Multiple Points of View]]&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Offer_Multiple_Points_of_View&amp;diff=388</id>
		<title>Offer Multiple Points of View</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Offer_Multiple_Points_of_View&amp;diff=388"/>
		<updated>2026-04-14T10:44:02Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: Hmiguel moved page Offer Mulitple Points of View to Offer Multiple Points of View: Corrected Title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Friction_Pattern&lt;br /&gt;
|Name=Offer Multiple Points of View&lt;br /&gt;
|Summary=Guiding the user toward more balanced and reflective decisions by presenting alternative perspectives.&lt;br /&gt;
|Description=Offer Multiple Points of View provides the user with contrasting or complementary viewpoints to counteract confirmation bias and automatic decision-making. The additional perspectives should not be seen as restrictions but as prompts that help users consider broader implications before acting. Presenting multiple viewpoints creates a moment of reflection within the interaction flow, leading the user to reassess their choices with expanded contextual awareness.&lt;br /&gt;
|Usage=This pattern can be applied when the goal is to ensure conscious decision-making by the user. Instead of blocking actions or imposing delays, this approach broadens the decision space with more information. It is suitable in contexts where cognitive biases (like confirmation bias) may hinder balanced judgment. For example, consent flows, recommendation systems, time-management decisions etc.&lt;br /&gt;
&lt;br /&gt;
== Sub Patterns ==&lt;br /&gt;
* &#039;&#039;&#039;Opposing Perspectives&#039;&#039;&#039;: Challenging the user’s initial assumption with an alternative interpretation.&lt;br /&gt;
* &#039;&#039;&#039;Complementary Perspectives&#039;&#039;&#039;: Broadens the contextual field around the decision.&lt;br /&gt;
&lt;br /&gt;
|Examples=&lt;br /&gt;
* &#039;&#039;&#039;Instagram time-limit&#039;&#039;&#039;: Prompts that suggest stopping or changing activity based on time spent.&lt;br /&gt;
* &#039;&#039;&#039;Streaming platforms&#039;&#039;&#039;: Autoplay interfaces that offer a choice to continue or browse other content.&lt;br /&gt;
* &#039;&#039;&#039;Cookie consent dialogs&#039;&#039;&#039;: Presenting various levels of data tracking and their implications rather than a single &amp;quot;Accept All&amp;quot; button.&lt;br /&gt;
|Implications=The system must clarify available options without being too insistent. It is important to emphasize autonomy: the user should remain in control, and the system should assist rather than direct behavior. When implemented effectively, it contributes to digital well-being by reducing impulsive engagement.&lt;br /&gt;
|Violates=Nielsen: Flexibility and efficiency of use, Shneiderman: Keep users in control&lt;br /&gt;
|Subpatterns_Display=Opposing Perspectives, Complementary Perspectives&lt;br /&gt;
|Sub1=Opposing Perspectives&lt;br /&gt;
|Sub2=Complementary Perspectives&lt;br /&gt;
|Sub3=&lt;br /&gt;
|Sub4=&lt;br /&gt;
|Related_Display=[[Remind of the Consequences]], [[Confront the User]], [[Induce Pauses]], [[Provoke Deliberate Interactions]]&lt;br /&gt;
|Rel1=Remind of the Consequences&lt;br /&gt;
|Rel2=Confront the User&lt;br /&gt;
|Rel3=Induce Pauses&lt;br /&gt;
|Rel4=Provoke Deliberate Interactions&lt;br /&gt;
|Source=Silva, Flávia Catarina Pereira da. 2024. “Design de fricção em interfaces gráficas: estratégias e padrões para promover processos metacognitivos no utilizador.” masterThesis. [https://ria.ua.pt/handle/10773/45001].&lt;br /&gt;
|License=https://creativecommons.org/licenses/by/4.0/&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=387</id>
		<title>Template:Friction Pattern</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=387"/>
		<updated>2026-03-26T14:01:17Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for structuring Friction Design Patterns.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;friction-header&amp;quot; style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 1.1em; line-height: 1.6em; color: #444; margin-bottom: 20px; border-bottom: 1px solid #ccc; padding-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; &#039;&#039;{{{Summary|}}}&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pattern Description ==&lt;br /&gt;
{{{Description|}}}&lt;br /&gt;
&lt;br /&gt;
== Interaction Design Implications ==&lt;br /&gt;
{{{Implications|}}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{{Usage|}}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{{Examples|}}}&lt;br /&gt;
&lt;br /&gt;
== Metadata &amp;amp; Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Heuristic Violations&lt;br /&gt;
| {{{Violates|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Sub-patterns&lt;br /&gt;
| {{{Subpatterns_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Related Patterns&lt;br /&gt;
| {{{Related_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Source&lt;br /&gt;
| {{{Source|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | License&lt;br /&gt;
| [{{{License|}}} CC BY 4.0]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pattern]]&lt;br /&gt;
{{#set:&lt;br /&gt;
 |Archive_Category=Pattern&lt;br /&gt;
 |Pattern_Name={{{Name|}}}&lt;br /&gt;
 |Summary={{{Summary|}}}&lt;br /&gt;
 |Description={{{Description|}}}&lt;br /&gt;
 |Implications={{{Implications|}}}&lt;br /&gt;
 |Has_Heuristic_Violation={{{Violates|}}}|+sep=,&lt;br /&gt;
 |Source={{{Source|}}}&lt;br /&gt;
 |License={{{License|}}}&lt;br /&gt;
 |Subpatterns={{{Sub1|}}}&lt;br /&gt;
 |Subpatterns={{{Sub2|}}}&lt;br /&gt;
 |Subpatterns={{{Sub3|}}}&lt;br /&gt;
 |Subpatterns={{{Sub4|}}}&lt;br /&gt;
 |Related_To={{{Rel1|}}}&lt;br /&gt;
 |Related_To={{{Rel2|}}}&lt;br /&gt;
 |Related_To={{{Rel3|}}}&lt;br /&gt;
 |Related_To={{{Rel4|}}}&lt;br /&gt;
 |Has_Status={{{Status|Needs Review}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50%; margin-bottom: 15px; font-weight: bold; text-align: center; color: #333;&amp;quot;&amp;gt;&lt;br /&gt;
   PAGE STATUS: {{{Status|Needs Review}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=386</id>
		<title>Template:Friction Pattern</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=386"/>
		<updated>2026-03-26T13:58:58Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for structuring Friction Design Patterns.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;friction-header&amp;quot; style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 1.1em; line-height: 1.6em; color: #444; margin-bottom: 20px; border-bottom: 1px solid #ccc; padding-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; &#039;&#039;{{{Summary|}}}&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pattern Description ==&lt;br /&gt;
{{{Description|}}}&lt;br /&gt;
&lt;br /&gt;
== Interaction Design Implications ==&lt;br /&gt;
{{{Implications|}}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{{Usage|}}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{{Examples|}}}&lt;br /&gt;
&lt;br /&gt;
== Metadata &amp;amp; Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Heuristic Violations&lt;br /&gt;
| {{{Violates|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Sub-patterns&lt;br /&gt;
| {{{Subpatterns_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Related Patterns&lt;br /&gt;
| {{{Related_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Source&lt;br /&gt;
| {{{Source|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | License&lt;br /&gt;
| [{{{License|}}} CC BY 4.0]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pattern]]&lt;br /&gt;
{{#set:&lt;br /&gt;
 |Archive_Category=Pattern&lt;br /&gt;
 |Pattern_Name={{{Name|}}}&lt;br /&gt;
 |Summary={{{Summary|}}}&lt;br /&gt;
 |Description={{{Description|}}}&lt;br /&gt;
 |Implications={{{Implications|}}}&lt;br /&gt;
 |Has_Heuristic_Violation={{{Violates|}}}|+sep=,&lt;br /&gt;
 |Source={{{Source|}}}&lt;br /&gt;
 |License={{{License|}}}&lt;br /&gt;
 |Subpatterns={{{Sub1|}}}&lt;br /&gt;
 |Subpatterns={{{Sub2|}}}&lt;br /&gt;
 |Subpatterns={{{Sub3|}}}&lt;br /&gt;
 |Subpatterns={{{Sub4|}}}&lt;br /&gt;
 |Related_To={{{Rel1|}}}&lt;br /&gt;
 |Related_To={{{Rel2|}}}&lt;br /&gt;
 |Related_To={{{Rel3|}}}&lt;br /&gt;
 |Related_To={{{Rel4|}}}&lt;br /&gt;
 |Has_Status={{{Status|Needs Review}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50%; margin-bottom: 15px; font-weight: bold; text-align: center;  background-color: #fbffcc; color: #333;&amp;quot;&amp;gt;&lt;br /&gt;
   PAGE STATUS: {{{Status|Needs Review}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=385</id>
		<title>Template:Friction Pattern</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=385"/>
		<updated>2026-03-26T13:56:24Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for structuring Friction Design Patterns.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50%; margin-bottom: 15px; font-weight: bold; text-align: left;  background-color: #fbffcc; color: #333;&amp;quot;&amp;gt;&lt;br /&gt;
   PAGE STATUS: {{{Status|Needs Review}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;friction-header&amp;quot; style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 1.1em; line-height: 1.6em; color: #444; margin-bottom: 20px; border-bottom: 1px solid #ccc; padding-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; &#039;&#039;{{{Summary|}}}&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pattern Description ==&lt;br /&gt;
{{{Description|}}}&lt;br /&gt;
&lt;br /&gt;
== Interaction Design Implications ==&lt;br /&gt;
{{{Implications|}}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{{Usage|}}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{{Examples|}}}&lt;br /&gt;
&lt;br /&gt;
== Metadata &amp;amp; Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Heuristic Violations&lt;br /&gt;
| {{{Violates|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Sub-patterns&lt;br /&gt;
| {{{Subpatterns_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Related Patterns&lt;br /&gt;
| {{{Related_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Source&lt;br /&gt;
| {{{Source|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | License&lt;br /&gt;
| [{{{License|}}} CC BY 4.0]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pattern]]&lt;br /&gt;
{{#set:&lt;br /&gt;
 |Archive_Category=Pattern&lt;br /&gt;
 |Pattern_Name={{{Name|}}}&lt;br /&gt;
 |Summary={{{Summary|}}}&lt;br /&gt;
 |Description={{{Description|}}}&lt;br /&gt;
 |Implications={{{Implications|}}}&lt;br /&gt;
 |Has_Heuristic_Violation={{{Violates|}}}|+sep=,&lt;br /&gt;
 |Source={{{Source|}}}&lt;br /&gt;
 |License={{{License|}}}&lt;br /&gt;
 |Subpatterns={{{Sub1|}}}&lt;br /&gt;
 |Subpatterns={{{Sub2|}}}&lt;br /&gt;
 |Subpatterns={{{Sub3|}}}&lt;br /&gt;
 |Subpatterns={{{Sub4|}}}&lt;br /&gt;
 |Related_To={{{Rel1|}}}&lt;br /&gt;
 |Related_To={{{Rel2|}}}&lt;br /&gt;
 |Related_To={{{Rel3|}}}&lt;br /&gt;
 |Related_To={{{Rel4|}}}&lt;br /&gt;
 |Has_Status={{{Status|Needs Review}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=384</id>
		<title>Template:Friction Pattern</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=384"/>
