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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards Quantifying Ethical User Experience: Evaluating User Perceptions of Dark Patterns in Social Media</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Doris Maria Rhomberg</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hauke Sandhaus</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Cornell University</institution>
          ,
          <addr-line>Cornell Tech, 2 West Loop Rd, 10044 New York, New York</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>TU Wien Informatics</institution>
          ,
          <addr-line>Favoritenstraße 9-11, 1040 Vienna</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>No standardized questionnaire currently incorporates an ethical dimension for assessing User Experience (UX). We explored how the ethicality of interface design is reflected in current UX metrics and how they could be extended. To this end, we adapted the User Experience Questionnaire (UEQ) and enriched it with supplementary items specifically designed to capture user responses on social media to unethical interface designs, commonly referred to as 'dark patterns'. Through an exploratory analysis of a survey involving 120 participants who evaluated a selection of 15 social media dark patterns, we found preliminary evidence that (1) an aggregated UX score using items from the User Experience Questionnaire does not efectively indicate unethical user interface design. Instead, (2) subscale measures from the questionnaire show a relationship with unethical design. Furthermore, extending the User Experience Questionnaire seems promising, as (3) users can identify interfaces with addictive and pressuring properties, and (4) evaluations demonstrate consistency within groups of unethical design strategies.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Dark Patterns</kwd>
        <kwd>Ethics</kwd>
        <kwd>Manipulation</kwd>
        <kwd>Social Media</kwd>
        <kwd>Measuring</kwd>
        <kwd>User Experience</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        User experience (UX) designers are responsible for designing all aspects of user interfaces [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Although UX design inherently carries qualitative value, the success of designs and design
departments is typically benchmarked and evaluated through quantitative UX measurements [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
These measurements aim to holistically assess UX and distill design into key performance
indicators [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]. However, there is an absence of any standardized instruments that incorporate
an ethical dimension for assessing UX, underscoring a significant gap in current methodologies.
      </p>
      <p>
        Meanwhile, there is an emerging consensus that social media companies engage in unethical
design practices [
        <xref ref-type="bibr" rid="ref5 ref6 ref7">5, 6, 7</xref>
        ], driven by the goal of maximizing the collection of user data for
monetization through advertising [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and maximizing time spent on their platforms [
        <xref ref-type="bibr" rid="ref10 ref6 ref9">9, 10, 6</xref>
        ].
To achieve these objectives, social media companies have incorporated dark patterns, which
are "instances where designers use their knowledge of human behavior (e.g., psychology) and the
desires of end users to implement deceptive functionality that is not in the user’s best interest" [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>This paper initiates a refocus of user experience metrics to evaluate all facets of users’
perceptions, explicitly including those with potential for harm, as delineated by ISO
9241210 [12].</p>
      <p>Therefore, we made a first attempt to develop a quantitative method to assess users’ ethical
perception of dark patterns in social media. In pursuit of this, we adapted the UEQ and enriched
it with supplementary items specifically designed to capture user reactions to unethical interface
designs.</p>
      <p>In the subsequent sections of this workshop paper, we explore existing UX metrics and
examine how dark patterns are assessed in current literature. Next, we describe the process
of developing an adapted UEQ incorporating an ethical dimension, informed by emerging
taxonomies classifying unethical interface design strategies in social media, known as dark
patterns. Following that, we present key findings from the survey and discuss their implications
in the last part.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Literature Review</title>
      <sec id="sec-2-1">
        <title>2.1. Evaluating User Experience and Ethics</title>
        <p>The literature outlines various methods for assessing user experiences, highlighting diverse
approaches to identifying software weaknesses. Methods range from IsoMetrics[13] and
AttrakDif2 [14] to others, each with unique focuses. The Microsoft Desirability Toolkit simplifies
capturing subjective aspects like "fun" and "enjoyment" through techniques like the Faces
Questionnaire and Product Reaction Cards, yielding qualitative feedback[15]. In contrast, the System
Usability Scale (SUS) ofers a quantitative perspective by scoring a system’s usability on a scale
from 0 to 100 based on user responses to ten statements[16]. Though alternative methods exist,
such as emotion recognition for evaluating dark patterns[17], surveys remain the predominant
tool for gathering user experience data. This is evidenced by well-established methods like
SUMI, which assesses usability through 50 statements[18], and the once-popular AttrakDif2,
an inspiration for the widely used User Experience Questionnaire [19, 20].</p>
        <sec id="sec-2-1-1">
          <title>2.1.1. User Experience Questionnaire (UEQ)</title>
          <p>The UEQ is designed to rapidly assess users’ subjective perceptions of product features and their
immediate efects, using 26 items across six scales to capture a broad view of user experience [ 14].
