Deceptive Designer


Self-directed design and usability tests of a video game. 


Background and Goals

Deceptive Designer is an educational visual novel (VN) that challenges players to navigate a series of manipulated user experiences in a fictionalized digital world. The game teaches players to identify and understand dark patterns: manipulative techniques used by designers to exploit user behaviors for commercial gain. Drawing inspiration from award-winning educational video games such as Harmony Square and Bad News, which use persuasive techniques and encourage critical thought.

The objective of this study was to create an educational game about the dangers of deceptive design, raise awareness about unethical design embedded in digital experiences, and enable players to spot and resist these strategies in their own lives.

       Research Goals:
        1.     Understand how to best represent design principles within a game.
        2.     Conceptualize a prototype.
        3.     Evaluate effectiveness of the game through iterative user feedback and testing.

Role and Timeframe

Role:
As the sole developer and designer of the game, I planned the research, developed the narrative and mechanics, designed the interface, created assets, and analyzed user feedback to iteratively improve the project.

Timeframe: 4 months

  • Development: 1 month
  • User Testing (Phase 1): 1 month
  • Refinement: 1 month
  • User Testing (Phase 2): 1 month

Methods (10 Users)

Survey:
At the beginning of each session, users completed a brief survey to gather demographic information and understand their prior knowledge of deceptive design and dark patterns.

Pre-Task Interview: Users participated in a semi-structured interview where I asked about their experiences with online interfaces and awareness of manipulative design patterns.

Usability Test: Users played through the game, interacting with various deceptive design patterns integrated into the narrative. I observed their behavior and collected feedback on how well they understood the designs, their difficulty navigating the interface, and their emotional response to the content.

Post-Task Interview: After completing the game, users participated in a semi-structured interview to discuss their overall experience, specific challenges they faced, and their understanding of the dark patterns after playing. 

Critical Insights  
        1. Early users were unsure of how to progress due to unclear navigation cues between interactive story segments. This confusion led to a delay in learning.
        2. Users enjoyed the narrative and were more likely to engage deeply with the educational aspects when they felt personally involved in the story.
        3.  Some users struggled to understand the nuances of specific deceptive designs (e.g., "forced enrollment" and "sneak into basket"), which suggests the need for more explicit explanations and examples.
        4. The retro aesthetic of the prototype, while appealing to some users, confused others, particularly those without personal experience using older Windows operating systems. This led to a recommendation for a more universally appealing design.

Prioritized Recommendations

        1. Improve the flow between story segments by introducing more obvious visual and auditory cues to guide users. This would reduce confusion and help players stay focused on the educational content.
        2. Provide additional context and explanations for each deceptive design, possibly with more interactive tutorials or examples, so players can fully understand the implications of each pattern.
        3. Move away from the retro aesthetic and opt for a minimalist, modern design that is more accessible and easier to interpret for a wider audience.
        4. Reward users with immediate, clear feedback when they successfully identify or avoid a deceptive design. This will reinforce learning and motivate players to continue engaging with the content.

Lessons Learned
  • User feedback revealed that early iterations were too abstract for some players, which led to an overhaul of the game’s structure. Testing helped refine the gameplay and made the educational goals clearer, as proven by second phase players.
  • Engaging gameplay is crucial for holding users' attention and ensuring the message is retained. A balance between education and entertainment needs to be maintained.
  • The game's initial design, which relied on a complex, central homepage structure, caused confusion. Adapting to a narrative-driven model made the material more digestible and helped players engage more deeply with the educational content.
  • Designing for a wide audience requires balancing simplicity and depth. While the content is aimed at raising awareness, it’s important to ensure it resonates with both novice and experienced users.