		<updated>2026-03-26T13:55:19Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for structuring Friction Design Patterns.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50%; margin-bottom: 15px; font-weight: bold; text-align: left;  background-color: #f8f9fa; color: #333;&amp;quot;&amp;gt;&lt;br /&gt;
   PAGE STATUS: {{{Status|Needs Review}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;friction-header&amp;quot; style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 1.1em; line-height: 1.6em; color: #444; margin-bottom: 20px; border-bottom: 1px solid #ccc; padding-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; &#039;&#039;{{{Summary|}}}&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pattern Description ==&lt;br /&gt;
{{{Description|}}}&lt;br /&gt;
&lt;br /&gt;
== Interaction Design Implications ==&lt;br /&gt;
{{{Implications|}}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{{Usage|}}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{{Examples|}}}&lt;br /&gt;
&lt;br /&gt;
== Metadata &amp;amp; Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Heuristic Violations&lt;br /&gt;
| {{{Violates|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Sub-patterns&lt;br /&gt;
| {{{Subpatterns_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Related Patterns&lt;br /&gt;
| {{{Related_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Source&lt;br /&gt;
| {{{Source|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | License&lt;br /&gt;
| [{{{License|}}} CC BY 4.0]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pattern]]&lt;br /&gt;
{{#set:&lt;br /&gt;
 |Archive_Category=Pattern&lt;br /&gt;
 |Pattern_Name={{{Name|}}}&lt;br /&gt;
 |Summary={{{Summary|}}}&lt;br /&gt;
 |Description={{{Description|}}}&lt;br /&gt;
 |Implications={{{Implications|}}}&lt;br /&gt;
 |Has_Heuristic_Violation={{{Violates|}}}|+sep=,&lt;br /&gt;
 |Source={{{Source|}}}&lt;br /&gt;
 |License={{{License|}}}&lt;br /&gt;
 |Subpatterns={{{Sub1|}}}&lt;br /&gt;
 |Subpatterns={{{Sub2|}}}&lt;br /&gt;
 |Subpatterns={{{Sub3|}}}&lt;br /&gt;
 |Subpatterns={{{Sub4|}}}&lt;br /&gt;
 |Related_To={{{Rel1|}}}&lt;br /&gt;
 |Related_To={{{Rel2|}}}&lt;br /&gt;
 |Related_To={{{Rel3|}}}&lt;br /&gt;
 |Related_To={{{Rel4|}}}&lt;br /&gt;
 |Has_Status={{{Status|Needs Review}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=383</id>
		<title>Template:Friction Pattern</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=383"/>
		<updated>2026-03-26T13:54:39Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for structuring Friction Design Patterns.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 30%; margin-bottom: 15px; font-weight: bold; text-align: left;  background-color: #f8f9fa; color: #333;&amp;quot;&amp;gt;&lt;br /&gt;
   PAGE STATUS: {{{Status|Needs Review}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;friction-header&amp;quot; style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 1.1em; line-height: 1.6em; color: #444; margin-bottom: 20px; border-bottom: 1px solid #ccc; padding-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; &#039;&#039;{{{Summary|}}}&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pattern Description ==&lt;br /&gt;
{{{Description|}}}&lt;br /&gt;
&lt;br /&gt;
== Interaction Design Implications ==&lt;br /&gt;
{{{Implications|}}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{{Usage|}}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{{Examples|}}}&lt;br /&gt;
&lt;br /&gt;
== Metadata &amp;amp; Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Heuristic Violations&lt;br /&gt;
| {{{Violates|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Sub-patterns&lt;br /&gt;
| {{{Subpatterns_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Related Patterns&lt;br /&gt;
| {{{Related_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Source&lt;br /&gt;
| {{{Source|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | License&lt;br /&gt;
| [{{{License|}}} CC BY 4.0]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pattern]]&lt;br /&gt;
{{#set:&lt;br /&gt;
 |Archive_Category=Pattern&lt;br /&gt;
 |Pattern_Name={{{Name|}}}&lt;br /&gt;
 |Summary={{{Summary|}}}&lt;br /&gt;
 |Description={{{Description|}}}&lt;br /&gt;
 |Implications={{{Implications|}}}&lt;br /&gt;
 |Has_Heuristic_Violation={{{Violates|}}}|+sep=,&lt;br /&gt;
 |Source={{{Source|}}}&lt;br /&gt;
 |License={{{License|}}}&lt;br /&gt;
 |Subpatterns={{{Sub1|}}}&lt;br /&gt;
 |Subpatterns={{{Sub2|}}}&lt;br /&gt;
 |Subpatterns={{{Sub3|}}}&lt;br /&gt;
 |Subpatterns={{{Sub4|}}}&lt;br /&gt;
 |Related_To={{{Rel1|}}}&lt;br /&gt;
 |Related_To={{{Rel2|}}}&lt;br /&gt;
 |Related_To={{{Rel3|}}}&lt;br /&gt;
 |Related_To={{{Rel4|}}}&lt;br /&gt;
 |Has_Status={{{Status|Needs Review}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Betrayal&amp;diff=382</id>
		<title>Betrayal</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Betrayal&amp;diff=382"/>
		<updated>2026-03-26T13:53:59Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Friction_Pattern&lt;br /&gt;
|Name=Betrayal&lt;br /&gt;
|Summary=Failing to uphold a clear or unspoken agreement with players or users.&lt;br /&gt;
|Description=Betrayal consists of the failure to uphold a clear or unspoken agreement with users or players. Games can usually put players in situations in which these agreements are to be forcibly broken or they simply create favourable conditions for them to be broken, either by explicit or implicit rules and mechanics.&lt;br /&gt;
Betrayal may be driven by  individual gain, hidden loyalties, player position, revenge, or forced alliances.&lt;br /&gt;
There is a potential risk of losing trust when using betrayal. Breaking promises or expectations of these interactors may impact trust between each other, and with the game or computational system.&lt;br /&gt;
There may be an overlap between betrayal and breaking users, players or interactors’ legitimate expectations and/or particular social norms, either established within the system or the gameworld.&lt;br /&gt;
&lt;br /&gt;
|Implications=There is the potential risk of users losing trust in the system when this pattern is in play. Breaking promises or expectations of these interactors may impact trust between each other, and with the game or computational system. The use of this pattern may violate several interaction design heuristics, such as Visibility of system status (Nielsen) and Keep users in control (Shneiderman), since breaking users’ expectations may undermine their sense of control and trust in the system.&lt;br /&gt;
&lt;br /&gt;
|Subpatterns_Display=None identified&lt;br /&gt;
|Related_Display=To be determined&lt;br /&gt;
|Source=Johansson, Magnus, Björn Strååt, and Henricus Verhagen. 2024. ‘Just Because You’re Paranoid, Doesn’t Mean They Aren’t after You – Meaningful Distrust and Game Design Patterns – a Study of 4 Games’. Proceedings of the 27th International Academic Mindtrek Conference (New York, NY, USA), Mindtrek ’24, October 8, 1–11. https://doi.org/10.1145/3681716.3681732.&lt;br /&gt;
|License=https://creativecommons.org/licenses/by/4.0/&lt;br /&gt;
|Usage=Usage to be determined&lt;br /&gt;
&lt;br /&gt;
|Status=Reviewed&lt;br /&gt;
&lt;br /&gt;
|Examples=&lt;br /&gt;
* &#039;&#039;&#039;Baldur’s Gate 3 (2023)&#039;&#039;&#039;: This game fosters inherent mistrust between the player and NPCs, driven by narrative. Many NPCs have hidden agendas, often leading to dishonesty or offers that betray others. This suspicion encourages players to uncover secrets, resulting in narratively rich side-tracks and alternative events, enhancing the game’s emergent environment.But in this game betrayal involves both player and NPC actions. Players may betray NPCs by contradicting dialogue, while NPCs may lie. Ensemble characters can become enemies or require actions against the player’s interest, leading to potential betrayal or self-sacrifice. Excluding them from quests also causes hostility. Betrayal is a recurring theme in this game, stemming  from the game’s central focus on distrusting NPCs during interactions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;League of Legends (2009)&#039;&#039;&#039;: In this game, betrayal contradicts its spirit, and it is hard to imagine a betrayal in a game with such limited freedom in player actions. However, poor gameplay, intentionally aiding opponents, underperformance, or early departure could be seen as betrayal. It’s difficult to see mistrust as a core mechanic in MOBAs. For example, intentionally helping the opposing team or letting your guard down to allow them to score points could be considered betrayal. This would lead to distrust among your teammates.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DayZ (2013)&#039;&#039;&#039;: DayZ’s narrative fosters mistrust and betrayal, as players expect hostility due to its post-apocalyptic setting, unpredictable players, and scarce resources. The game’s open-world design, with minimal admin interference, emphasises unmediated social interaction. This allows players to build trust and communicate, enhancing the tense social experience. Uncertainty and relinquishing control define DayZ. Players face unpredictable intentions from others. Communication relies on cautious voice chat, highlighting the pervasive uncertainty and lack of social sanctions within the game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pattern]]&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=381</id>
		<title>Template:Friction Pattern</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=381"/>
		<updated>2026-03-26T13:53:36Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for structuring Friction Design Patterns.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 30%; margin-bottom: 15px; font-weight: bold; text-align: left; background-color: #f8f9fa; color: #333; border: 1px solid #ccc;&amp;quot;&amp;gt;&lt;br /&gt;
PAGE STATUS: {{{Status|Needs Review}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;friction-header&amp;quot; style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 1.1em; line-height: 1.6em; color: #444; margin-bottom: 20px; border-bottom: 1px solid #ccc; padding-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; &#039;&#039;{{{Summary|}}}&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pattern Description ==&lt;br /&gt;
{{{Description|}}}&lt;br /&gt;
&lt;br /&gt;
== Interaction Design Implications ==&lt;br /&gt;
{{{Implications|}}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{{Usage|}}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{{Examples|}}}&lt;br /&gt;
&lt;br /&gt;
== Metadata &amp;amp; Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Heuristic Violations&lt;br /&gt;
| {{{Violates|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Sub-patterns&lt;br /&gt;
| {{{Subpatterns_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Related Patterns&lt;br /&gt;
| {{{Related_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Source&lt;br /&gt;
| {{{Source|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | License&lt;br /&gt;
| [{{{License|}}} CC BY 4.0]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pattern]]&lt;br /&gt;
&lt;br /&gt;
{{#set:&lt;br /&gt;
|Archive_Category=Pattern&lt;br /&gt;
|Pattern_Name={{{Name|}}}&lt;br /&gt;