These scales assess both hedonic qualities—Stimulation and Novelty, which focus on engagement
and innovation—and pragmatic qualities—Eficiency , Perspicuity, and Dependability, which relate
to task accomplishment. Attractiveness evaluates the overall product impression, synthesizing
insights from both hedonic and pragmatic dimensions [21].</p>
          <p>Users rate their agreement with paired adjectives on a scale from -3 to +3, indicating their
experience. The UEQ-S, a concise version of the full questionnaire, contains eight items, four
items from the hedonic scales and four from the pragmatic scales [21].</p>
        </sec>
        <sec id="sec-2-1-2">
          <title>2.1.2. Business Goals and User Experience</title>
          <p>
            User Experience Design is about making business objectives and user goals work together [22].
Key Performance Indicators (KPIs) or Objectives and Key Results (OKRs) measure the move to
achieve those business goals, and UX measures are established, as such KPIs that can measure a
user interface designs UX performance holistically [
            <xref ref-type="bibr" rid="ref3">3</xref>
            ]. As measurements can easily become
targets [23, 24], it is crucial that business measurements incorporate all points of importance,
including ethics.
          </p>
        </sec>
        <sec id="sec-2-1-3">
          <title>2.1.3. Evaluating Ethics in Design</title>
          <p>In the realm of technology design, ethical considerations present complex challenges [25]. The
influence of dark patterns on user decision-making has been well-documented, illustrating
how certain design choices can manipulate user consent, as seen in studies on cookie banner
consent designs [26]. However, the assessment of tech ethics remains fragmented, with current
methodologies often leading to qualitative insights.</p>
          <p>Although instruments like the Ethical Climate Questionnaire exist to assess organizational
ethics [27] and tools like the Facebook Addiction Questionnaire gauge individual platform
dependency [28], these do only yield data on business organization and individual human
long-term efects. More concretely, some researchers have proposed ’moral cards’, designed
for designers to use as a reflective tool on adhering to ethics by design [ 29]. In the field of
artificial intelligence, considerable eforts have been made to incorporate ethics, with many
ethics frameworks emerging. Although checklists, audits, and fairness metrics have been
proposed to encourage AI developers towards responsibility, a review indicates that these tools
investigate ethics narrowly, focusing on a few dimensions rather than examining all aspects
holistically [30]. This underscores a significant research void: the lack of tools specifically
designed to evaluate the ethical aspects of user interfaces.</p>
          <p>Our initial endeavor seeks to bridge this gap by proposing a method that integrates ethical
considerations into user experience assessments. Despite a thorough literature search using
comprehensive keywords, we found no existing instruments tailored for assessing the ethicality
of user interfaces. This discovery confirms the need for innovative approaches to incorporate
ethical evaluation into UX design practices, marking a pivotal direction for future research.</p>
        </sec>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. User Perception of Dark Patterns (in Social Media)</title>
        <p>
          A few researchers have studied unethical design practices in social media [
          <xref ref-type="bibr" rid="ref10 ref5 ref6 ref9">5, 10, 31, 6, 9</xref>
          ].
Mildner et al. [31] demonstrated that regular users of social networking services are capable of
identifying dark patterns. This was established by presenting users with screenshots of dark
patterns and non-dark patterns identified through expert analysis. Further, the study asked
users to evaluate their perceptions of these patterns using specific dark pattern characteristics,
asymmetric, covert, deceptive, hides information, and restrictive [32], finding a generally mild
tendency in their evaluations.
        </p>
        <p>In contrast, Bongard-Blanchy et al. [33] conducted a survey of whether users can recognize
dark patterns in diferent domains. The participants were asked to elaborate in an open text
ifeld on whether they had seen manipulative design elements presented to them for a duration
from 10 to 40 seconds. One of the ten mockups served as a control condition and did not contain
any dark pattern. The findings indicate that 59% of the participants successfully recognized five
or more dark patterns among the nine interfaces. Furthermore, the results highlight that some
dark patterns, such as high-demand / limited time message and confirmshaming, are easier to
detect than others like hidden information[33].</p>
        <p>
          Monge Rofarello and De Russis [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] explored dark patterns that grab users’ attention and get
them hooked. One of their identified dark patterns was social investment, which refers to the
display of social metrics, such as the number of comments, followers, or similar indicators. In a
3-week experiment, they decreased social investment on a Facebook feed each week, and the
results showed, that removing this dark pattern led to a reduction in the time spent on the page.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <p>To study how unethical interface design materializes in user experience metrics and could be
quantified through them, we identified 15 social media dark patterns, reported in the literature.
