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Friction Design Archive

This archive collects Tactics, Patterns, Models, Taxonomies, Toolkits, Archetypes, Principles, Symptoms, Philosophies, Manifestos, and Emerging Approaches related to Friction Design.

Remind of the Consequences: Difference between revisions

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=Further reading=
=Further reading=
Silva, Flávia Catarina Pereira da. 2024. “Design de fricção em interfaces gráficas: estratégias e padrões para promover processos metacognitivos no utilizador.” master Thesis.
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.


[[Category:Pattern]]
[[Category:Pattern]]

Revision as of 19:16, 10 March 2026

Remind of the Consequences

Making the outcomes of users past actions visible, persistent, or emotionally significant to reinforce awareness.

Pattern Description

Remind of the Consequences draws attention to the relationship between past actions and their present impact. It ensures that user behaviour leaves visible traces through narrative callbacks, changes in the environment, or shifts in system logic. The strength of the pattern lies not in surprising the user, but in making them recognise the weight of their previous actions through subtle reminders, persistent alterations, or emotionally charged reactions from the system.

Sub-patterns

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Usage

Designers can use this pattern to reinforce the connection between cause and effect in a way that becomes part of the user’s ongoing experience. This can involve referencing earlier interactions, revealing delayed outcomes, or maintaining persistent states that evolve based on prior choices. The goal is not to punish but to cultivate awareness, prompting users to act with intention and to understand that actions have lasting repercussions.

Examples

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Interaction design implications

Low level of intervention

This pattern intentionally challenges usability principles that prioritise forgiveness and low cognitive load. Users may not be able to reverse decisions, and the outcome of an action may not be immediately visible. The design becomes less about efficiency and more about cultivating responsibility, emotional engagement, or strategic thinking.

Relation with other patterns

Request Additional Confirmations

Further reading

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.