|Summary={{{Summary|}}}&lt;br /&gt;
|Description={{{Description|}}}&lt;br /&gt;
|Implications={{{Implications|}}}&lt;br /&gt;
|Has_Heuristic_Violation={{{Violates|}}}|+sep=,&lt;br /&gt;
|Source={{{Source|}}}&lt;br /&gt;
|License={{{License|}}}&lt;br /&gt;
|Subpatterns={{{Sub1|}}}&lt;br /&gt;
|Subpatterns={{{Sub2|}}}&lt;br /&gt;
|Subpatterns={{{Sub3|}}}&lt;br /&gt;
|Subpatterns={{{Sub4|}}}&lt;br /&gt;
|Related_To={{{Rel1|}}}&lt;br /&gt;
|Related_To={{{Rel2|}}}&lt;br /&gt;
|Related_To={{{Rel3|}}}&lt;br /&gt;
|Related_To={{{Rel4|}}}&lt;br /&gt;
|Has_Status={{{Status|Needs Review}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=380</id>
		<title>Template:Friction Pattern</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=380"/>
		<updated>2026-03-26T13:46:03Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for structuring Friction Design Patterns.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50%; margin-bottom: 15px; font-weight: bold; text-align: center;  background-color: #f8f9fa; color: #333;&amp;quot;&amp;gt;&lt;br /&gt;
   PAGE STATUS: {{{Status|NEEDS REVIEW}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;friction-header&amp;quot; style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 1.1em; line-height: 1.6em; color: #444; margin-bottom: 20px; border-bottom: 1px solid #ccc; padding-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; &#039;&#039;{{{Summary|}}}&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pattern Description ==&lt;br /&gt;
{{{Description|}}}&lt;br /&gt;
&lt;br /&gt;
== Interaction Design Implications ==&lt;br /&gt;
{{{Implications|}}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{{Usage|}}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{{Examples|}}}&lt;br /&gt;
&lt;br /&gt;
== Metadata &amp;amp; Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Heuristic Violations&lt;br /&gt;
| {{{Violates|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Sub-patterns&lt;br /&gt;
| {{{Subpatterns_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Related Patterns&lt;br /&gt;
| {{{Related_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Source&lt;br /&gt;
| {{{Source|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | License&lt;br /&gt;
| [{{{License|}}} CC BY 4.0]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pattern]]&lt;br /&gt;
{{#set:&lt;br /&gt;
 |Archive_Category=Pattern&lt;br /&gt;
 |Pattern_Name={{{Name|}}}&lt;br /&gt;
 |Summary={{{Summary|}}}&lt;br /&gt;
 |Description={{{Description|}}}&lt;br /&gt;
 |Implications={{{Implications|}}}&lt;br /&gt;
 |Has_Heuristic_Violation={{{Violates|}}}|+sep=,&lt;br /&gt;
 |Source={{{Source|}}}&lt;br /&gt;
 |License={{{License|}}}&lt;br /&gt;
 |Subpatterns={{{Sub1|}}}&lt;br /&gt;
 |Subpatterns={{{Sub2|}}}&lt;br /&gt;
 |Subpatterns={{{Sub3|}}}&lt;br /&gt;
 |Subpatterns={{{Sub4|}}}&lt;br /&gt;
 |Related_To={{{Rel1|}}}&lt;br /&gt;
 |Related_To={{{Rel2|}}}&lt;br /&gt;
 |Related_To={{{Rel3|}}}&lt;br /&gt;
 |Related_To={{{Rel4|}}}&lt;br /&gt;
 |Has_Status={{{Status|Needs Review}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=379</id>
		<title>Template:Friction Pattern</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=379"/>
		<updated>2026-03-26T13:41:34Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for structuring Friction Design Patterns.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 100%; margin-bottom: 15px; padding: 10px; border-radius: 4px; font-weight: bold; text-align: center; border: 1px solid #ccc; background-color: #f8f9fa; color: #333;&amp;quot;&amp;gt;&lt;br /&gt;
   PAGE STATUS: {{{Status|NEEDS REVIEW}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;friction-header&amp;quot; style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 1.1em; line-height: 1.6em; color: #444; margin-bottom: 20px; border-bottom: 1px solid #ccc; padding-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; &#039;&#039;{{{Summary|}}}&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pattern Description ==&lt;br /&gt;
{{{Description|}}}&lt;br /&gt;
&lt;br /&gt;
== Interaction Design Implications ==&lt;br /&gt;
{{{Implications|}}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{{Usage|}}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{{Examples|}}}&lt;br /&gt;
&lt;br /&gt;
== Metadata &amp;amp; Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Heuristic Violations&lt;br /&gt;
| {{{Violates|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Sub-patterns&lt;br /&gt;
| {{{Subpatterns_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Related Patterns&lt;br /&gt;
| {{{Related_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Source&lt;br /&gt;
| {{{Source|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | License&lt;br /&gt;
| [{{{License|}}} CC BY 4.0]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pattern]]&lt;br /&gt;
{{#set:&lt;br /&gt;
 |Archive_Category=Pattern&lt;br /&gt;
 |Pattern_Name={{{Name|}}}&lt;br /&gt;
 |Summary={{{Summary|}}}&lt;br /&gt;
 |Description={{{Description|}}}&lt;br /&gt;
 |Implications={{{Implications|}}}&lt;br /&gt;
 |Has_Heuristic_Violation={{{Violates|}}}|+sep=,&lt;br /&gt;
 |Source={{{Source|}}}&lt;br /&gt;
 |License={{{License|}}}&lt;br /&gt;
 |Subpatterns={{{Sub1|}}}&lt;br /&gt;
 |Subpatterns={{{Sub2|}}}&lt;br /&gt;
 |Subpatterns={{{Sub3|}}}&lt;br /&gt;
 |Subpatterns={{{Sub4|}}}&lt;br /&gt;
 |Related_To={{{Rel1|}}}&lt;br /&gt;
 |Related_To={{{Rel2|}}}&lt;br /&gt;
 |Related_To={{{Rel3|}}}&lt;br /&gt;
 |Related_To={{{Rel4|}}}&lt;br /&gt;
 |Has_Status={{{Status|Needs Review}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Betrayal&amp;diff=378</id>
		<title>Betrayal</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Betrayal&amp;diff=378"/>
		<updated>2026-03-26T13:40:02Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Friction_Pattern&lt;br /&gt;
|Name=Betrayal&lt;br /&gt;
|Summary=Failing to uphold a clear or unspoken agreement with players or users.&lt;br /&gt;
|Description=Betrayal consists of the failure to uphold a clear or unspoken agreement with users or players. Games can usually put players in situations in which these agreements are to be forcibly broken or they simply create favourable conditions for them to be broken, either by explicit or implicit rules and mechanics.&lt;br /&gt;
Betrayal may be driven by  individual gain, hidden loyalties, player position, revenge, or forced alliances.&lt;br /&gt;
There is a potential risk of losing trust when using betrayal. Breaking promises or expectations of these interactors may impact trust between each other, and with the game or computational system.&lt;br /&gt;
There may be an overlap between betrayal and breaking users, players or interactors’ legitimate expectations and/or particular social norms, either established within the system or the gameworld.&lt;br /&gt;
&lt;br /&gt;
|Implications=There is the potential risk of users losing trust in the system when this pattern is in play. Breaking promises or expectations of these interactors may impact trust between each other, and with the game or computational system. The use of this pattern may violate several interaction design heuristics, such as Visibility of system status (Nielsen) and Keep users in control (Shneiderman), since breaking users’ expectations may undermine their sense of control and trust in the system.&lt;br /&gt;
&lt;br /&gt;
|Subpatterns_Display=None identified&lt;br /&gt;
|Related_Display=To be determined&lt;br /&gt;
|Source=Johansson, Magnus, Björn Strååt, and Henricus Verhagen. 2024. ‘Just Because You’re Paranoid, Doesn’t Mean They Aren’t after You – Meaningful Distrust and Game Design Patterns – a Study of 4 Games’. Proceedings of the 27th International Academic Mindtrek Conference (New York, NY, USA), Mindtrek ’24, October 8, 1–11. https://doi.org/10.1145/3681716.3681732.&lt;br /&gt;
|License=https://creativecommons.org/licenses/by/4.0/&lt;br /&gt;
|Usage=Usage to be determined&lt;br /&gt;
&lt;br /&gt;
|Examples=&lt;br /&gt;
* &#039;&#039;&#039;Baldur’s Gate 3 (2023)&#039;&#039;&#039;: This game fosters inherent mistrust between the player and NPCs, driven by narrative. Many NPCs have hidden agendas, often leading to dishonesty or offers that betray others. This suspicion encourages players to uncover secrets, resulting in narratively rich side-tracks and alternative events, enhancing the game’s emergent environment.But in this game betrayal involves both player and NPC actions. Players may betray NPCs by contradicting dialogue, while NPCs may lie. Ensemble characters can become enemies or require actions against the player’s interest, leading to potential betrayal or self-sacrifice. Excluding them from quests also causes hostility. Betrayal is a recurring theme in this game, stemming  from the game’s central focus on distrusting NPCs during interactions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;League of Legends (2009)&#039;&#039;&#039;: In this game, betrayal contradicts its spirit, and it is hard to imagine a betrayal in a game with such limited freedom in player actions. However, poor gameplay, intentionally aiding opponents, underperformance, or early departure could be seen as betrayal. It’s difficult to see mistrust as a core mechanic in MOBAs. For example, intentionally helping the opposing team or letting your guard down to allow them to score points could be considered betrayal. This would lead to distrust among your teammates.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DayZ (2013)&#039;&#039;&#039;: DayZ’s narrative fosters mistrust and betrayal, as players expect hostility due to its post-apocalyptic setting, unpredictable players, and scarce resources. The game’s open-world design, with minimal admin interference, emphasises unmediated social interaction. This allows players to build trust and communicate, enhancing the tense social experience. Uncertainty and relinquishing control define DayZ. Players face unpredictable intentions from others. Communication relies on cautious voice chat, highlighting the pervasive uncertainty and lack of social sanctions within the game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|Status=Reviewed&lt;br /&gt;
&lt;br /&gt;
[[Category:Pattern]]&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=377</id>
		<title>Template:Friction Pattern</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=377"/>
		<updated>2026-03-26T13:38:38Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for structuring Friction Design Patterns.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 100%; margin-bottom: 15px; padding: 10px; border-radius: 4px; font-weight: bold; text-align: center; border: 1px solid; {{#switch:{{{Status|}}}&lt;br /&gt;
 |Reviewed = background-color: #d4edda; color: #155724; border-color: #c3e6cb;&lt;br /&gt;
 |Needs Review = background-color: #fff3cd; color: #856404; border-color: #ffeeba;&lt;br /&gt;
 |#default = background-color: #f8d7da; color: #721c24; border-color: #f5c6cb;&lt;br /&gt;
}}&amp;quot;&amp;gt;&lt;br /&gt;