These were then used to stimulate an extension to the User Experience Questionnaire, translated
into mockups and evaluated using an online survey.</p>
      <sec id="sec-3-1">
        <title>3.1. Known Dark Patterns in Social Media as a Baseline of Unethical User</title>
      </sec>
      <sec id="sec-3-2">
        <title>Interface Design</title>
        <p>
          To advance standardized tools for measuring unethical user experience, we base our work on a
set of social media user interfaces identified as unethical. These interfaces were selected from
a literature review of academic and governmental dark pattern taxonomies. We integrated
ifndings from two peer-reviewed papers [
          <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
          ] and a report by the European Data Protection
Board [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], resulting in a list of 15 dark patterns mapped to six distinct strategies. For each dark
pattern, we created an image or video mockup in a minimalistic social media app design. These
patterns are re-creations of examples from the literature, when available. A detailed taxonomy
report exceeds the scope of this paper; however, the final design stimuli are accessible on OSF 1.
        </p>
        <p>The dark patterns and their associated strategies are listed in Figure 1.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.2. Adapting the User Experience Questionnaire</title>
        <p>The UEQ2 was adapted to include considerations of ethical and unethical design. This
adaptation was conducted through iterative sessions among the authors, focusing on how users
might evaluate the identified unethical design patterns using the full UEQ and what additional
associations might arise.</p>
        <p>Initially, we reviewed the 26 adjective pairs of the UEQ to determine their applicability in
evaluating the 15 dark pattern instances we had identified. Subsequently, we took the complete
UEQ and assessed which items might elicit strong opinions from participants—specifically,
1https://osf.io/nw2tj/
2https://www.ueq-online.org/
Nagging
Forced Access
Overcomplicated Process
Hindering Account Deletion
False Hierarchy
Trick Wording
Toying With Emotion
Expectation Mismatch
Sneaky Bad Defaults
Gamification
Social Pressure
Social Connector
Endlessness
Pull To Refresh
Content Customization</p>
        <p>Unethical Design Strategy
Nagging
Forced Action
Obstruction
Obstruction
Interface Interference
Interface Interference
Interface Interference
Sneaking
Sneaking
Social Engineering
Social Engineering
Social Engineering
Social Engineering
Social Engineering</p>
        <p>Social Engineering
which items might be rated as either -3 or +3. These two steps resulted in two lists of UEQ
items, which were then merged. In this process, we found the Novelty scale to be unnecessary
for evaluating users’ perceptions of dark patterns. Given that the resulting list was too lengthy
for practical use, we favored items from the short version of the UEQ (UEQ-S) and omitted
additional items from the same UEQ categories.</p>
        <p>Upon re-evaluating our questionnaire, we identified a lack of items addressing users’ perceived
manipulation and the techniques implied by dark patterns. To explore these aspects without
directly inquiring about manipulation and perceived ethics, we adhered to the UEQ’s structure
of adjective pairs. Leveraging the Product Reaction Words from the Microsoft Desirability
Toolkit, we revisited the 15 dark pattern mock-ups to pinpoint descriptive gaps. Consequently,
we introduced four new items with both positive and negative adjectives: pressuring / suggesting,
addictive / non-addictive, covert / transparent, and deceptive / benevolent. These introduced four
items are treated as distinct scales in the calculations but are collectively labeled as Manipulation
in the box plots. Thus, our final questionnaire comprises 14 items, with 10 of them combined
into 5 two-item scales and 4 newly added stand-alone item scales. Four scales—Perspicuity,
Eficiency , Dependability, and Stimulation—fully represent the UEQ-S. The Attractiveness scale is
a two-item scale utilizing adjectives from the original UEQ’s Attractiveness scale.</p>
        <p>Finally, the new items were translated into German, as the survey was conducted in both
English and German to reach a larger audience. We included a "don’t know / not applicable"
option and randomized the item order, arranging the pairs so that half start with the positive
term and the other half with the negative term. The adapted UEQ is presented in Figure 2,
reflecting the layout seen by participants.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.3. Survey</title>
