The Deceptive Design Game
Become a designer, climb the corporate ladder, and deceive your users in this game about unethical design.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
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.
Process
[1] Literature Review
[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.
Each possessesed expertise in one of four areas.
UX Design
Game Design
Technical Writing
Media Consumption
In teams, the co-designers worked to create concepts. After 16 hours of manpower, they pitched their ideas, and voted on the best solution.
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[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
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:
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].
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
Designed in Tabletop Simulator on Steam.
Playable for free on PC/VR with up to six players online.
Play Here
Reflection
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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.