   CURRENT PAGE STATUS: {{#if:{{{Status|}}} | {{{Status}}} | NEEDS REVIEW }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;friction-header&amp;quot; style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 1.1em; line-height: 1.6em; color: #444; margin-bottom: 20px; border-bottom: 1px solid #ccc; padding-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; &#039;&#039;{{{Summary|}}}&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pattern Description ==&lt;br /&gt;
{{{Description|}}}&lt;br /&gt;
&lt;br /&gt;
== Interaction Design Implications ==&lt;br /&gt;
{{{Implications|}}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{{Usage|No usage notes provided.}}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{{Examples|No examples provided yet.}}}&lt;br /&gt;
&lt;br /&gt;
== Metadata &amp;amp; Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Heuristic Violations&lt;br /&gt;
| {{{Violates|None documented}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Sub-patterns&lt;br /&gt;
| {{{Subpatterns_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Related Patterns&lt;br /&gt;
| {{{Related_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Source&lt;br /&gt;
| {{{Source|}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | License&lt;br /&gt;
| [{{{License|}}} CC BY 4.0]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pattern]]&lt;br /&gt;
{{#set:&lt;br /&gt;
 |Archive_Category=Pattern&lt;br /&gt;
 |Pattern_Name={{{Name|}}}&lt;br /&gt;
 |Summary={{{Summary|}}}&lt;br /&gt;
 |Description={{{Description|}}}&lt;br /&gt;
 |Implications={{{Implications|}}}&lt;br /&gt;
 |Has_Heuristic_Violation={{{Violates|}}}|+sep=,&lt;br /&gt;
 |Source={{{Source|}}}&lt;br /&gt;
 |License={{{License|}}}&lt;br /&gt;
 |Subpatterns={{{Sub1|}}}&lt;br /&gt;
 |Subpatterns={{{Sub2|}}}&lt;br /&gt;
 |Subpatterns={{{Sub3|}}}&lt;br /&gt;
 |Subpatterns={{{Sub4|}}}&lt;br /&gt;
 |Related_To={{{Rel1|}}}&lt;br /&gt;
 |Related_To={{{Rel2|}}}&lt;br /&gt;
 |Related_To={{{Rel3|}}}&lt;br /&gt;
 |Related_To={{{Rel4|}}}&lt;br /&gt;
 |Has_Status={{{Status|Needs Review}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=376</id>
		<title>Template:Friction Pattern</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=376"/>
		<updated>2026-03-26T13:36:22Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for structuring Friction Design Patterns.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; padding: 5px 12px; border-radius: 4px; font-size: 0.9em; font-weight: bold; text-transform: uppercase; &lt;br /&gt;
background-color: {{#switch:{{{Status|}}}&lt;br /&gt;
 |Reviewed = #d4edda; color: #155724; border: 1px solid #c3e6cb;&lt;br /&gt;
 |Needs Review = #fff3cd; color: #856404; border: 1px solid #ffeeba;&lt;br /&gt;
 |#f8d7da; color: #721c24; border: 1px solid #f5c6cb;&lt;br /&gt;
}}&amp;quot;&amp;gt;&lt;br /&gt;
Status: {{{Status|Needs Review}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;friction-header&amp;quot; style=&amp;quot;margin-top: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top: 0; padding-top: 0; font-size: 1.1em; line-height: 1.6em; color: #444; margin-bottom: 20px; border-bottom: 1px solid #ccc; padding-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; &#039;&#039;{{{Summary|}}}&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pattern Description ==&lt;br /&gt;
{{{Description|}}}&lt;br /&gt;
&lt;br /&gt;
== Interaction Design Implications ==&lt;br /&gt;
{{{Implications|}}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{{Usage|No usage notes provided.}}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{{Examples|No examples provided yet.}}}&lt;br /&gt;
&lt;br /&gt;
== Metadata &amp;amp; Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! Heuristic Violations&lt;br /&gt;
| {{{Violates|None documented}}}&lt;br /&gt;
|-&lt;br /&gt;
! Sub-patterns&lt;br /&gt;
| {{{Subpatterns_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Related Patterns&lt;br /&gt;
| {{{Related_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
| {{{Source|}}}&lt;br /&gt;
|-&lt;br /&gt;
! License&lt;br /&gt;
| [{{{License|}}} CC BY 4.0]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pattern]]&lt;br /&gt;
{{#set:&lt;br /&gt;
 |Archive_Category=Pattern&lt;br /&gt;
 |Pattern_Name={{{Name|}}}&lt;br /&gt;
 |Summary={{{Summary|}}}&lt;br /&gt;
 |Description={{{Description|}}}&lt;br /&gt;
 |Implications={{{Implications|}}}&lt;br /&gt;
 |Has_Heuristic_Violation={{{Violates|}}}|+sep=,&lt;br /&gt;
 |Source={{{Source|}}}&lt;br /&gt;
 |License={{{License|}}}&lt;br /&gt;
 |Subpatterns={{{Sub1|}}}&lt;br /&gt;
 |Subpatterns={{{Sub2|}}}&lt;br /&gt;
 |Subpatterns={{{Sub3|}}}&lt;br /&gt;
 |Subpatterns={{{Sub4|}}}&lt;br /&gt;
 |Related_To={{{Rel1|}}}&lt;br /&gt;
 |Related_To={{{Rel2|}}}&lt;br /&gt;
 |Related_To={{{Rel3|}}}&lt;br /&gt;
 |Related_To={{{Rel4|}}}&lt;br /&gt;
 |Has_Status={{{Status|Needs Review}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Double_Twist&amp;diff=375</id>
		<title>Double Twist</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Double_Twist&amp;diff=375"/>
		<updated>2026-03-26T13:33:47Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Friction_Pattern&lt;br /&gt;
|Name=Double Twist&lt;br /&gt;
|Summary=Introduces a layer of deception by initially presenting a bluff that deviates from patterns, only to later execute that same bluff when the player least expects it.&lt;br /&gt;
|Description=The Double Twist pattern introduces an unexpected turn of events by establishing an initial twist or bluff through the intentional conveyance of messages, dialogue, or visual cues. This deceptive setup creates an expectation for players based on an established pattern of trickery. The pattern culminates in a double bluff where, contrary to the player&#039;s assumption that a threat is false, a genuine and surprising outcome occurs.&lt;br /&gt;
|Usage=&lt;br /&gt;
* &#039;&#039;&#039;Intentional Communication&#039;&#039;&#039;: Use NPCs or the interface to convey messages or warnings that suggest an impending outcome.&lt;br /&gt;
* &#039;&#039;&#039;Establishment of Playful Deception&#039;&#039;&#039;: The first twist must be revealed as a bluff. This convinces the player that specific threats from the game are not serious.&lt;br /&gt;
* &#039;&#039;&#039;Subversion of Trust&#039;&#039;&#039;: Issue a subsequent threat. The player, relying on the &amp;quot;playful deception&amp;quot; pattern, will assume this is also a bluff.&lt;br /&gt;
* &#039;&#039;&#039;Genuine Execution&#039;&#039;&#039;: Execute the threat as a genuine event, resulting in real consequences.&lt;br /&gt;
|Examples=&lt;br /&gt;
* &#039;&#039;&#039;Banjo-Kazooie (1998)&#039;&#039;&#039;: Bottles jokingly threatens to delete save data during training. Later, if players use cheats, the game issues stern warnings. Conditioned by the first bluff, players often proceed, only for the game to genuinely erase their progress.&lt;br /&gt;
* &#039;&#039;&#039;Bravely Default (2012)&#039;&#039;&#039;: The narrative uses a time loop to mislead players about the game&#039;s length. After the first loop is revealed as a structural twist, a second loop introduces darker revelations, leading players to a &amp;quot;Double Twist&amp;quot; where a third loop is mandatory for the true ending.&lt;br /&gt;
|Implications=Initially elicits playful disbelief, followed by a profound sense of loss and consequence once the second twist occurs. This creates feelings of shock and frustration, but also heightened immersion as players grapple with real consequences. It aims to create a memorable experience by subverting expectations in a meaningful way.&lt;br /&gt;
|Subpatterns_Display=TBD&lt;br /&gt;
|Sub1=&lt;br /&gt;
|Related_Display=TBD&lt;br /&gt;
|Rel1=&lt;br /&gt;
|Source=Malaquias, Rita, and Pedro Cardoso. 2025. “Deception in Video Games: Nine Game Design Patterns.” In Advances in Design and Digital Communication V.&lt;br /&gt;
|License=https://creativecommons.org/licenses/by/4.0/&lt;br /&gt;
|Status=Needs Review&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=374</id>
		<title>Template:Friction Pattern</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Template:Friction_Pattern&amp;diff=374"/>
		<updated>2026-03-26T13:32:05Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Template for structuring Friction Design Patterns. This version does not require ParserFunctions.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; padding: 5px 10px; border-radius: 5px; font-weight: bold; &lt;br /&gt;
background-color: {{#switch:{{{Status|}}}&lt;br /&gt;
 |Reviewed = #d4edda; color: #155724; border: 1px solid #c3e6cb; |Needs Review = #fff3cd; color: #856404; border: 1px solid #ffeeba; |#f8d7da; color: #721c24; border: 1px solid #f5c6cb; }}&amp;quot;&amp;gt;&lt;br /&gt;
Status: {{{Status|Needs Review}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;friction-header&amp;quot; style=&amp;quot;margin-top: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top: 0; padding-top: 0; font-size: 1.1em; line-height: 1.6em; color: #444; margin-bottom: 20px; border-bottom: 1px solid #ccc; padding-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; &#039;&#039;{{{Summary|}}}&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pattern Description ==&lt;br /&gt;
{{{Description|}}}&lt;br /&gt;
&lt;br /&gt;
== Interaction Design Implications ==&lt;br /&gt;
{{{Implications|}}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{{Usage|No usage notes provided.}}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{{Examples|No examples provided yet.}}}&lt;br /&gt;
&lt;br /&gt;
== Metadata &amp;amp; Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! Sub-patterns&lt;br /&gt;
| {{{Subpatterns_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Related Patterns&lt;br /&gt;
| {{{Related_Display|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
| {{{Source|}}}&lt;br /&gt;
|-&lt;br /&gt;
! License&lt;br /&gt;
| [{{{License|}}} CC BY 4.0]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Pattern]]&lt;br /&gt;
{{#set:&lt;br /&gt;
 |Archive_Category=Pattern&lt;br /&gt;
 |Pattern_Name={{{Name|}}}&lt;br /&gt;
 |Summary={{{Summary|}}}&lt;br /&gt;
 |Description={{{Description|}}}&lt;br /&gt;
 |Implications={{{Implications|}}}&lt;br /&gt;
 |Has_Heuristic_Violation={{{Violates|}}}|+sep=,&lt;br /&gt;
 |Source={{{Source|}}}&lt;br /&gt;
 |License={{{License|}}}&lt;br /&gt;
 |Subpatterns={{{Sub1|}}}&lt;br /&gt;
 |Subpatterns={{{Sub2|}}}&lt;br /&gt;
 |Subpatterns={{{Sub3|}}}&lt;br /&gt;
 |Subpatterns={{{Sub4|}}}&lt;br /&gt;
 |Related_To={{{Rel1|}}}&lt;br /&gt;
 |Related_To={{{Rel2|}}}&lt;br /&gt;
 |Related_To={{{Rel3|}}}&lt;br /&gt;
 |Related_To={{{Rel4|}}}&lt;br /&gt;
 |Has_Status={{{Status|Needs Review}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Request_Additional_Confirmations&amp;diff=373</id>
		<title>Request Additional Confirmations</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Request_Additional_Confirmations&amp;diff=373"/>
		<updated>2026-03-18T14:31:36Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Friction_Pattern&lt;br /&gt;
|Name=Request Additional Confirmations&lt;br /&gt;
|Summary=Confirmation steps in the interface that slow the user down, encourage reflection, and prevent impulsive or automatic decisions.&lt;br /&gt;