        <p>The questionnaire for investigating the user experience of unethical user interface design was
implemented in an online survey. The survey involved additional questions about social media
habits and problems. This paper focuses only on the evaluation of the dark patterns in social
media and excludes all non-social media users. The survey is available as an appendix on
OSF 3. We conducted three test runs, with the survey, before releasing it. As answering our
questionnaire for 15 diferent dark patterns is time-consuming and overwhelming, only five
randomly selected patterns were shown to each user. Users were recruited through online posts,
on a survey exchange platform, and within our network. 4</p>
      </sec>
      <sec id="sec-3-5">
        <title>3.4. Data Analysis</title>
        <p>We employed exploratory data analysis to determine whether and how (1) user experience
questionnaires can indicate unethical design, and (2) our proposed extension is necessary for
such identification. We refrained from conducting any confirmatory data analyses. First, data
was formatted, cleaned and checked for any suspicious responses, such as flatlining. Using
RStudio5, we created various data visualizations. Histograms were used to observe whether
distributions appear normal. For space considerations and ease of analyzing higher order
patterns, color coded box plots showing mean, median, quartiles, whiskers, and outliers were
favored in the presentation of this paper. In these plots, data from the Likert scale is treated as
an ordinal approximation of a continuous variable [34, 35].</p>
        <p>We arranged the 15 dark pattern user experience visualizations on a digital whiteboard and
visually clustered them to identify characteristics in the user perceptions.</p>
        <p>Additionally, we computed averages for the new manipulation items (pressure, addiction,
covert, deception) and UEQ scales (attractive, dependability, eficiency, perspicuity, stimulation),
along with higher-order scores for hedonic and pragmatic qualities, as intended by the UEQ-S,
and an overall UEQ-S score. A simple heuristic suggested by Schrepp et al. [21, Fig. 3] was
used to interpret the quantified user experience from Likert scale data ranging from -3 to +3 as
positive (≥ 1), neutral (between -1 and 1), or negative (≤ -1).</p>
        <p>Lastly, we computed correlation matrices to assess the interrelationships among these UX
measures. Given that visual clustering suggested potential relationships between patterns, we
calculated correlation scores within and between the diferent strategies.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Results</title>
      <p>A total of 126 social media users filled out the survey completely and were included in this
analysis. On average, each dark pattern was evaluated by 42 social media users. The results
from the explorative data analysis will focus on the most relevant findings. The data will be
made available upon request.
3https://osf.io/nw2tj/
4The platform https://www.soscisurvey.de/ was used for creating and hosting the survey. The survey was posted in
Facebook groups, as well as https://www.surveycircle.com/
5https://posit.co/download/rstudio-desktop/</p>
      <sec id="sec-4-1">
        <title>4.1. Overall User Experience of Unethical Social Media Interface Design</title>
        <p>The overall UEQ-S score, obtained by combining the surveyed UEQ-S scales in our adapted
questionnaire (dependability, eficiency, perspicuity and stimulation), ranged from a maximum
of 0.58 to a minimum of -1.05 with an average of -0.16 (see Table 1). The mean scores across all
scales, including the extra items from our adapted questionnaire, ranged from a maximum of
0.48 to a minimum of -0.93 with an average of -0.30. Applying the heuristics as described in
subsection 3.4, only the dark pattern of Nagging resulted in an overall negative user experience,
as defined by the UEQ. The meta-level concept of Hedonic Quality, influenced by Stimulation,
and meta-level concept of Pragmatic Quality, influenced by Dependability, Eficiency, also did
not yield a negative user experience, except for Nagging.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. User Experience of Individual Scales and Adapted Items</title>
        <p>In our questionnaire consisting of 5 original scales and 4 adapted pairs of items, the scales
received varied evaluations—some predominantly negative, many neutral, and a few positive.
Notably, our newly proposed items ’pressuring - suggesting’ (Max -0.03, Min -2.25, Avg -1.08)
and ’deceptive - benevolent’ (Max 0.07, Min -2.09, Avg -1.03) were ranked as the most negative.
