The Deceptive Design Game

Become a designer, climb the corporate ladder, and deceive your users in this game about unethical design.

Industry: Games
My Role: UX Operations, Research, and Design
Timeline: March 2025 - June 2025
Client: Independent, in partnership with Mad Hatter’s House of Games
[End-to-End Design] [Participatory Design] [Playtesting] [Focus Group] [Thematic Analysis]

Results: A playable PSA produced physically and distributed digitally

Groundwork


Context Dark patterns are a form of unethical design that tricks users into making choices against their wishes. Their presence is pervasive in digital design.Challenge
The users at the highest risk of deception are those who lack digital literacy. An online training program would not reach the audience that needs it most.
SolutionCreate an analog solution to a digital problem; incorporating gamification and psychological theory to train users to spot unethical design in the wild.

Process



[1] Literature Review

Inoculation Theory: The power of simplified examplesThis psychological theory explains that presenting basic versions of an opponent’s argument builds resistance to it in future encounters. This is useful framework for preparing users to resist dark patterns without overloading with detailed explanations that might be lost on less tech-adept users.
Gamification: Entertainment that encourages actionIf designed properly, the incorporation of game-like elements into a product can encourage desired action. Games provide a form for the design solution along with the benefit of hooking users.



[2] Roadmapping
Planned iterative development cycles to maximize development with limited resources.  


[3] Participatory DesignUsing user expertise to uncover design solutions.

[3.1] Recruitment

19 co-designers were recruited to develop early concepts for the dark pattern game.
Each possessesed expertise in one of four areas. 
UX Design


Game Design
Technical Writing


Media Consumption
[3.2] Concept Ideation
In teams, the co-designers worked to create concepts. After 16 hours of manpower, they pitched their ideas, and voted on the best solution.



[4] Prototyping
[4.1] Game Mechanics

The co-designers created a game in which players work for a deceitful, magical corporation. As employees, they embark on a quest to win back their souls.
This is accomplished by successfully manipulating their users and their coworkers (other players).

[4.2] Paper Prototypes

Paper prototypes were created based on this concept.


[5] Evaluation

[4.1]  Playtesting
8 testers were recruited to play the paper prototypes. Players were asked to pay attention to:

Theme

Usability

Clarity

Challenge

Narrative
[4.2] Focus Group
After playing, testers discussed their feelings on their experiences.

[4.3] Thematic Analysis
The conversations had during the 20 hours of gameplay and focus group discussion were transcribed and broken into insights regarding:
Design

Perception

User Experience
These insights were used to guide gameplay adjustments.


[5] Final Product

Two versions of the game were produced.

Physical Edition
Manufactured in partnership with international vendors.
Limited copies in local stores [sold out].

Digital Edition
Designed in Tabletop Simulator on Steam.
Playable for free on PC/VR with up to six players online.
Play Here

Reflection


Learnings
  • The co-design processes is empowering and maximizes manpower on a low budget.
  • Identifying an appropriate medium is a good first step towards creating an effective design solution.
  • User-centered design can be utilized for social good.