|Description=Request Additional Confirmations introduces extra confirmation steps that require users to consciously verify their actions before proceeding. The goal is to mitigate cognitive biases, prevent automatic or impulsive decisions, and promote a more deliberate and reflective user experience.&lt;br /&gt;
|Usage=Designers can use this pattern in situations where user actions have important consequences or where errors may be costly. It may be implemented via dialog boxes, additional confirmation prompts, or progressive disclosure steps that require users to acknowledge information or validate choices before proceeding.&lt;br /&gt;
&lt;br /&gt;
== Sub Patterns ==&lt;br /&gt;
* &#039;&#039;&#039;TBD&#039;&#039;&#039;: No specific sub-patterns were identified.&lt;br /&gt;
&lt;br /&gt;
|Examples=&lt;br /&gt;
* &#039;&#039;&#039;TBD&#039;&#039;&#039;: No specific examples were identified.&lt;br /&gt;
|Implications=&lt;br /&gt;
* &#039;&#039;&#039;Medium level of intervention&#039;&#039;&#039;: Breaks conventional usability principles by intentionally adding friction and slowing down the user flow.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Efficiency vs. Quality&#039;&#039;&#039;: May reduce efficiency or frustrate users if overused but improves decision quality and reduces errors in high-stakes contexts.&lt;br /&gt;
&lt;br /&gt;
|Violates=Nielsen: Flexibility and efficiency of use, Shneiderman: Keep users in control, Nielsen: Error prevention&lt;br /&gt;
&lt;br /&gt;
|Subpatterns_Display=TBD&lt;br /&gt;
|Sub1=&lt;br /&gt;
|Sub2=&lt;br /&gt;
|Sub3=&lt;br /&gt;
|Sub4=&lt;br /&gt;
|Related_Display=[[Remind of the Consequences]], [[Provoking Deliberate Interaction]], [[Confront the User]], [[Offer Multiple Points of View]]&lt;br /&gt;
|Rel1=Remind of Consequences&lt;br /&gt;
|Rel2=Provoking Deliberate Interaction&lt;br /&gt;
|Rel3=Confront the User&lt;br /&gt;
|Rel4=Offer Multiple Points of View&lt;br /&gt;
|Source=Silva, Flávia Catarina Pereira da. 2024. “Design de fricção em interfaces gráficas: estratégias e padrões para promover processos metacognitivos no utilizador.” masterThesis. [https://ria.ua.pt/handle/10773/45001].&lt;br /&gt;
|License=https://creativecommons.org/licenses/by/4.0/&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=372</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=372"/>
		<updated>2026-03-18T14:28:45Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/*Import Hanken Grotesk */&lt;br /&gt;
&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Hanken+Grotesk:ital,wght@0,100..900;1,100..900&amp;amp;display=swap&#039;);&lt;br /&gt;
&lt;br /&gt;
:root {&lt;br /&gt;
    --font-family-sans: &#039;Hanken Grotesk&#039;, sans-serif;&lt;br /&gt;
    --font-family-serif: &#039;Hanken Grotesk&#039;, sans-serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body, .mw-body, .citizen-body {&lt;br /&gt;
    font-family: &#039;Hanken Grotesk&#039;, sans-serif !important;&lt;br /&gt;
    font-weight: 400;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.firstHeading.mw-first-heading {&lt;br /&gt;
    font-size: 1.5em; &lt;br /&gt;
    font-weight: 800 ;&lt;br /&gt;
    margin-bottom: 0.2em ;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*About button on homepage css override */&lt;br /&gt;
.fda-hero-button .oo-ui-buttonElement-button {&lt;br /&gt;
    background-color: #2323ff !important;&lt;br /&gt;
    border: none !important;&lt;br /&gt;
    box-shadow: none !important;&lt;br /&gt;
    padding: 0.75rem 1.5rem !important;&lt;br /&gt;
    font-family: &#039;FH Lecturis&#039; !important;&lt;br /&gt;
    color: #f7f7f7 !important;&lt;br /&gt;
    border-radius: 0 !important; /* Remove rounded corners  */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-hero-button .oo-ui-buttonElement-button:hover {&lt;br /&gt;
    background-color: #f7f7f7 !important; /* white on hover */&lt;br /&gt;
    color: #2323ff !important; /* blue text on hover */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-hero-button .oo-ui-buttonElement-button:focus {&lt;br /&gt;
    outline: none !important;&lt;br /&gt;
    box-shadow: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Hide the sitenotice on all pages by default */&lt;br /&gt;
#siteNotice {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Show the sitenotice only on the Main Page */&lt;br /&gt;
body.page-Main_Page #siteNotice {&lt;br /&gt;
    display: block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide the footer title */&lt;br /&gt;
#footer-sitetitle {&lt;br /&gt;
  display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* FULL-WIDTH HERO — */&lt;br /&gt;
&lt;br /&gt;
.fda-hero {&lt;br /&gt;
  padding: 2rem 1rem;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  background-color:#DADADA;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-hero-inner {&lt;br /&gt;
  margin: auto;&lt;br /&gt;
  padding: auto;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body {&lt;br /&gt;
    padding-left: 1rem;&lt;br /&gt;
    padding-right: 1rem;&lt;br /&gt;
    font-size: 1.1rem;&lt;br /&gt;
    line-height: 1.5;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (min-width: 1024px) {&lt;br /&gt;
    .mw-body {&lt;br /&gt;
        padding-left: 8rem;&lt;br /&gt;
        padding-right: 8rem;&lt;br /&gt;
        margin-left: 3rem;&lt;br /&gt;
        margin-right: 3rem;&lt;br /&gt;
        font-size: 1.7rem;&lt;br /&gt;
        line-height: 1.6;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    .citizen-footer__siteinfo {&lt;br /&gt;
        margin-left: 11rem; &lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
    .fda-hero-inner {&lt;br /&gt;
	    margin: 0 10rem;&lt;br /&gt;
        padding: 0 8rem;&lt;br /&gt;
        text-align: center;&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
    .citizen-footer__bottom {&lt;br /&gt;
       padding: 0 0 0 11rem;&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
@font-face {&lt;br /&gt;
    font-family: &#039;FH Lecturis&#039;;&lt;br /&gt;
    src: local(&#039;FH Lecturis Rounded Bold&#039;), local(&#039;FH-Lecturis-Rounded-Bold&#039;),&lt;br /&gt;
        url(&#039;/mediawiki/resources/Fonts/FHLecturisRounded-Bold.woff2&#039;) format(&#039;woff2&#039;),&lt;br /&gt;
        url(&#039;/mediawiki/resources/Fonts/FHLecturisRounded-Bold.woff&#039;) format(&#039;woff&#039;),&lt;br /&gt;
        url(&#039;/mediawiki/resources/Fonts/FHLecturisRounded-Bold.ttf&#039;) format(&#039;truetype&#039;);&lt;br /&gt;
    font-weight: 700;&lt;br /&gt;
    font-style: normal;&lt;br /&gt;
    font-display: swap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Apply to h1 and h2*/&lt;br /&gt;
h1, h2 {&lt;br /&gt;
    font-family: &#039;FH Lecturis&#039;, sans-serif;&lt;br /&gt;
    font-weight: 700; &lt;br /&gt;
    color:var(--color-primary);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Hide the entire sidebar container */&lt;br /&gt;
body.page-Main_Page .citizen-page-sidebar {&lt;br /&gt;
    display: none !important;&lt;br /&gt;
    visibility: hidden !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Logo Row -------- Begin*/&lt;br /&gt;
&lt;br /&gt;
.logo-row {&lt;br /&gt;
  display: flex;&lt;br /&gt;
  flex-direction: row;&lt;br /&gt;
  justify-content: left;&lt;br /&gt;
  align-items: left;&lt;br /&gt;
  gap: 2rem;&lt;br /&gt;
  flex-wrap: nowrap;&lt;br /&gt;
  overflow-x: auto; /* Add horizontal scroll if needed */&lt;br /&gt;
  white-space: nowrap; /* Prevent line breaks */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hero Banner -------- Begin*/&lt;br /&gt;
&lt;br /&gt;
.hero-banner {&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-position: center;&lt;br /&gt;
    background-repeat: no-repeat;&lt;br /&gt;
    position: relative;&lt;br /&gt;
    color: black;&lt;br /&gt;
    text-align: left;&lt;br /&gt;
    border-radius: 25px 25px 0px 0px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.hero-content h1 {&lt;br /&gt;
    font-size: 4.55rem;&lt;br /&gt;
    margin: 0 0 1rem 0;&lt;br /&gt;
    font-weight: 900;&lt;br /&gt;
    border-bottom: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.hero-subtitle {&lt;br /&gt;
    font-size: 1.5em;&lt;br /&gt;
    margin: 0 0 2.5rem 0;&lt;br /&gt;
    line-height: 1.5;&lt;br /&gt;
    color: #878787;&lt;br /&gt;
    font-weight: 700;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hero Banner -------- END*/&lt;br /&gt;
&lt;br /&gt;
/* Cards Styling -------- Begin*/&lt;br /&gt;
&lt;br /&gt;
.category-card {&lt;br /&gt;
  background: var(--color-surface-1);&lt;br /&gt;
  border: 1px solid var(--color-border);&lt;br /&gt;
  color: var(--color-base);&lt;br /&gt;
  padding: 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-card:hover {&lt;br /&gt;
  border-color: var(--color-primary--hover);&lt;br /&gt;
  background: var(--color-surface-2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-card-grid {&lt;br /&gt;
    display: grid;&lt;br /&gt;
    grid-template-columns: repeat(auto-fit, minmax(250px, 1fr));&lt;br /&gt;
    gap: 1rem;&lt;br /&gt;
    //margin: 2rem 0;&lt;br /&gt;
    padding: 2rem 2rem 2rem 0rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.card-title {&lt;br /&gt;
    font-size: 1.3em;&lt;br /&gt;
    font-weight: 600;&lt;br /&gt;
    margin-bottom: 0.5rem;&lt;br /&gt;
    color: var(--color-base--emphasized, #000);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.card-description {&lt;br /&gt;
    color: var(--color-base--subtle, #54595d);&lt;br /&gt;
    font-size: 0.9em;&lt;br /&gt;
    line-height: 1.4;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.card-link {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0;&lt;br /&gt;
    left: 0;&lt;br /&gt;
    right: 0;&lt;br /&gt;
    bottom: 0;&lt;br /&gt;
    z-index: 1;&lt;br /&gt;
    text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Cards Styling -------- END*/&lt;br /&gt;
&lt;br /&gt;
/* Hero Search_V03-------- BEGIN */&lt;br /&gt;
&lt;br /&gt;
.hero-search-trigger {&lt;br /&gt;
  margin: 2rem auto;&lt;br /&gt;
  max-width: 16rem;&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  background: var(--color-surface-1);&lt;br /&gt;
  border-color: var(--color-border);&lt;br /&gt;
  color: var(--color-base);&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  font-family: &#039;Satoshi&#039;, sans-serif;&lt;br /&gt;
  font-size: 1.1em;&lt;br /&gt;
  font-weight: 600;&lt;br /&gt;
  transition: all 0.3s ease;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.hero-search-trigger:hover {&lt;br /&gt;
  border-color: var(--color-primary--hover);&lt;br /&gt;
  background: var(--color-surface-2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hero Search_V03-------- END*/&lt;br /&gt;
&lt;br /&gt;
/* ===== Friction Design Archive Color Theme ===== */&lt;br /&gt;
&lt;br /&gt;
:root {&lt;br /&gt;
  /* Primary Colors */&lt;br /&gt;
  --color-primary: #2323FF;        /* Blue - Main brand color */&lt;br /&gt;
  --color-primary--hover: #0000EE;  /* Blue - Hover states */&lt;br /&gt;
  --color-primary--active: #000000; /* Black - Active states */&lt;br /&gt;
  &lt;br /&gt;
  /* Accent Colors */&lt;br /&gt;
  --color-accent: #0099FF;         /* Light blue - Buttons, highlights */&lt;br /&gt;
  --color-accent--hover: #0000EE;  /* Blue - Button hover */&lt;br /&gt;
  --color-success: #5D2DE6;        /* Violet - Success states */&lt;br /&gt;