Patterns such as Forced Access, Trick Wording, Toying With Emotion, Gamification, Social
Pressure, and Social Connector were negatively ranked in terms of pressuring. Additionally,
False Hierarchy and Nagging were evaluated as very pressuring (≤ -2).</p>
        <p>Further, Nagging, False Hierarchy, were evaluated as very ’deceptive’ and Forced Access,
Expectation Result Mismatch, Trick Wording, Toying With Emotion as ’deceptive’. The
’Attractiveness’ scale, which included items from the long UEQ, matched our ’deception’ item in terms
of negative evaluations, with Toying With Emotion being assessed as strongly negative.</p>
        <p>Patterns Endlessness and Pull To Refresh were perceived by users as addictive. Trick Wording,
Forced Access and Nagging were evaluated with negative dependability.</p>
        <p>The scale Eficiency was neutral for all patterns, and Stimulation neutral for all, but Nagging.</p>
        <p>Conversely, some patterns received positive evaluations. Social Pressure, Sneaky Bad Defaults,
and Pull to Refresh were rated positively in terms of ’Perspicuity’. Sneaky Bad Defaults and
Pull To Refresh as revealed. Moreover, Trick Wording and Sneaky Bad Defaults were perceived
as non-addictive.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Relationships between Scales and Strategies</title>
        <p>Visual clustering suggested that the user experience evaluations of patterns within the social
engineering strategy were strikingly similar. This was substantiated by a correlation matrix,
indicating that these patterns are indeed correlated, many of them strongly so, with an average
correlation coeficient of 0.69. However, they did not show a correlation with patterns from other
strategies. Similarly, the three patterns associated with the strategy of interface interference
were correlated, yielding an average correlation coeficient of 0.85 (see Figure 4).</p>
        <p>Furthermore, notable correlations were observed among various scales. The ’deception
benevolent’ scale was strongly correlated with ’attractiveness’ (coeficient 0.93), as also
observed in subsection 4.2. Additionally, ’addiction’ showed a moderate negative correlation with
’attractiveness’, ’perspicuity’, and the overall UEQ score.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion</title>
      <p>Concluding, from the explorative data analysis, we find that (1) an aggregated UX score using
items from the User Experience Questionnaire does not efectively indicate unethical user
interface design. Instead, (2) subscale measures from the questionnaire show relationships with
unethical design strategies. However, even considering subscales, it appears to be necessary to
extend User Experience Questionnaires focusing only on Pragmatic and Hedonic Qualities for
an ethical dimension as (3) users negatively identify interfaces with addictive and pressuring
properties. Finally, (4) evaluations demonstrate consistency within groups of unethical design
strategies, indicating that these may remain stable.</p>
      <sec id="sec-5-1">
        <title>5.1. Aggregated UX Score</title>
        <p>
          Currently, User Experience Questionnaires are employed to evaluate designs and in industry
often to measure the success of designers. However, aggregated measurements alone cannot
identify deceptive design practices. The reason why aggregated UEQ scores do not consistently
indicate unethical design is because dark patterns do not always represent poor design; rather,
they often incorporate sophisticated design elements. These user experience qualities can
outweigh other overlooked factors, such as in the evaluation of gamification, or with the pattern
pull to refresh, which was evaluated as ’addictive’ but also with high perspicuity. This challenge
of reflecting multidimensional UX in a few key performance indicators (KPIs) is also highlighted
in a brief paper by the developers of the UEQ [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. We conclude that the current use of aggregated
"catch-all" scales may, in fact, do more harm than good if they obscure harmful designs. We
advise against using low-dimensional metrics as a method, especially within companies, as they
do not prevent the creation of unethical designs aimed at achieving prioritized business goals.
Using alternative weightings for aggregate scores, such as, considering the worst indicator,
seems a plausible solution; however, not every negative evaluation is problematic as designers
might employ such methods and characteristics to achieve ethically sensible goals [25, 36].
