Dark Patterns
This project, carried out as part of my final year of a master's degree in digital creation, allowed me to wear multiple hats such as: project manager, art director, graphic designer, UX designer, UI designer, and Unity developer.


Introduction
VR Experience
Dark Patterns is a virtual reality experience, immersive and interactive, where visitors will participate in the testing phases of a new mixed reality headset, thus contributing to the development of advertising and marketing. They are transported to a near future where the boundaries between the body and technology blur, allowing marketing to deploy its most intrusive strategies.
Introduction
VR Experience
Dark Patterns is a virtual reality experience, immersive and interactive, where visitors will participate in the testing phases of a new mixed reality headset, thus contributing to the development of advertising and marketing. They are transported to a near future where the boundaries between the body and technology blur, allowing marketing to deploy its most intrusive strategies.
Introduction
VR Experience
Dark Patterns is a virtual reality experience, immersive and interactive, where visitors will participate in the testing phases of a new mixed reality headset, thus contributing to the development of advertising and marketing. They are transported to a near future where the boundaries between the body and technology blur, allowing marketing to deploy its most intrusive strategies.
Scenario
Building a future where marketing takes control
What happens when marketing becomes omnipresent, invading even our bodies? In this dystopian universe, marketing has taken control, invading personal, public, and even intimate spaces. A world where simply staring at a button is enough to activate it. A world where every movement, every glance can be exploited for advertising purposes.
Scenario
Building a future where marketing takes control
What happens when marketing becomes omnipresent, invading even our bodies? In this dystopian universe, marketing has taken control, invading personal, public, and even intimate spaces. A world where simply staring at a button is enough to activate it. A world where every movement, every glance can be exploited for advertising purposes.
Scenario
Building a future where marketing takes control
What happens when marketing becomes omnipresent, invading even our bodies? In this dystopian universe, marketing has taken control, invading personal, public, and even intimate spaces. A world where simply staring at a button is enough to activate it. A world where every movement, every glance can be exploited for advertising purposes.


Scripting
Creating a double reality
The scripting of Dark Patterns was specifically designed for a museum installation. Visitors are invited to participate in a fictional clinical trial orchestrated by scientists in partnership with large corporations.
Scripting
Creating a double reality
The scripting of Dark Patterns was specifically designed for a museum installation. Visitors are invited to participate in a fictional clinical trial orchestrated by scientists in partnership with large corporations.
Scripting
Creating a double reality
The scripting of Dark Patterns was specifically designed for a museum installation. Visitors are invited to participate in a fictional clinical trial orchestrated by scientists in partnership with large corporations.


Technical device
Representing intersubjectivity
We chose the virtual reality device for its great potential for immersion, the headset being a close-up and egocentric device that allows placing the viewer at the center of the represented world. Furthermore, the goal was to combine real 360-degree footage with a subjective vision device in order to immerse the viewer in the subjective experience of a character.
Technical device
Representing intersubjectivity
We chose the virtual reality device for its great potential for immersion, the headset being a close-up and egocentric device that allows placing the viewer at the center of the represented world. Furthermore, the goal was to combine real 360-degree footage with a subjective vision device in order to immerse the viewer in the subjective experience of a character.
Technical device
Representing intersubjectivity
We chose the virtual reality device for its great potential for immersion, the headset being a close-up and egocentric device that allows placing the viewer at the center of the represented world. Furthermore, the goal was to combine real 360-degree footage with a subjective vision device in order to immerse the viewer in the subjective experience of a character.


Interactivity
Interact with your environment through head tracking
To streamline the experience and eliminate any intermediary between the user and the virtual universe, we have chosen to use only head tracking for interactions. In this future where technologies erase the barriers between humans and machines, interactions happen simply by directing one's gaze. The center of the screen thus becomes the visitor's cursor, making interactions natural and almost unconscious, as if they were an integral part of the body.
Interactivity
Interact with your environment through head tracking
To streamline the experience and eliminate any intermediary between the user and the virtual universe, we have chosen to use only head tracking for interactions. In this future where technologies erase the barriers between humans and machines, interactions happen simply by directing one's gaze. The center of the screen thus becomes the visitor's cursor, making interactions natural and almost unconscious, as if they were an integral part of the body.
Interactivity
Interact with your environment through head tracking
To streamline the experience and eliminate any intermediary between the user and the virtual universe, we have chosen to use only head tracking for interactions. In this future where technologies erase the barriers between humans and machines, interactions happen simply by directing one's gaze. The center of the screen thus becomes the visitor's cursor, making interactions natural and almost unconscious, as if they were an integral part of the body.


UI design
Interfaces integrated into the environment
In this virtual environment, the viewer interacts with elements such as user interfaces or advertisements. For example, in the middle of the experience, a promotional lottery wheel appears, encouraging the viewer to spin it in an attempt to win rewards, a nod to dark patterns using gamification to push the user towards making a purchase.
UI design
Interfaces integrated into the environment
In this virtual environment, the viewer interacts with elements such as user interfaces or advertisements. For example, in the middle of the experience, a promotional lottery wheel appears, encouraging the viewer to spin it in an attempt to win rewards, a nod to dark patterns using gamification to push the user towards making a purchase.
UI design
Interfaces integrated into the environment
In this virtual environment, the viewer interacts with elements such as user interfaces or advertisements. For example, in the middle of the experience, a promotional lottery wheel appears, encouraging the viewer to spin it in an attempt to win rewards, a nod to dark patterns using gamification to push the user towards making a purchase.