  &lt;br /&gt;
  /* Surface Colors */&lt;br /&gt;
  --color-surface-0: #F7F7F7;      /* Light gray - Main background */&lt;br /&gt;
  --color-surface-1: #FFFFFF;      /* White - Cards, content areas */&lt;br /&gt;
  --color-surface-2: #dedede;      /* dark gray backgrounds */&lt;br /&gt;
  &lt;br /&gt;
  /* Text Colors */&lt;br /&gt;
  --color-base: #000000;           /* Black - Main text */&lt;br /&gt;
  --color-base--emphasized: #000000; /* Black - Headers, important text */&lt;br /&gt;
  --color-base--subtle: #B5B5B5;   /* Gray - Secondary text, metadata */&lt;br /&gt;
  &lt;br /&gt;
  /* Border Colors */&lt;br /&gt;
  --color-border: #B5B5B5;         /* Gray - Borders, dividers */&lt;br /&gt;
  --color-border--lighter: #F7F7F7; /* Light gray - Subtle borders */&lt;br /&gt;
&lt;br /&gt;
  --width-layout: 400px; /* Good balance - reduces width but still comfortable */&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ===== Apply Theme to Citizen Skin ===== */&lt;br /&gt;
&lt;br /&gt;
/* Main background */&lt;br /&gt;
.citizen-body {&lt;br /&gt;
  background-color: var(--color-surface-0);&lt;br /&gt;
  color: var(--color-base);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Header */&lt;br /&gt;
.citizen-header {&lt;br /&gt;
  background: var(--color-surface-1);&lt;br /&gt;
  border-bottom: 1px solid var(--color-border);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Links */&lt;br /&gt;
a {&lt;br /&gt;
  color: var(--color-primary);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a:hover {&lt;br /&gt;
  color: var(--color-primary--hover);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Buttons */&lt;br /&gt;
.citizen-button--primary {&lt;br /&gt;
  background: var(--color-accent);&lt;br /&gt;
  color: white;&lt;br /&gt;
  border: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.citizen-button--primary:hover {&lt;br /&gt;
  background: var(--color-accent--hover);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* ----------------TEST ZOONE ---------------- */&lt;br /&gt;
&lt;br /&gt;
.fda-hero {&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 3rem 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.fda-hero-subtitle {&lt;br /&gt;
  max-width: 700px;&lt;br /&gt;
  margin: 0 auto;&lt;br /&gt;
  color: #555;&lt;br /&gt;
  font-size: 1.1rem;&lt;br /&gt;
}&lt;br /&gt;
 */&lt;br /&gt;
&lt;br /&gt;
.fda-hero-button {&lt;br /&gt;
  padding: 0.75rem 1.5rem;&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  font-family: &#039;FH Lecturis&#039;;&lt;br /&gt;
  background-color: #2323ff;&lt;br /&gt;
  color: #f7f7f7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-hero-button:hover {&lt;br /&gt;
    background-color: #f7f7f7 !important; /* white on hover */&lt;br /&gt;
    color: #2323ff !important; /* blue text on hover */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.fda-intro-grid {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: 1fr 1fr;&lt;br /&gt;
  gap: 2rem;&lt;br /&gt;
  padding: 2rem 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-section-title {&lt;br /&gt;
  font-size: 1.6rem;&lt;br /&gt;
  font-weight: 600;&lt;br /&gt;
  margin-top: 2rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-card-grid {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  gap: 1rem;&lt;br /&gt;
  grid-template-columns: repeat(4, 1fr);&lt;br /&gt;
  margin-top: 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-methodology-grid {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: 1fr 1fr;&lt;br /&gt;
  gap: 1.5rem;&lt;br /&gt;
  margin-top: 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 1023px) {&lt;br /&gt;
    .fda-methodology-grid {&lt;br /&gt;
        display: block;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.fda-def-grid {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: repeat(4, 1fr);&lt;br /&gt;
  gap: 2rem;&lt;br /&gt;
  margin-top: 3rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-def-item h3 {&lt;br /&gt;
  margin-bottom: .3rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-link {&lt;br /&gt;
  margin-top: .5rem;&lt;br /&gt;
  font-weight: 600;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=371</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=371"/>
		<updated>2026-03-18T14:28:29Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/*Import Hanken Grotesk */&lt;br /&gt;
&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Hanken+Grotesk:ital,wght@0,100..900;1,100..900&amp;amp;display=swap&#039;);&lt;br /&gt;
&lt;br /&gt;
:root {&lt;br /&gt;
    --font-family-sans: &#039;Hanken Grotesk&#039;, sans-serif;&lt;br /&gt;
    --font-family-serif: &#039;Hanken Grotesk&#039;, sans-serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body, .mw-body, .citizen-body {&lt;br /&gt;
    font-family: &#039;Hanken Grotesk&#039;, sans-serif !important;&lt;br /&gt;
    font-weight: 400;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.firstHeading.mw-first-heading {&lt;br /&gt;
    font-size: 1.5em; &lt;br /&gt;
    font-weight: 800 ;&lt;br /&gt;
    margin-bottom: 0.2em ;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*About button on homepage css override */&lt;br /&gt;
.fda-hero-button .oo-ui-buttonElement-button {&lt;br /&gt;
    background-color: #2323ff !important;&lt;br /&gt;
    border: none !important;&lt;br /&gt;
    box-shadow: none !important;&lt;br /&gt;
    padding: 0.75rem 1.5rem !important;&lt;br /&gt;
    font-family: &#039;FH Lecturis&#039; !important;&lt;br /&gt;
    color: #f7f7f7 !important;&lt;br /&gt;
    border-radius: 0 !important; /* Remove rounded corners  */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-hero-button .oo-ui-buttonElement-button:hover {&lt;br /&gt;
    background-color: #f7f7f7 !important; /* white on hover */&lt;br /&gt;
    color: #2323ff !important; /* blue text on hover */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-hero-button .oo-ui-buttonElement-button:focus {&lt;br /&gt;
    outline: none !important;&lt;br /&gt;
    box-shadow: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Hide the sitenotice on all pages by default */&lt;br /&gt;
#siteNotice {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Show the sitenotice only on the Main Page */&lt;br /&gt;
body.page-Main_Page #siteNotice {&lt;br /&gt;
    display: block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide the footer title */&lt;br /&gt;
#footer-sitetitle {&lt;br /&gt;
  display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* FULL-WIDTH HERO — */&lt;br /&gt;
&lt;br /&gt;
.fda-hero {&lt;br /&gt;
  padding: 2rem 1rem;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  background-color:#DADADA;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-hero-inner {&lt;br /&gt;
  margin: auto;&lt;br /&gt;
  padding: auto;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body {&lt;br /&gt;
    padding-left: 1rem;&lt;br /&gt;
    padding-right: 1rem;&lt;br /&gt;
    font-size: 1.1rem;&lt;br /&gt;
    line-height: 1.5;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (min-width: 1024px) {&lt;br /&gt;
    .mw-body {&lt;br /&gt;
        padding-left: 8rem;&lt;br /&gt;
        padding-right: 8rem;&lt;br /&gt;
        margin-left: 3rem;&lt;br /&gt;
        margin-right: 3rem;&lt;br /&gt;
        font-size: 1.7rem;&lt;br /&gt;
        line-height: 1.6;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    .citizen-footer__siteinfo {&lt;br /&gt;
        margin-left: 12rem; &lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
    .fda-hero-inner {&lt;br /&gt;
	    margin: 0 10rem;&lt;br /&gt;
        padding: 0 8rem;&lt;br /&gt;
        text-align: center;&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
    .citizen-footer__bottom {&lt;br /&gt;
       padding: 0 0 0 12rem;&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
@font-face {&lt;br /&gt;
    font-family: &#039;FH Lecturis&#039;;&lt;br /&gt;
    src: local(&#039;FH Lecturis Rounded Bold&#039;), local(&#039;FH-Lecturis-Rounded-Bold&#039;),&lt;br /&gt;
        url(&#039;/mediawiki/resources/Fonts/FHLecturisRounded-Bold.woff2&#039;) format(&#039;woff2&#039;),&lt;br /&gt;
        url(&#039;/mediawiki/resources/Fonts/FHLecturisRounded-Bold.woff&#039;) format(&#039;woff&#039;),&lt;br /&gt;
        url(&#039;/mediawiki/resources/Fonts/FHLecturisRounded-Bold.ttf&#039;) format(&#039;truetype&#039;);&lt;br /&gt;
    font-weight: 700;&lt;br /&gt;
    font-style: normal;&lt;br /&gt;
    font-display: swap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Apply to h1 and h2*/&lt;br /&gt;
h1, h2 {&lt;br /&gt;
    font-family: &#039;FH Lecturis&#039;, sans-serif;&lt;br /&gt;
    font-weight: 700; &lt;br /&gt;
    color:var(--color-primary);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Hide the entire sidebar container */&lt;br /&gt;
body.page-Main_Page .citizen-page-sidebar {&lt;br /&gt;
    display: none !important;&lt;br /&gt;
    visibility: hidden !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Logo Row -------- Begin*/&lt;br /&gt;
&lt;br /&gt;
.logo-row {&lt;br /&gt;
  display: flex;&lt;br /&gt;
  flex-direction: row;&lt;br /&gt;
  justify-content: left;&lt;br /&gt;
  align-items: left;&lt;br /&gt;
  gap: 2rem;&lt;br /&gt;
  flex-wrap: nowrap;&lt;br /&gt;
  overflow-x: auto; /* Add horizontal scroll if needed */&lt;br /&gt;
  white-space: nowrap; /* Prevent line breaks */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hero Banner -------- Begin*/&lt;br /&gt;
&lt;br /&gt;
.hero-banner {&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-position: center;&lt;br /&gt;
    background-repeat: no-repeat;&lt;br /&gt;
    position: relative;&lt;br /&gt;
    color: black;&lt;br /&gt;
    text-align: left;&lt;br /&gt;
    border-radius: 25px 25px 0px 0px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.hero-content h1 {&lt;br /&gt;
    font-size: 4.55rem;&lt;br /&gt;
    margin: 0 0 1rem 0;&lt;br /&gt;
    font-weight: 900;&lt;br /&gt;
    border-bottom: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.hero-subtitle {&lt;br /&gt;
    font-size: 1.5em;&lt;br /&gt;
    margin: 0 0 2.5rem 0;&lt;br /&gt;
    line-height: 1.5;&lt;br /&gt;
    color: #878787;&lt;br /&gt;
    font-weight: 700;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hero Banner -------- END*/&lt;br /&gt;
&lt;br /&gt;
/* Cards Styling -------- Begin*/&lt;br /&gt;
&lt;br /&gt;
.category-card {&lt;br /&gt;
  background: var(--color-surface-1);&lt;br /&gt;
  border: 1px solid var(--color-border);&lt;br /&gt;
  color: var(--color-base);&lt;br /&gt;
  padding: 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-card:hover {&lt;br /&gt;
  border-color: var(--color-primary--hover);&lt;br /&gt;
  background: var(--color-surface-2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-card-grid {&lt;br /&gt;
    display: grid;&lt;br /&gt;
    grid-template-columns: repeat(auto-fit, minmax(250px, 1fr));&lt;br /&gt;
    gap: 1rem;&lt;br /&gt;
    //margin: 2rem 0;&lt;br /&gt;
    padding: 2rem 2rem 2rem 0rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.card-title {&lt;br /&gt;
    font-size: 1.3em;&lt;br /&gt;
    font-weight: 600;&lt;br /&gt;
    margin-bottom: 0.5rem;&lt;br /&gt;