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Relation Between Subscale Measures and Social Media Dark Patterns</title>
        <p>We advocate for a nuanced approach that considers the complexity and multidimensionality of
user experience, beyond simplifying it into single, aggregated metrics, including characteristics
particularly indicative of unethical design.</p>
        <p>Particularly notable is attractiveness, which, although only part of the long version of the
UEQ, was identified six times as a potential indicator of dark pattern design. This suggests
that individual subcategories of the UEQ can indeed reveal unethical design practices when
examined separately. Furthermore, dependability appears relevant in identifying unethical
design elements.</p>
      </sec>
      <sec id="sec-5-3">
        <title>5.3. Identification of Addictive and Pressuring Interface Designs</title>
        <p>The literature on dark patterns in social media particularly highlights the risk of addictiveness
in interface designs. While prior research found mixed results in users’ capability to identify
dark patterns, our evaluation demonstrates that users are capable of identifying non-obvious
design features that contribute to addiction, such as the "pull to refresh", and "endless scroll"
mechanisms. This ability suggests there’s potential to incorporate such a dimension into an
adapted User Experience Questionnaire. Users were also identifying various dark patterns as
’deceptive’. Interestingly, these were the same patterns that were classified as unattractive,
implying a relationship. This exploration shows that users can identify unethical interface
designs that impact aspects of the user experience if sensible constructs are surveyed. We
conclude that an extension of user experience questionnaires with an ethical dimension is
feasible and overdue.</p>
      </sec>
      <sec id="sec-5-4">
        <title>5.4. Consistency within Groups of Unethical Design Strategies</title>
        <p>Designers are continually crafting new dark patterns, always staying a step ahead of regulations.
As soon as one pattern is prohibited, another emerges in its place. It is encouraging to find that
users in our survey evaluated the underlying strategies of diferent patterns consistently. This
implies that it is possible to construct a User Experience Questionnaire capable of evaluating
unethical design patterns over the long term and yielding consistent results. This consistency
suggests a deeper, more stable basis for identifying unethical designs beyond the surface level of
ever-evolving patterns, pointing toward the feasibility of developing tools that remain efective
as the landscape of dark patterns shifts.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Limitations and Future Work</title>
      <p>Our exploratory survey design and data analysis present a first step towards creating a
standardized assessment tool for ethical user experience. Our extension of the UEQ is grounded in
an analysis of dark patterns academics identified in social media, exemplifying unethical user
interface design. Incorporating a broader taxonomy of dark patterns, including other domains,
is expected to reveal additional items for the scale.</p>
      <p>Our exploratory evaluation of the dark patterns is sensitive to the chosen heuristic cutof.
With the chosen boundary (≤ -1), 4 patterns were counted as not being evaluated negatively on
any evaluative scale. A more narrowly defined neutral ≤ -0.7 would have resulted in all patterns
being evaluated negatively on at least one evaluative scale. Setting these cutofs is subjective to
some degree; future benchmarking studies could inform sensible values for setting them. The
survey was conducted in English and German, and therefore might have a western bias.</p>
      <p>For this workshop paper, we did not perform tests of significance or factor analyses due to
the preliminary nature of the study. Future research with a larger sample size is necessary to
evaluate the validity and reliability of the newly proposed scale items.</p>
      <p>This survey evaluated unethical design through a visual analysis on the pattern level. A
limitation of the test method was that participants evaluated the designs in a non-interactive
survey. If users were to click through a full user flow themselves, scales, particularly eficiency,
might be evaluated worse. We suggest follow-up studies to explore how interactive prototypes
and prolonged usage influence responses to an ethically adapted user experience questionnaire.
Moreover, while dark patterns represent the most extensively studied unethical interface design
strategies, other ethical considerations that afect user experience and potentially lead to
longterm harms should also be considered.</p>
      <sec id="sec-6-1">
        <title>6.1. Conclusion</title>
        <p>Using known dark patterns in social media as examples of unethical user interface design,
and combining an exploratory UEQ extension with data analysis, we have demonstrated the
potential and limitations of using user experience metrics to evaluate the ethicality of design.
We hope this workshop paper serves as a first step towards the creation of a rigorous tool to
quantify ethical user experiences through questionnaires.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgments</title>
      <p>This work has been made possible through self-funding and family support. We express special
gratitude to University Assistant Janis Lena Meißner, as well as the Digital Life Initiative and
Prof. Helen Nissenbaum for enabling a research visit.
[12] International Organization for Standardization, Ergonomics of human-system
interaction — Part 210: Human-centred design for interactive systems, Standard, International
Organization for Standardization, Geneva, CH, 2010.
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    <sec id="sec-8">
      <title>A. UEQ Evaluations</title>
    </sec>
    <sec id="sec-9">
      <title>B. Dark Pattern Evaluations</title>
      <p>All presented social media dark pattern mockups and plots are available at https://osf.io/nw2tj/.
(a) Mockup
(b) Result</p>
    </sec>
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