    color: var(--color-base--emphasized, #000);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.card-description {&lt;br /&gt;
    color: var(--color-base--subtle, #54595d);&lt;br /&gt;
    font-size: 0.9em;&lt;br /&gt;
    line-height: 1.4;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.card-link {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0;&lt;br /&gt;
    left: 0;&lt;br /&gt;
    right: 0;&lt;br /&gt;
    bottom: 0;&lt;br /&gt;
    z-index: 1;&lt;br /&gt;
    text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Cards Styling -------- END*/&lt;br /&gt;
&lt;br /&gt;
/* Hero Search_V03-------- BEGIN */&lt;br /&gt;
&lt;br /&gt;
.hero-search-trigger {&lt;br /&gt;
  margin: 2rem auto;&lt;br /&gt;
  max-width: 16rem;&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  background: var(--color-surface-1);&lt;br /&gt;
  border-color: var(--color-border);&lt;br /&gt;
  color: var(--color-base);&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  font-family: &#039;Satoshi&#039;, sans-serif;&lt;br /&gt;
  font-size: 1.1em;&lt;br /&gt;
  font-weight: 600;&lt;br /&gt;
  transition: all 0.3s ease;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.hero-search-trigger:hover {&lt;br /&gt;
  border-color: var(--color-primary--hover);&lt;br /&gt;
  background: var(--color-surface-2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hero Search_V03-------- END*/&lt;br /&gt;
&lt;br /&gt;
/* ===== Friction Design Archive Color Theme ===== */&lt;br /&gt;
&lt;br /&gt;
:root {&lt;br /&gt;
  /* Primary Colors */&lt;br /&gt;
  --color-primary: #2323FF;        /* Blue - Main brand color */&lt;br /&gt;
  --color-primary--hover: #0000EE;  /* Blue - Hover states */&lt;br /&gt;
  --color-primary--active: #000000; /* Black - Active states */&lt;br /&gt;
  &lt;br /&gt;
  /* Accent Colors */&lt;br /&gt;
  --color-accent: #0099FF;         /* Light blue - Buttons, highlights */&lt;br /&gt;
  --color-accent--hover: #0000EE;  /* Blue - Button hover */&lt;br /&gt;
  --color-success: #5D2DE6;        /* Violet - Success states */&lt;br /&gt;
  &lt;br /&gt;
  /* Surface Colors */&lt;br /&gt;
  --color-surface-0: #F7F7F7;      /* Light gray - Main background */&lt;br /&gt;
  --color-surface-1: #FFFFFF;      /* White - Cards, content areas */&lt;br /&gt;
  --color-surface-2: #dedede;      /* dark gray backgrounds */&lt;br /&gt;
  &lt;br /&gt;
  /* Text Colors */&lt;br /&gt;
  --color-base: #000000;           /* Black - Main text */&lt;br /&gt;
  --color-base--emphasized: #000000; /* Black - Headers, important text */&lt;br /&gt;
  --color-base--subtle: #B5B5B5;   /* Gray - Secondary text, metadata */&lt;br /&gt;
  &lt;br /&gt;
  /* Border Colors */&lt;br /&gt;
  --color-border: #B5B5B5;         /* Gray - Borders, dividers */&lt;br /&gt;
  --color-border--lighter: #F7F7F7; /* Light gray - Subtle borders */&lt;br /&gt;
&lt;br /&gt;
  --width-layout: 400px; /* Good balance - reduces width but still comfortable */&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ===== Apply Theme to Citizen Skin ===== */&lt;br /&gt;
&lt;br /&gt;
/* Main background */&lt;br /&gt;
.citizen-body {&lt;br /&gt;
  background-color: var(--color-surface-0);&lt;br /&gt;
  color: var(--color-base);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Header */&lt;br /&gt;
.citizen-header {&lt;br /&gt;
  background: var(--color-surface-1);&lt;br /&gt;
  border-bottom: 1px solid var(--color-border);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Links */&lt;br /&gt;
a {&lt;br /&gt;
  color: var(--color-primary);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a:hover {&lt;br /&gt;
  color: var(--color-primary--hover);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Buttons */&lt;br /&gt;
.citizen-button--primary {&lt;br /&gt;
  background: var(--color-accent);&lt;br /&gt;
  color: white;&lt;br /&gt;
  border: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.citizen-button--primary:hover {&lt;br /&gt;
  background: var(--color-accent--hover);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* ----------------TEST ZOONE ---------------- */&lt;br /&gt;
&lt;br /&gt;
.fda-hero {&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 3rem 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.fda-hero-subtitle {&lt;br /&gt;
  max-width: 700px;&lt;br /&gt;
  margin: 0 auto;&lt;br /&gt;
  color: #555;&lt;br /&gt;
  font-size: 1.1rem;&lt;br /&gt;
}&lt;br /&gt;
 */&lt;br /&gt;
&lt;br /&gt;
.fda-hero-button {&lt;br /&gt;
  padding: 0.75rem 1.5rem;&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  font-family: &#039;FH Lecturis&#039;;&lt;br /&gt;
  background-color: #2323ff;&lt;br /&gt;
  color: #f7f7f7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-hero-button:hover {&lt;br /&gt;
    background-color: #f7f7f7 !important; /* white on hover */&lt;br /&gt;
    color: #2323ff !important; /* blue text on hover */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.fda-intro-grid {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: 1fr 1fr;&lt;br /&gt;
  gap: 2rem;&lt;br /&gt;
  padding: 2rem 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-section-title {&lt;br /&gt;
  font-size: 1.6rem;&lt;br /&gt;
  font-weight: 600;&lt;br /&gt;
  margin-top: 2rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-card-grid {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  gap: 1rem;&lt;br /&gt;
  grid-template-columns: repeat(4, 1fr);&lt;br /&gt;
  margin-top: 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-methodology-grid {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: 1fr 1fr;&lt;br /&gt;
  gap: 1.5rem;&lt;br /&gt;
  margin-top: 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 1023px) {&lt;br /&gt;
    .fda-methodology-grid {&lt;br /&gt;
        display: block;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.fda-def-grid {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: repeat(4, 1fr);&lt;br /&gt;
  gap: 2rem;&lt;br /&gt;
  margin-top: 3rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-def-item h3 {&lt;br /&gt;
  margin-bottom: .3rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-link {&lt;br /&gt;
  margin-top: .5rem;&lt;br /&gt;
  font-weight: 600;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=370</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=370"/>
		<updated>2026-03-18T14:28:01Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/*Import Hanken Grotesk */&lt;br /&gt;
&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Hanken+Grotesk:ital,wght@0,100..900;1,100..900&amp;amp;display=swap&#039;);&lt;br /&gt;
&lt;br /&gt;
:root {&lt;br /&gt;
    --font-family-sans: &#039;Hanken Grotesk&#039;, sans-serif;&lt;br /&gt;
    --font-family-serif: &#039;Hanken Grotesk&#039;, sans-serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body, .mw-body, .citizen-body {&lt;br /&gt;
    font-family: &#039;Hanken Grotesk&#039;, sans-serif !important;&lt;br /&gt;
    font-weight: 400;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.firstHeading.mw-first-heading {&lt;br /&gt;
    font-size: 1.5em; &lt;br /&gt;
    font-weight: 800 ;&lt;br /&gt;
    margin-bottom: 0.2em ;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*About button on homepage css override */&lt;br /&gt;
.fda-hero-button .oo-ui-buttonElement-button {&lt;br /&gt;
    background-color: #2323ff !important;&lt;br /&gt;
    border: none !important;&lt;br /&gt;
    box-shadow: none !important;&lt;br /&gt;
    padding: 0.75rem 1.5rem !important;&lt;br /&gt;
    font-family: &#039;FH Lecturis&#039; !important;&lt;br /&gt;
    color: #f7f7f7 !important;&lt;br /&gt;
    border-radius: 0 !important; /* Remove rounded corners  */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-hero-button .oo-ui-buttonElement-button:hover {&lt;br /&gt;
    background-color: #f7f7f7 !important; /* white on hover */&lt;br /&gt;
    color: #2323ff !important; /* blue text on hover */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-hero-button .oo-ui-buttonElement-button:focus {&lt;br /&gt;
    outline: none !important;&lt;br /&gt;
    box-shadow: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Hide the sitenotice on all pages by default */&lt;br /&gt;
#siteNotice {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Show the sitenotice only on the Main Page */&lt;br /&gt;
body.page-Main_Page #siteNotice {&lt;br /&gt;
    display: block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide the footer title */&lt;br /&gt;
#footer-sitetitle {&lt;br /&gt;
  display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* FULL-WIDTH HERO — */&lt;br /&gt;
&lt;br /&gt;
.fda-hero {&lt;br /&gt;
  padding: 2rem 1rem;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  background-color:#DADADA;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-hero-inner {&lt;br /&gt;
  margin: auto;&lt;br /&gt;
  padding: auto;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body {&lt;br /&gt;
    padding-left: 1rem;&lt;br /&gt;
    padding-right: 1rem;&lt;br /&gt;
    font-size: 1.1rem;&lt;br /&gt;
    line-height: 1.5;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (min-width: 1024px) {&lt;br /&gt;
    .mw-body {&lt;br /&gt;
        padding-left: 8rem;&lt;br /&gt;
        padding-right: 8rem;&lt;br /&gt;
        margin-left: 3rem;&lt;br /&gt;
        margin-right: 3rem;&lt;br /&gt;
        font-size: 1.7rem;&lt;br /&gt;
        line-height: 1.6;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    .citizen-footer__siteinfo {&lt;br /&gt;
        margin-left: 8rem; &lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
    .fda-hero-inner {&lt;br /&gt;
	    margin: 0 10rem;&lt;br /&gt;
        padding: 0 8rem;&lt;br /&gt;
        text-align: center;&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
    .citizen-footer__bottom {&lt;br /&gt;
       padding: 0 0 0 10rem;&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
@font-face {&lt;br /&gt;
    font-family: &#039;FH Lecturis&#039;;&lt;br /&gt;
    src: local(&#039;FH Lecturis Rounded Bold&#039;), local(&#039;FH-Lecturis-Rounded-Bold&#039;),&lt;br /&gt;
        url(&#039;/mediawiki/resources/Fonts/FHLecturisRounded-Bold.woff2&#039;) format(&#039;woff2&#039;),&lt;br /&gt;
        url(&#039;/mediawiki/resources/Fonts/FHLecturisRounded-Bold.woff&#039;) format(&#039;woff&#039;),&lt;br /&gt;
        url(&#039;/mediawiki/resources/Fonts/FHLecturisRounded-Bold.ttf&#039;) format(&#039;truetype&#039;);&lt;br /&gt;
    font-weight: 700;&lt;br /&gt;
    font-style: normal;&lt;br /&gt;
    font-display: swap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Apply to h1 and h2*/&lt;br /&gt;
h1, h2 {&lt;br /&gt;
    font-family: &#039;FH Lecturis&#039;, sans-serif;&lt;br /&gt;
    font-weight: 700; &lt;br /&gt;
    color:var(--color-primary);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Hide the entire sidebar container */&lt;br /&gt;
body.page-Main_Page .citizen-page-sidebar {&lt;br /&gt;
    display: none !important;&lt;br /&gt;
    visibility: hidden !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Logo Row -------- Begin*/&lt;br /&gt;
&lt;br /&gt;
.logo-row {&lt;br /&gt;
  display: flex;&lt;br /&gt;
  flex-direction: row;&lt;br /&gt;
  justify-content: left;&lt;br /&gt;
  align-items: left;&lt;br /&gt;
  gap: 2rem;&lt;br /&gt;
  flex-wrap: nowrap;&lt;br /&gt;
  overflow-x: auto; /* Add horizontal scroll if needed */&lt;br /&gt;
  white-space: nowrap; /* Prevent line breaks */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hero Banner -------- Begin*/&lt;br /&gt;
&lt;br /&gt;
.hero-banner {&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-position: center;&lt;br /&gt;
    background-repeat: no-repeat;&lt;br /&gt;
    position: relative;&lt;br /&gt;
    color: black;&lt;br /&gt;
    text-align: left;&lt;br /&gt;
    border-radius: 25px 25px 0px 0px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.hero-content h1 {&lt;br /&gt;
    font-size: 4.55rem;&lt;br /&gt;
    margin: 0 0 1rem 0;&lt;br /&gt;
    font-weight: 900;&lt;br /&gt;
    border-bottom: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.hero-subtitle {&lt;br /&gt;
    font-size: 1.5em;&lt;br /&gt;
    margin: 0 0 2.5rem 0;&lt;br /&gt;
    line-height: 1.5;&lt;br /&gt;
    color: #878787;&lt;br /&gt;
    font-weight: 700;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hero Banner -------- END*/&lt;br /&gt;
&lt;br /&gt;
/* Cards Styling -------- Begin*/&lt;br /&gt;
&lt;br /&gt;
.category-card {&lt;br /&gt;
  background: var(--color-surface-1);&lt;br /&gt;
  border: 1px solid var(--color-border);&lt;br /&gt;
  color: var(--color-base);&lt;br /&gt;
  padding: 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-card:hover {&lt;br /&gt;
  border-color: var(--color-primary--hover);&lt;br /&gt;
  background: var(--color-surface-2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-card-grid {&lt;br /&gt;
    display: grid;&lt;br /&gt;
    grid-template-columns: repeat(auto-fit, minmax(250px, 1fr));&lt;br /&gt;
    gap: 1rem;&lt;br /&gt;
    //margin: 2rem 0;&lt;br /&gt;
    padding: 2rem 2rem 2rem 0rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.card-title {&lt;br /&gt;
    font-size: 1.3em;&lt;br /&gt;
    font-weight: 600;&lt;br /&gt;
    margin-bottom: 0.5rem;&lt;br /&gt;
    color: var(--color-base--emphasized, #000);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.card-description {&lt;br /&gt;
    color: var(--color-base--subtle, #54595d);&lt;br /&gt;
    font-size: 0.9em;&lt;br /&gt;
    line-height: 1.4;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.card-link {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0;&lt;br /&gt;
    left: 0;&lt;br /&gt;
    right: 0;&lt;br /&gt;
    bottom: 0;&lt;br /&gt;
    z-index: 1;&lt;br /&gt;
    text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Cards Styling -------- END*/&lt;br /&gt;
&lt;br /&gt;
/* Hero Search_V03-------- BEGIN */&lt;br /&gt;
&lt;br /&gt;
.hero-search-trigger {&lt;br /&gt;
  margin: 2rem auto;&lt;br /&gt;
  max-width: 16rem;&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  background: var(--color-surface-1);&lt;br /&gt;
  border-color: var(--color-border);&lt;br /&gt;
  color: var(--color-base);&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  font-family: &#039;Satoshi&#039;, sans-serif;&lt;br /&gt;
  font-size: 1.1em;&lt;br /&gt;
  font-weight: 600;&lt;br /&gt;
  transition: all 0.3s ease;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.hero-search-trigger:hover {&lt;br /&gt;
  border-color: var(--color-primary--hover);&lt;br /&gt;
  background: var(--color-surface-2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hero Search_V03-------- END*/&lt;br /&gt;
&lt;br /&gt;
/* ===== Friction Design Archive Color Theme ===== */&lt;br /&gt;
&lt;br /&gt;
:root {&lt;br /&gt;
  /* Primary Colors */&lt;br /&gt;
  --color-primary: #2323FF;        /* Blue - Main brand color */&lt;br /&gt;
  --color-primary--hover: #0000EE;  /* Blue - Hover states */&lt;br /&gt;
  --color-primary--active: #000000; /* Black - Active states */&lt;br /&gt;
  &lt;br /&gt;
  /* Accent Colors */&lt;br /&gt;
  --color-accent: #0099FF;         /* Light blue - Buttons, highlights */&lt;br /&gt;
  --color-accent--hover: #0000EE;  /* Blue - Button hover */&lt;br /&gt;
  --color-success: #5D2DE6;        /* Violet - Success states */&lt;br /&gt;
  &lt;br /&gt;
  /* Surface Colors */&lt;br /&gt;
  --color-surface-0: #F7F7F7;      /* Light gray - Main background */&lt;br /&gt;
  --color-surface-1: #FFFFFF;      /* White - Cards, content areas */&lt;br /&gt;
  --color-surface-2: #dedede;      /* dark gray backgrounds */&lt;br /&gt;
  &lt;br /&gt;
  /* Text Colors */&lt;br /&gt;
  --color-base: #000000;           /* Black - Main text */&lt;br /&gt;
  --color-base--emphasized: #000000; /* Black - Headers, important text */&lt;br /&gt;
  --color-base--subtle: #B5B5B5;   /* Gray - Secondary text, metadata */&lt;br /&gt;
  &lt;br /&gt;
  /* Border Colors */&lt;br /&gt;
  --color-border: #B5B5B5;         /* Gray - Borders, dividers */&lt;br /&gt;
  --color-border--lighter: #F7F7F7; /* Light gray - Subtle borders */&lt;br /&gt;
&lt;br /&gt;
  --width-layout: 400px; /* Good balance - reduces width but still comfortable */&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ===== Apply Theme to Citizen Skin ===== */&lt;br /&gt;
&lt;br /&gt;
/* Main background */&lt;br /&gt;
.citizen-body {&lt;br /&gt;
  background-color: var(--color-surface-0);&lt;br /&gt;
  color: var(--color-base);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Header */&lt;br /&gt;
.citizen-header {&lt;br /&gt;
  background: var(--color-surface-1);&lt;br /&gt;
  border-bottom: 1px solid var(--color-border);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Links */&lt;br /&gt;
a {&lt;br /&gt;
  color: var(--color-primary);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a:hover {&lt;br /&gt;
  color: var(--color-primary--hover);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Buttons */&lt;br /&gt;
.citizen-button--primary {&lt;br /&gt;
  background: var(--color-accent);&lt;br /&gt;
  color: white;&lt;br /&gt;
  border: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.citizen-button--primary:hover {&lt;br /&gt;
  background: var(--color-accent--hover);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* ----------------TEST ZOONE ---------------- */&lt;br /&gt;
&lt;br /&gt;
.fda-hero {&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 3rem 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.fda-hero-subtitle {&lt;br /&gt;
  max-width: 700px;&lt;br /&gt;
  margin: 0 auto;&lt;br /&gt;
  color: #555;&lt;br /&gt;
  font-size: 1.1rem;&lt;br /&gt;
}&lt;br /&gt;
 */&lt;br /&gt;
&lt;br /&gt;
.fda-hero-button {&lt;br /&gt;
  padding: 0.75rem 1.5rem;&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  font-family: &#039;FH Lecturis&#039;;&lt;br /&gt;
  background-color: #2323ff;&lt;br /&gt;
  color: #f7f7f7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-hero-button:hover {&lt;br /&gt;
    background-color: #f7f7f7 !important; /* white on hover */&lt;br /&gt;
    color: #2323ff !important; /* blue text on hover */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.fda-intro-grid {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: 1fr 1fr;&lt;br /&gt;
  gap: 2rem;&lt;br /&gt;
  padding: 2rem 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-section-title {&lt;br /&gt;
  font-size: 1.6rem;&lt;br /&gt;
  font-weight: 600;&lt;br /&gt;
  margin-top: 2rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-card-grid {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  gap: 1rem;&lt;br /&gt;
  grid-template-columns: repeat(4, 1fr);&lt;br /&gt;
  margin-top: 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-methodology-grid {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: 1fr 1fr;&lt;br /&gt;
  gap: 1.5rem;&lt;br /&gt;
  margin-top: 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 1023px) {&lt;br /&gt;
    .fda-methodology-grid {&lt;br /&gt;
        display: block;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.fda-def-grid {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: repeat(4, 1fr);&lt;br /&gt;
  gap: 2rem;&lt;br /&gt;
  margin-top: 3rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-def-item h3 {&lt;br /&gt;
  margin-bottom: .3rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fda-link {&lt;br /&gt;
  margin-top: .5rem;&lt;br /&gt;
  font-weight: 600;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
	<entry>
		<id>https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Request_Additional_Confirmations&amp;diff=369</id>
		<title>Request Additional Confirmations</title>
		<link rel="alternate" type="text/html" href="https://frictiondesign.fba.up.pt/mediawiki/index.php?title=Request_Additional_Confirmations&amp;diff=369"/>
		<updated>2026-03-18T14:26:55Z</updated>

		<summary type="html">&lt;p&gt;Hmiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Friction_Pattern&lt;br /&gt;
|Name=Request Additional Confirmations&lt;br /&gt;
|Summary=Confirmation steps in the interface that slow the user down, encourage reflection, and prevent impulsive or automatic decisions.&lt;br /&gt;
|Description=Request Additional Confirmations introduces extra confirmation steps that require users to consciously verify their actions before proceeding. The goal is to mitigate cognitive biases, prevent automatic or impulsive decisions, and promote a more deliberate and reflective user experience.&lt;br /&gt;
|Usage=Designers can use this pattern in situations where user actions have important consequences or where errors may be costly. It may be implemented via dialog boxes, additional confirmation prompts, or progressive disclosure steps that require users to acknowledge information or validate choices before proceeding.&lt;br /&gt;
&lt;br /&gt;
== Sub Patterns ==&lt;br /&gt;
* &#039;&#039;&#039;TBD&#039;&#039;&#039;: No specific sub-patterns were identified.&lt;br /&gt;
&lt;br /&gt;
|Examples=&lt;br /&gt;
* &#039;&#039;&#039;TBD&#039;&#039;&#039;: No specific examples were identified.&lt;br /&gt;
|Implications=&lt;br /&gt;
* &#039;&#039;&#039;Medium level of intervention&#039;&#039;&#039;: Breaks conventional usability principles by intentionally adding friction and slowing down the user flow.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Efficiency vs. Quality&#039;&#039;&#039;: May reduce efficiency or frustrate users if overused but improves decision quality and reduces errors in high-stakes contexts.&lt;br /&gt;
&lt;br /&gt;
|Violates=Nielsen: Flexibility and efficiency of use, Shneiderman: Keep users in control, Nielsen: Error prevention&lt;br /&gt;
&lt;br /&gt;
|Subpatterns_Display=TBD&lt;br /&gt;
|Sub1=&lt;br /&gt;
|Sub2=&lt;br /&gt;
|Sub3=&lt;br /&gt;
|Sub4=&lt;br /&gt;
|Related_Display=[[Remind of Consequences]], [[Provoking Deliberate Interaction]], [[Confront the User]], [[Offer Multiple Points of View]]&lt;br /&gt;
|Rel1=Remind of Consequences&lt;br /&gt;
|Rel2=Provoking Deliberate Interaction&lt;br /&gt;
|Rel3=Confront the User&lt;br /&gt;
|Rel4=Offer Multiple Points of View&lt;br /&gt;
|Source=Silva, Flávia Catarina Pereira da. 2024. “Design de fricção em interfaces gráficas: estratégias e padrões para promover processos metacognitivos no utilizador.” masterThesis. [https://ria.ua.pt/handle/10773/45001].&lt;br /&gt;
|License=https://creativecommons.org/licenses/by/4.0/&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hmiguel</name></author>
	</entry>
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